Ciprian Corneanu, Meysam Madadi, Sergio Escalera, & Aleix Martinez. (2020). Explainable Early Stopping for Action Unit Recognition. In Faces and Gestures in E-health and welfare workshop (pp. 693–699).
Abstract: A common technique to avoid overfitting when training deep neural networks (DNN) is to monitor the performance in a dedicated validation data partition and to stop
training as soon as it saturates. This only focuses on what the model does, while completely ignoring what happens inside it.
In this work, we open the “black-box” of DNN in order to perform early stopping. We propose to use a novel theoretical framework that analyses meso-scale patterns in the topology of the functional graph of a network while it trains. Based on it,
we decide when it transitions from learning towards overfitting in a more explainable way. We exemplify the benefits of this approach on a state-of-the art custom DNN that jointly learns local representations and label structure employing an ensemble of dedicated subnetworks. We show that it is practically equivalent in performance to early stopping with patience, the standard early stopping algorithm in the literature. This proves beneficial for AU recognition performance and provides new insights into how learning of AUs occurs in DNNs.
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Anna Esposito, Terry Amorese, Nelson Maldonato, Alessandro Vinciarelli, Maria Ines Torres, Sergio Escalera, et al. (2020). Seniors’ ability to decode differently aged facial emotional expressions. In Faces and Gestures in E-health and welfare workshop (pp. 716–722).
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Anna Esposito, Italia Cirillo, Antonietta Esposito, Leopoldina Fortunati, Gian Luca Foresti, Sergio Escalera, et al. (2020). Impairments in decoding facial and vocal emotional expressions in high functioning autistic adults and adolescents. In Faces and Gestures in E-health and welfare workshop (pp. 667–674).
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David Masip, Agata Lapedriza, & Jordi Vitria. (2007). Measuring External Face Appearance for Face Classification. In Face Recognition, Ed. Kresimir Delac and Mislav Grgic, pp. 287–307, ISBN 978–3–902613–03–5, I–Tech Education and Publishing.
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M. Bressan, & Jordi Vitria. (2002). Improving Naive Bayes using Class Conditional ICA.
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Katerine Diaz, & Francesc J. Ferri. (2013). Extensiones del método de vectores comunes discriminantes Aplicadas a la clasificación de imágenes.
Abstract: Los métodos basados en subespacios son una herramienta muy utilizada en aplicaciones de visión por computador. Aquí se presentan y validan algunos algoritmos que hemos propuesto en este campo de investigación. El primer algoritmo está relacionado con una extensión del método de vectores comunes discriminantes con kernel, que reinterpreta el espacio nulo de la matriz de dispersión intra-clase del conjunto de entrenamiento para obtener las características discriminantes. Dentro de los métodos basados en subespacios existen diferentes tipos de entrenamiento. Uno de los más populares, pero no por ello uno de los más eficientes, es el aprendizaje por lotes. En este tipo de aprendizaje, todas las muestras del conjunto de entrenamiento tienen que estar disponibles desde el inicio. De este modo, cuando nuevas muestras se ponen a disposición del algoritmo, el sistema tiene que ser reentrenado de nuevo desde cero. Una alternativa a este tipo de entrenamiento es el aprendizaje incremental. Aquí se proponen diferentes algoritmos incrementales del método de vectores comunes discriminantes.
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Debora Gil, Oriol Ramos Terrades, & Raquel Perez. (2021). Topological Radiomics (TOPiomics): Early Detection of Genetic Abnormalities in Cancer Treatment Evolution. In Extended Abstracts GEOMVAP 2019, Trends in Mathematics 15 (Vol. 15, 89–93). Springer Nature.
Abstract: Abnormalities in radiomic measures correlate to genomic alterations prone to alter the outcome of personalized anti-cancer treatments. TOPiomics is a new method for the early detection of variations in tumor imaging phenotype from a topological structure in multi-view radiomic spaces.
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Carles Fernandez, Pau Baiget, Xavier Roca, & Jordi Gonzalez. (2011). Determining the Best Suited Semantic Events for Cognitive Surveillance. EXSY - Expert Systems with Applications, 38(4), 4068–4079.
Abstract: State-of-the-art systems on cognitive surveillance identify and describe complex events in selected domains, thus providing end-users with tools to easily access the contents of massive video footage. Nevertheless, as the complexity of events increases in semantics and the types of indoor/outdoor scenarios diversify, it becomes difficult to assess which events describe better the scene, and how to model them at a pixel level to fulfill natural language requests. We present an ontology-based methodology that guides the identification, step-by-step modeling, and generalization of the most relevant events to a specific domain. Our approach considers three steps: (1) end-users provide textual evidence from surveilled video sequences; (2) transcriptions are analyzed top-down to build the knowledge bases for event description; and (3) the obtained models are used to generalize event detection to different image sequences from the surveillance domain. This framework produces user-oriented knowledge that improves on existing advanced interfaces for video indexing and retrieval, by determining the best suited events for video understanding according to end-users. We have conducted experiments with outdoor and indoor scenes showing thefts, chases, and vandalism, demonstrating the feasibility and generalization of this proposal.
Keywords: Cognitive surveillance; Event modeling; Content-based video retrieval; Ontologies; Advanced user interfaces
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J.S. Cope, P.Remagnino, S.Mannan, Katerine Diaz, Francesc J. Ferri, & P.Wilkin. (2013). Reverse Engineering Expert Visual Observations: From Fixations To The Learning Of Spatial Filters With A Neural-Gas Algorithm. EXWA - Expert Systems with Applications, 40(17), 6707–6712.
Abstract: Human beings can become experts in performing specific vision tasks, for example, doctors analysing medical images, or botanists studying leaves. With sufficient knowledge and experience, people can become very efficient at such tasks. When attempting to perform these tasks with a machine vision system, it would be highly beneficial to be able to replicate the process which the expert undergoes. Advances in eye-tracking technology can provide data to allow us to discover the manner in which an expert studies an image. This paper presents a first step towards utilizing these data for computer vision purposes. A growing-neural-gas algorithm is used to learn a set of Gabor filters which give high responses to image regions which a human expert fixated on. These filters can then be used to identify regions in other images which are likely to be useful for a given vision task. The algorithm is evaluated by learning filters for locating specific areas of plant leaves.
Keywords: Neural gas; Expert vision; Eye-tracking; Fixations
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Joan Marc Llargues Asensio, Juan Peralta, Raul Arrabales, Manuel Gonzalez Bedia, Paulo Cortez, & Antonio Lopez. (2014). Artificial Intelligence Approaches for the Generation and Assessment of Believable Human-Like Behaviour in Virtual Characters. EXSY - Expert Systems With Applications, 41(16), 7281–7290.
Abstract: Having artificial agents to autonomously produce human-like behaviour is one of the most ambitious original goals of Artificial Intelligence (AI) and remains an open problem nowadays. The imitation game originally proposed by Turing constitute a very effective method to prove the indistinguishability of an artificial agent. The behaviour of an agent is said to be indistinguishable from that of a human when observers (the so-called judges in the Turing test) cannot tell apart humans and non-human agents. Different environments, testing protocols, scopes and problem domains can be established to develop limited versions or variants of the original Turing test. In this paper we use a specific version of the Turing test, based on the international BotPrize competition, built in a First-Person Shooter video game, where both human players and non-player characters interact in complex virtual environments. Based on our past experience both in the BotPrize competition and other robotics and computer game AI applications we have developed three new more advanced controllers for believable agents: two based on a combination of the CERA–CRANIUM and SOAR cognitive architectures and other based on ADANN, a system for the automatic evolution and adaptation of artificial neural networks. These two new agents have been put to the test jointly with CCBot3, the winner of BotPrize 2010 competition (Arrabales et al., 2012), and have showed a significant improvement in the humanness ratio. Additionally, we have confronted all these bots to both First-person believability assessment (BotPrize original judging protocol) and Third-person believability assessment, demonstrating that the active involvement of the judge has a great impact in the recognition of human-like behaviour.
Keywords: Turing test; Human-like behaviour; Believability; Non-player characters; Cognitive architectures; Genetic algorithm; Artificial neural networks
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Joan Serrat, Felipe Lumbreras, Francisco Blanco, Manuel Valiente, & Montserrat Lopez-Mesas. (2017). myStone: A system for automatic kidney stone classification. ESA - Expert Systems with Applications, 89, 41–51.
Abstract: Kidney stone formation is a common disease and the incidence rate is constantly increasing worldwide. It has been shown that the classification of kidney stones can lead to an important reduction of the recurrence rate. The classification of kidney stones by human experts on the basis of certain visual color and texture features is one of the most employed techniques. However, the knowledge of how to analyze kidney stones is not widespread, and the experts learn only after being trained on a large number of samples of the different classes. In this paper we describe a new device specifically designed for capturing images of expelled kidney stones, and a method to learn and apply the experts knowledge with regard to their classification. We show that with off the shelf components, a carefully selected set of features and a state of the art classifier it is possible to automate this difficult task to a good degree. We report results on a collection of 454 kidney stones, achieving an overall accuracy of 63% for a set of eight classes covering almost all of the kidney stones taxonomy. Moreover, for more than 80% of samples the real class is the first or the second most probable class according to the system, being then the patient recommendations for the two top classes similar. This is the first attempt towards the automatic visual classification of kidney stones, and based on the current results we foresee better accuracies with the increase of the dataset size.
Keywords: Kidney stone; Optical device; Computer vision; Image classification
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Md. Mostafa Kamal Sarker, Hatem A. Rashwan, Farhan Akram, Vivek Kumar Singh, Syeda Furruka Banu, Forhad U H Chowdhury, et al. (2021). SLSNet: Skin lesion segmentation using a lightweight generative adversarial network. ESWA - Expert Systems With Applications, 183, 115433.
Abstract: The determination of precise skin lesion boundaries in dermoscopic images using automated methods faces many challenges, most importantly, the presence of hair, inconspicuous lesion edges and low contrast in dermoscopic images, and variability in the color, texture and shapes of skin lesions. Existing deep learning-based skin lesion segmentation algorithms are expensive in terms of computational time and memory. Consequently, running such segmentation algorithms requires a powerful GPU and high bandwidth memory, which are not available in dermoscopy devices. Thus, this article aims to achieve precise skin lesion segmentation with minimum resources: a lightweight, efficient generative adversarial network (GAN) model called SLSNet, which combines 1-D kernel factorized networks, position and channel attention, and multiscale aggregation mechanisms with a GAN model. The 1-D kernel factorized network reduces the computational cost of 2D filtering. The position and channel attention modules enhance the discriminative ability between the lesion and non-lesion feature representations in spatial and channel dimensions, respectively. A multiscale block is also used to aggregate the coarse-to-fine features of input skin images and reduce the effect of the artifacts. SLSNet is evaluated on two publicly available datasets: ISBI 2017 and the ISIC 2018. Although SLSNet has only 2.35 million parameters, the experimental results demonstrate that it achieves segmentation results on a par with the state-of-the-art skin lesion segmentation methods with an accuracy of 97.61%, and Dice and Jaccard similarity coefficients of 90.63% and 81.98%, respectively. SLSNet can run at more than 110 frames per second (FPS) in a single GTX1080Ti GPU, which is faster than well-known deep learning-based image segmentation models, such as FCN. Therefore, SLSNet can be used for practical dermoscopic applications.
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Andreea Glavan, Alina Matei, Petia Radeva, & Estefania Talavera. (2021). Does our social life influence our nutritional behaviour? Understanding nutritional habits from egocentric photo-streams. ESWA - Expert Systems with Applications, 171, 114506.
Abstract: Nutrition and social interactions are both key aspects of the daily lives of humans. In this work, we propose a system to evaluate the influence of social interaction in the nutritional habits of a person from a first-person perspective. In order to detect the routine of an individual, we construct a nutritional behaviour pattern discovery model, which outputs routines over a number of days. Our method evaluates similarity of routines with respect to visited food-related scenes over the collected days, making use of Dynamic Time Warping, as well as considering social engagement and its correlation with food-related activities. The nutritional and social descriptors of the collected days are evaluated and encoded using an LSTM Autoencoder. Later, the obtained latent space is clustered to find similar days unaffected by outliers using the Isolation Forest method. Moreover, we introduce a new score metric to evaluate the performance of the proposed algorithm. We validate our method on 104 days and more than 100 k egocentric images gathered by 7 users. Several different visualizations are evaluated for the understanding of the findings. Our results demonstrate good performance and applicability of our proposed model for social-related nutritional behaviour understanding. At the end, relevant applications of the model are discussed by analysing the discovered routine of particular individuals.
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Razieh Rastgoo, Kourosh Kiani, & Sergio Escalera. (2020). Hand sign language recognition using multi-view hand skeleton. ESWA - Expert Systems With Applications, 150, 113336.
Abstract: Hand sign language recognition from video is a challenging research area in computer vision, which performance is affected by hand occlusion, fast hand movement, illumination changes, or background complexity, just to mention a few. In recent years, deep learning approaches have achieved state-of-the-art results in the field, though previous challenges are not completely solved. In this work, we propose a novel deep learning-based pipeline architecture for efficient automatic hand sign language recognition using Single Shot Detector (SSD), 2D Convolutional Neural Network (2DCNN), 3D Convolutional Neural Network (3DCNN), and Long Short-Term Memory (LSTM) from RGB input videos. We use a CNN-based model which estimates the 3D hand keypoints from 2D input frames. After that, we connect these estimated keypoints to build the hand skeleton by using midpoint algorithm. In order to obtain a more discriminative representation of hands, we project 3D hand skeleton into three views surface images. We further employ the heatmap image of detected keypoints as input for refinement in a stacked fashion. We apply 3DCNNs on the stacked features of hand, including pixel level, multi-view hand skeleton, and heatmap features, to extract discriminant local spatio-temporal features from these stacked inputs. The outputs of the 3DCNNs are fused and fed to a LSTM to model long-term dynamics of hand sign gestures. Analyzing 2DCNN vs. 3DCNN using different number of stacked inputs into the network, we demonstrate that 3DCNN better capture spatio-temporal dynamics of hands. To the best of our knowledge, this is the first time that this multi-modal and multi-view set of hand skeleton features are applied for hand sign language recognition. Furthermore, we present a new large-scale hand sign language dataset, namely RKS-PERSIANSIGN, including 10′000 RGB videos of 100 Persian sign words. Evaluation results of the proposed model on three datasets, NYU, First-Person, and RKS-PERSIANSIGN, indicate that our model outperforms state-of-the-art models in hand sign language recognition, hand pose estimation, and hand action recognition.
Keywords: Multi-view hand skeleton; Hand sign language recognition; 3DCNN; Hand pose estimation; RGB video; Hand action recognition
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Razieh Rastgoo, Kourosh Kiani, & Sergio Escalera. (2021). Sign Language Recognition: A Deep Survey. ESWA - Expert Systems With Applications, 164, 113794.
Abstract: Sign language, as a different form of the communication language, is important to large groups of people in society. There are different signs in each sign language with variability in hand shape, motion profile, and position of the hand, face, and body parts contributing to each sign. So, visual sign language recognition is a complex research area in computer vision. Many models have been proposed by different researchers with significant improvement by deep learning approaches in recent years. In this survey, we review the vision-based proposed models of sign language recognition using deep learning approaches from the last five years. While the overall trend of the proposed models indicates a significant improvement in recognition accuracy in sign language recognition, there are some challenges yet that need to be solved. We present a taxonomy to categorize the proposed models for isolated and continuous sign language recognition, discussing applications, datasets, hybrid models, complexity, and future lines of research in the field.
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