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Author Wenjuan Gong; W.Zhang; Jordi Gonzalez; Y.Ren; Z.Li edit  doi
openurl 
  Title (down) Enhanced Asymmetric Bilinear Model for Face Recognition Type Journal Article
  Year 2015 Publication International Journal of Distributed Sensor Networks Abbreviated Journal IJDSN  
  Volume Issue Pages Article ID 218514  
  Keywords  
  Abstract Bilinear models have been successfully applied to separate two factors, for example, pose variances and different identities in face recognition problems. Asymmetric model is a type of bilinear model which models a system in the most concise way. But seldom there are works exploring the applications of asymmetric bilinear model on face recognition problem with illumination changes. In this work, we propose enhanced asymmetric model for illumination-robust face recognition. Instead of initializing the factor probabilities randomly, we initialize them with nearest neighbor method and optimize them for the test data. Above that, we update the factor model to be identified. We validate the proposed method on a designed data sample and extended Yale B dataset. The experiment results show that the enhanced asymmetric models give promising results and good recognition accuracies.  
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  Notes ISE; 600.063; 600.078 Approved no  
  Call Number Admin @ si @ GZG2015 Serial 2592  
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Author Meysam Madadi; Sergio Escalera; Xavier Baro; Jordi Gonzalez edit   pdf
doi  openurl
  Title (down) End-to-end Global to Local CNN Learning for Hand Pose Recovery in Depth data Type Journal Article
  Year 2022 Publication IET Computer Vision Abbreviated Journal IETCV  
  Volume 16 Issue 1 Pages 50-66  
  Keywords Computer vision; data acquisition; human computer interaction; learning (artificial intelligence); pose estimation  
  Abstract Despite recent advances in 3D pose estimation of human hands, especially thanks to the advent of CNNs and depth cameras, this task is still far from being solved. This is mainly due to the highly non-linear dynamics of fingers, which make hand model training a challenging task. In this paper, we exploit a novel hierarchical tree-like structured CNN, in which branches are trained to become specialized in predefined subsets of hand joints, called local poses. We further fuse local pose features, extracted from hierarchical CNN branches, to learn higher order dependencies among joints in the final pose by end-to-end training. Lastly, the loss function used is also defined to incorporate appearance and physical constraints about doable hand motion and deformation. Finally, we introduce a non-rigid data augmentation approach to increase the amount of training depth data. Experimental results suggest that feeding a tree-shaped CNN, specialized in local poses, into a fusion network for modeling joints correlations and dependencies, helps to increase the precision of final estimations, outperforming state-of-the-art results on NYU and SyntheticHand datasets.  
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  Notes HUPBA; ISE; 600.098; 600.119 Approved no  
  Call Number Admin @ si @ MEB2022 Serial 3652  
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Author Koen E.A. van de Sande; Theo Gevers; Cees G.M. Snoek edit  doi
openurl 
  Title (down) Empowering Visual Categorization with the GPU Type Journal Article
  Year 2011 Publication IEEE Transactions on Multimedia Abbreviated Journal TMM  
  Volume 13 Issue 1 Pages 60-70  
  Keywords  
  Abstract Visual categorization is important to manage large collections of digital images and video, where textual meta-data is often incomplete or simply unavailable. The bag-of-words model has become the most powerful method for visual categorization of images and video. Despite its high accuracy, a severe drawback of this model is its high computational cost. As the trend to increase computational power in newer CPU and GPU architectures is to increase their level of parallelism, exploiting this parallelism becomes an important direction to handle the computational cost of the bag-of-words approach. When optimizing a system based on the bag-of-words approach, the goal is to minimize the time it takes to process batches of images. Additionally, we also consider power usage as an evaluation metric. In this paper, we analyze the bag-of-words model for visual categorization in terms of computational cost and identify two major bottlenecks: the quantization step and the classification step. We address these two bottlenecks by proposing two efficient algorithms for quantization and classification by exploiting the GPU hardware and the CUDA parallel programming model. The algorithms are designed to (1) keep categorization accuracy intact, (2) decompose the problem and (3) give the same numerical results. In the experiments on large scale datasets it is shown that, by using a parallel implementation on the Geforce GTX260 GPU, classifying unseen images is 4.8 times faster than a quad-core CPU version on the Core i7 920, while giving the exact same numerical results. In addition, we show how the algorithms can be generalized to other applications, such as text retrieval and video retrieval. Moreover, when the obtained speedup is used to process extra video frames in a video retrieval benchmark, the accuracy of visual categorization is improved by 29%.  
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  Notes ISE Approved no  
  Call Number Admin @ si @ SGS2011b Serial 1729  
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Author A. Toet; M. Henselmans; M.P. Lucassen; Theo Gevers edit  doi
openurl 
  Title (down) Emotional effects of dynamic textures Type Journal
  Year 2011 Publication i-Perception Abbreviated Journal iPER  
  Volume 2 Issue 9 Pages 969 – 991  
  Keywords  
  Abstract This study explores the effects of various spatiotemporal dynamic texture characteristics on human emotions. The emotional experience of auditory (eg, music) and haptic repetitive patterns has been studied extensively. In contrast, the emotional experience of visual dynamic textures is still largely unknown, despite their natural ubiquity and increasing use in digital media. Participants watched a set of dynamic textures, representing either water or various different media, and self-reported their emotional experience. Motion complexity was found to have mildly relaxing and nondominant effects. In contrast, motion change complexity was found to be arousing and dominant. The speed of dynamics had arousing, dominant, and unpleasant effects. The amplitude of dynamics was also regarded as unpleasant. The regularity of the dynamics over the textures’ area was found to be uninteresting, nondominant, mildly relaxing, and mildly pleasant. The spatial scale of the dynamics had an unpleasant, arousing, and dominant effect, which was larger for textures with diverse content than for water textures. For water textures, the effects of spatial contrast were arousing, dominant, interesting, and mildly unpleasant. None of these effects were observed for textures of diverse content. The current findings are relevant for the design and synthesis of affective multimedia content and for affective scene indexing and retrieval.  
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  Series Volume Series Issue Edition  
  ISSN 2041-6695 ISBN Medium  
  Area Expedition Conference  
  Notes ALTRES;ISE Approved no  
  Call Number Admin @ si @THL2011 Serial 1843  
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Author Marco Pedersoli; Jordi Gonzalez; Andrew Bagdanov; Xavier Roca edit  doi
openurl 
  Title (down) Efficient Discriminative Multiresolution Cascade for Real-Time Human Detection Applications Type Journal Article
  Year 2011 Publication Pattern Recognition Letters Abbreviated Journal PRL  
  Volume 32 Issue 13 Pages 1581-1587  
  Keywords  
  Abstract Human detection is fundamental in many machine vision applications, like video surveillance, driving assistance, action recognition and scene understanding. However in most of these applications real-time performance is necessary and this is not achieved yet by current detection methods.

This paper presents a new method for human detection based on a multiresolution cascade of Histograms of Oriented Gradients (HOG) that can highly reduce the computational cost of detection search without affecting accuracy. The method consists of a cascade of sliding window detectors. Each detector is a linear Support Vector Machine (SVM) composed of HOG features at different resolutions, from coarse at the first level to fine at the last one.

In contrast to previous methods, our approach uses a non-uniform stride of the sliding window that is defined by the feature resolution and allows the detection to be incrementally refined as going from coarse-to-fine resolution. In this way, the speed-up of the cascade is not only due to the fewer number of features computed at the first levels of the cascade, but also to the reduced number of windows that need to be evaluated at the coarse resolution. Experimental results show that our method reaches a detection rate comparable with the state-of-the-art of detectors based on HOG features, while at the same time the detection search is up to 23 times faster.
 
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  Notes ISE Approved no  
  Call Number Admin @ si @ PGB2011a Serial 1707  
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