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Razieh Rastgoo, Kourosh Kiani, & Sergio Escalera. (2018). Multi-Modal Deep Hand Sign Language Recognition in Still Images Using Restricted Boltzmann Machine. ENTROPY - Entropy, 20(11), 809.
Abstract: In this paper, a deep learning approach, Restricted Boltzmann Machine (RBM), is used to perform automatic hand sign language recognition from visual data. We evaluate how RBM, as a deep generative model, is capable of generating the distribution of the input data for an enhanced recognition of unseen data. Two modalities, RGB and Depth, are considered in the model input in three forms: original image, cropped image, and noisy cropped image. Five crops of the input image are used and the hand of these cropped images are detected using Convolutional Neural Network (CNN). After that, three types of the detected hand images are generated for each modality and input to RBMs. The outputs of the RBMs for two modalities are fused in another RBM in order to recognize the output sign label of the input image. The proposed multi-modal model is trained on all and part of the American alphabet and digits of four publicly available datasets. We also evaluate the robustness of the proposal against noise. Experimental results show that the proposed multi-modal model, using crops and the RBM fusing methodology, achieves state-of-the-art results on Massey University Gesture Dataset 2012, American Sign Language (ASL). and Fingerspelling Dataset from the University of Surrey’s Center for Vision, Speech and Signal Processing, NYU, and ASL Fingerspelling A datasets.
Keywords: hand sign language; deep learning; restricted Boltzmann machine (RBM); multi-modal; profoundly deaf; noisy image
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Mohammad Naser Sabet, Pau Buch Cardona, Egils Avots, Kamal Nasrollahi, Sergio Escalera, Thomas B. Moeslund, et al. (2019). Privacy-Constrained Biometric System for Non-cooperative Users. ENTROPY - Entropy, 21(11), 1033.
Abstract: With the consolidation of the new data protection regulation paradigm for each individual within the European Union (EU), major biometric technologies are now confronted with many concerns related to user privacy in biometric deployments. When individual biometrics are disclosed, the sensitive information about his/her personal data such as financial or health are at high risk of being misused or compromised. This issue can be escalated considerably over scenarios of non-cooperative users, such as elderly people residing in care homes, with their inability to interact conveniently and securely with the biometric system. The primary goal of this study is to design a novel database to investigate the problem of automatic people recognition under privacy constraints. To do so, the collected data-set contains the subject’s hand and foot traits and excludes the face biometrics of individuals in order to protect their privacy. We carried out extensive simulations using different baseline methods, including deep learning. Simulation results show that, with the spatial features extracted from the subject sequence in both individual hand or foot videos, state-of-the-art deep models provide promising recognition performance.
Keywords: biometric recognition; multimodal-based human identification; privacy; deep learning
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Javier Selva, Anders S. Johansen, Sergio Escalera, Kamal Nasrollahi, Thomas B. Moeslund, & Albert Clapes. (2023). Video transformers: A survey. TPAMI - IEEE Transactions on Pattern Analysis and Machine Intelligence, 45(11), 12922–12943.
Abstract: Transformer models have shown great success handling long-range interactions, making them a promising tool for modeling video. However, they lack inductive biases and scale quadratically with input length. These limitations are further exacerbated when dealing with the high dimensionality introduced by the temporal dimension. While there are surveys analyzing the advances of Transformers for vision, none focus on an in-depth analysis of video-specific designs. In this survey, we analyze the main contributions and trends of works leveraging Transformers to model video. Specifically, we delve into how videos are handled at the input level first. Then, we study the architectural changes made to deal with video more efficiently, reduce redundancy, re-introduce useful inductive biases, and capture long-term temporal dynamics. In addition, we provide an overview of different training regimes and explore effective self-supervised learning strategies for video. Finally, we conduct a performance comparison on the most common benchmark for Video Transformers (i.e., action classification), finding them to outperform 3D ConvNets even with less computational complexity.
Keywords: Artificial Intelligence; Computer Vision; Self-Attention; Transformers; Video Representations
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Oscar Lopes, Miguel Reyes, Sergio Escalera, & Jordi Gonzalez. (2014). Spherical Blurred Shape Model for 3-D Object and Pose Recognition: Quantitative Analysis and HCI Applications in Smart Environments. TSMCB - IEEE Transactions on Systems, Man and Cybernetics (Part B), 44(12), 2379–2390.
Abstract: The use of depth maps is of increasing interest after the advent of cheap multisensor devices based on structured light, such as Kinect. In this context, there is a strong need of powerful 3-D shape descriptors able to generate rich object representations. Although several 3-D descriptors have been already proposed in the literature, the research of discriminative and computationally efficient descriptors is still an open issue. In this paper, we propose a novel point cloud descriptor called spherical blurred shape model (SBSM) that successfully encodes the structure density and local variabilities of an object based on shape voxel distances and a neighborhood propagation strategy. The proposed SBSM is proven to be rotation and scale invariant, robust to noise and occlusions, highly discriminative for multiple categories of complex objects like the human hand, and computationally efficient since the SBSM complexity is linear to the number of object voxels. Experimental evaluation in public depth multiclass object data, 3-D facial expressions data, and a novel hand poses data sets show significant performance improvements in relation to state-of-the-art approaches. Moreover, the effectiveness of the proposal is also proved for object spotting in 3-D scenes and for real-time automatic hand pose recognition in human computer interaction scenarios.
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Raquel Justo, Leila Ben Letaifa, Cristina Palmero, Eduardo Gonzalez-Fraile, Anna Torp Johansen, Alain Vazquez, et al. (2020). Analysis of the Interaction between Elderly People and a Simulated Virtual Coach, Journal of Ambient Intelligence and Humanized Computing. AIHC - Journal of Ambient Intelligence and Humanized Computing, 11(12), 6125–6140.
Abstract: The EMPATHIC project develops and validates new interaction paradigms for personalized virtual coaches (VC) to promote healthy and independent aging. To this end, the work presented in this paper is aimed to analyze the interaction between the EMPATHIC-VC and the users. One of the goals of the project is to ensure an end-user driven design, involving senior users from the beginning and during each phase of the project. Thus, the paper focuses on some sessions where the seniors carried out interactions with a Wizard of Oz driven, simulated system. A coaching strategy based on the GROW model was used throughout these sessions so as to guide interactions and engage the elderly with the goals of the project. In this interaction framework, both the human and the system behavior were analyzed. The way the wizard implements the GROW coaching strategy is a key aspect of the system behavior during the interaction. The language used by the virtual agent as well as his or her physical aspect are also important cues that were analyzed. Regarding the user behavior, the vocal communication provides information about the speaker’s emotional status, that is closely related to human behavior and which can be extracted from the speech and language analysis. In the same way, the analysis of the facial expression, gazes and gestures can provide information on the non verbal human communication even when the user is not talking. In addition, in order to engage senior users, their preferences and likes had to be considered. To this end, the effect of the VC on the users was gathered by means of direct questionnaires. These analyses have shown a positive and calm behavior of users when interacting with the simulated virtual coach as well as some difficulties of the system to develop the proposed coaching strategy.
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