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Meysam Madadi, Hugo Bertiche, & Sergio Escalera. (2020). SMPLR: Deep learning based SMPL reverse for 3D human pose and shape recovery. PR - Pattern Recognition, 106, 107472.
Abstract: In this paper we propose to embed SMPL within a deep-based model to accurately estimate 3D pose and shape from a still RGB image. We use CNN-based 3D joint predictions as an intermediate representation to regress SMPL pose and shape parameters. Later, 3D joints are reconstructed again in the SMPL output. This module can be seen as an autoencoder where the encoder is a deep neural network and the decoder is SMPL model. We refer to this as SMPL reverse (SMPLR). By implementing SMPLR as an encoder-decoder we avoid the need of complex constraints on pose and shape. Furthermore, given that in-the-wild datasets usually lack accurate 3D annotations, it is desirable to lift 2D joints to 3D without pairing 3D annotations with RGB images. Therefore, we also propose a denoising autoencoder (DAE) module between CNN and SMPLR, able to lift 2D joints to 3D and partially recover from structured error. We evaluate our method on SURREAL and Human3.6M datasets, showing improvement over SMPL-based state-of-the-art alternatives by about 4 and 12 mm, respectively.
Keywords: Deep learning; 3D Human pose; Body shape; SMPL; Denoising autoencoder; Volumetric stack hourglass
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David Berga, & Xavier Otazu. (2020). Modeling Bottom-Up and Top-Down Attention with a Neurodynamic Model of V1. NEUCOM - Neurocomputing, 417, 270–289.
Abstract: Previous studies suggested that lateral interactions of V1 cells are responsible, among other visual effects, of bottom-up visual attention (alternatively named visual salience or saliency). Our objective is to mimic these connections with a neurodynamic network of firing-rate neurons in order to predict visual attention. Early visual subcortical processes (i.e. retinal and thalamic) are functionally simulated. An implementation of the cortical magnification function is included to define the retinotopical projections towards V1, processing neuronal activity for each distinct view during scene observation. Novel computational definitions of top-down inhibition (in terms of inhibition of return, oculomotor and selection mechanisms), are also proposed to predict attention in Free-Viewing and Visual Search tasks. Results show that our model outpeforms other biologically inspired models of saliency prediction while predicting visual saccade sequences with the same model. We also show how temporal and spatial characteristics of saccade amplitude and inhibition of return can improve prediction of saccades, as well as how distinct search strategies (in terms of feature-selective or category-specific inhibition) can predict attention at distinct image contexts.
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Anjan Dutta, Pau Riba, Josep Llados, & Alicia Fornes. (2020). Hierarchical Stochastic Graphlet Embedding for Graph-based Pattern Recognition. NEUCOMA - Neural Computing and Applications, 32, 11579–11596.
Abstract: Despite being very successful within the pattern recognition and machine learning community, graph-based methods are often unusable because of the lack of mathematical operations defined in graph domain. Graph embedding, which maps graphs to a vectorial space, has been proposed as a way to tackle these difficulties enabling the use of standard machine learning techniques. However, it is well known that graph embedding functions usually suffer from the loss of structural information. In this paper, we consider the hierarchical structure of a graph as a way to mitigate this loss of information. The hierarchical structure is constructed by topologically clustering the graph nodes and considering each cluster as a node in the upper hierarchical level. Once this hierarchical structure is constructed, we consider several configurations to define the mapping into a vector space given a classical graph embedding, in particular, we propose to make use of the stochastic graphlet embedding (SGE). Broadly speaking, SGE produces a distribution of uniformly sampled low-to-high-order graphlets as a way to embed graphs into the vector space. In what follows, the coarse-to-fine structure of a graph hierarchy and the statistics fetched by the SGE complements each other and includes important structural information with varied contexts. Altogether, these two techniques substantially cope with the usual information loss involved in graph embedding techniques, obtaining a more robust graph representation. This fact has been corroborated through a detailed experimental evaluation on various benchmark graph datasets, where we outperform the state-of-the-art methods.
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Carlos Martin-Isla, Maryam Asadi-Aghbolaghi, Polyxeni Gkontra, Victor M. Campello, Sergio Escalera, & Karim Lekadir. (2020). Stacked BCDU-net with semantic CMR synthesis: application to Myocardial Pathology Segmentation challenge. In MYOPS challenge and workshop.
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Razieh Rastgoo, Kourosh Kiani, & Sergio Escalera. (2020). Video-based Isolated Hand Sign Language Recognition Using a Deep Cascaded Model. MTAP - Multimedia Tools and Applications, 79, 22965–22987.
Abstract: In this paper, we propose an efficient cascaded model for sign language recognition taking benefit from spatio-temporal hand-based information using deep learning approaches, especially Single Shot Detector (SSD), Convolutional Neural Network (CNN), and Long Short Term Memory (LSTM), from videos. Our simple yet efficient and accurate model includes two main parts: hand detection and sign recognition. Three types of spatial features, including hand features, Extra Spatial Hand Relation (ESHR) features, and Hand Pose (HP) features, have been fused in the model to feed to LSTM for temporal features extraction. We train SSD model for hand detection using some videos collected from five online sign dictionaries. Our model is evaluated on our proposed dataset (Rastgoo et al., Expert Syst Appl 150: 113336, 2020), including 10’000 sign videos for 100 Persian sign using 10 contributors in 10 different backgrounds, and isoGD dataset. Using the 5-fold cross-validation method, our model outperforms state-of-the-art alternatives in sign language recognition
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Rahma Kalboussi, Aymen Azaza, Joost Van de Weijer, Mehrez Abdellaoui, & Ali Douik. (2020). Object proposals for salient object segmentation in videos. MTAP - Multimedia Tools and Applications, 79(13), 8677–8693.
Abstract: Salient object segmentation in videos is generally broken up in a video segmentation part and a saliency assignment part. Recently, object proposals, which are used to segment the image, have had significant impact on many computer vision applications, including image segmentation, object detection, and recently saliency detection in still images. However, their usage has not yet been evaluated for salient object segmentation in videos. Therefore, in this paper, we investigate the application of object proposals to salient object segmentation in videos. In addition, we propose a new motion feature derived from the optical flow structure tensor for video saliency detection. Experiments on two standard benchmark datasets for video saliency show that the proposed motion feature improves saliency estimation results, and that object proposals are an efficient method for salient object segmentation. Results on the challenging SegTrack v2 and Fukuchi benchmark data sets show that we significantly outperform the state-of-the-art.
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Razieh Rastgoo, Kourosh Kiani, & Sergio Escalera. (2020). Hand pose aware multimodal isolated sign language recognition. MTAP - Multimedia Tools and Applications, 80, 127–163.
Abstract: Isolated hand sign language recognition from video is a challenging research area in computer vision. Some of the most important challenges in this area include dealing with hand occlusion, fast hand movement, illumination changes, or background complexity. While most of the state-of-the-art results in the field have been achieved using deep learning-based models, the previous challenges are not completely solved. In this paper, we propose a hand pose aware model for isolated hand sign language recognition using deep learning approaches from two input modalities, RGB and depth videos. Four spatial feature types: pixel-level, flow, deep hand, and hand pose features, fused from both visual modalities, are input to LSTM for temporal sign recognition. While we use Optical Flow (OF) for flow information in RGB video inputs, Scene Flow (SF) is used for depth video inputs. By including hand pose features, we show a consistent performance improvement of the sign language recognition model. To the best of our knowledge, this is the first time that this discriminant spatiotemporal features, benefiting from the hand pose estimation features and multi-modal inputs, are fused for isolated hand sign language recognition. We perform a step-by-step analysis of the impact in terms of recognition performance of the hand pose features, different combinations of the spatial features, and different recurrent models, especially LSTM and GRU. Results on four public datasets confirm that the proposed model outperforms the current state-of-the-art models on Montalbano II, MSR Daily Activity 3D, and CAD-60 datasets with a relative accuracy improvement of 1.64%, 6.5%, and 7.6%. Furthermore, our model obtains a competitive results on isoGD dataset with only 0.22% margin lower than the current state-of-the-art model.
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Aura Hernandez-Sabate, Lluis Albarracin, & F. Javier Sanchez. (2020). Graph-Based Problem Explorer: A Software Tool to Support Algorithm Design Learning While Solving the Salesperson Problem. MATH - Mathematics, 1595.
Abstract: In this article, we present a sequence of activities in the form of a project in order to promote
learning on design and analysis of algorithms. The project is based on the resolution of a real problem, the salesperson problem, and it is theoretically grounded on the fundamentals of mathematical modelling. In order to support the students’ work, a multimedia tool, called Graph-based Problem Explorer (GbPExplorer), has been designed and refined to promote the development of computer literacy in engineering and science university students. This tool incorporates several modules to allow coding different algorithmic techniques solving the salesman problem. Based on an educational design research along five years, we observe that working with GbPExplorer during the project provides students with the possibility of representing the situation to be studied in the form of graphs and analyze them from a computational point of view.
Keywords: STEM education; Project-based learning; Coding; software tool
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Hassan Ahmed Sial, Ramon Baldrich, Maria Vanrell, & Dimitris Samaras. (2020). Light Direction and Color Estimation from Single Image with Deep Regression. In London Imaging Conference.
Abstract: We present a method to estimate the direction and color of the scene light source from a single image. Our method is based on two main ideas: (a) we use a new synthetic dataset with strong shadow effects with similar constraints to the SID dataset; (b) we define a deep architecture trained on the mentioned dataset to estimate the direction and color of the scene light source. Apart from showing good performance on synthetic images, we additionally propose a preliminary procedure to obtain light positions of the Multi-Illumination dataset, and, in this way, we also prove that our trained model achieves good performance when it is applied to real scenes.
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Hassan Ahmed Sial, Ramon Baldrich, & Maria Vanrell. (2020). Deep intrinsic decomposition trained on surreal scenes yet with realistic light effects. JOSA A - Journal of the Optical Society of America A, 37(1), 1–15.
Abstract: Estimation of intrinsic images still remains a challenging task due to weaknesses of ground-truth datasets, which either are too small or present non-realistic issues. On the other hand, end-to-end deep learning architectures start to achieve interesting results that we believe could be improved if important physical hints were not ignored. In this work, we present a twofold framework: (a) a flexible generation of images overcoming some classical dataset problems such as larger size jointly with coherent lighting appearance; and (b) a flexible architecture tying physical properties through intrinsic losses. Our proposal is versatile, presents low computation time, and achieves state-of-the-art results.
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Diana Ramirez Cifuentes, Ana Freire, Ricardo Baeza Yates, Joaquim Punti Vidal, Pilar Medina Bravo, Diego Velazquez, et al. (2020). Detection of Suicidal Ideation on Social Media: Multimodal, Relational, and Behavioral Analysis. JMIR - Journal of Medical Internet Research, 22(7), e17758.
Abstract: Background:
Suicide risk assessment usually involves an interaction between doctors and patients. However, a significant number of people with mental disorders receive no treatment for their condition due to the limited access to mental health care facilities; the reduced availability of clinicians; the lack of awareness; and stigma, neglect, and discrimination surrounding mental disorders. In contrast, internet access and social media usage have increased significantly, providing experts and patients with a means of communication that may contribute to the development of methods to detect mental health issues among social media users.
Objective:
This paper aimed to describe an approach for the suicide risk assessment of Spanish-speaking users on social media. We aimed to explore behavioral, relational, and multimodal data extracted from multiple social platforms and develop machine learning models to detect users at risk.
Methods:
We characterized users based on their writings, posting patterns, relations with other users, and images posted. We also evaluated statistical and deep learning approaches to handle multimodal data for the detection of users with signs of suicidal ideation (suicidal ideation risk group). Our methods were evaluated over a dataset of 252 users annotated by clinicians. To evaluate the performance of our models, we distinguished 2 control groups: users who make use of suicide-related vocabulary (focused control group) and generic random users (generic control group).
Results:
We identified significant statistical differences between the textual and behavioral attributes of each of the control groups compared with the suicidal ideation risk group. At a 95% CI, when comparing the suicidal ideation risk group and the focused control group, the number of friends (P=.04) and median tweet length (P=.04) were significantly different. The median number of friends for a focused control user (median 578.5) was higher than that for a user at risk (median 372.0). Similarly, the median tweet length was higher for focused control users, with 16 words against 13 words of suicidal ideation risk users. Our findings also show that the combination of textual, visual, relational, and behavioral data outperforms the accuracy of using each modality separately. We defined text-based baseline models based on bag of words and word embeddings, which were outperformed by our models, obtaining an increase in accuracy of up to 8% when distinguishing users at risk from both types of control users.
Conclusions:
The types of attributes analyzed are significant for detecting users at risk, and their combination outperforms the results provided by generic, exclusively text-based baseline models. After evaluating the contribution of image-based predictive models, we believe that our results can be improved by enhancing the models based on textual and relational features. These methods can be extended and applied to different use cases related to other mental disorders.
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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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Asma Bensalah, Jialuo Chen, Alicia Fornes, Cristina Carmona_Duarte, Josep Llados, & Miguel A. Ferrer. (2020). Towards Stroke Patients' Upper-limb Automatic Motor Assessment Using Smartwatches. In International Workshop on Artificial Intelligence for Healthcare Applications (Vol. 12661, pp. 476–489).
Abstract: Assessing the physical condition in rehabilitation scenarios is a challenging problem, since it involves Human Activity Recognition (HAR) and kinematic analysis methods. In addition, the difficulties increase in unconstrained rehabilitation scenarios, which are much closer to the real use cases. In particular, our aim is to design an upper-limb assessment pipeline for stroke patients using smartwatches. We focus on the HAR task, as it is the first part of the assessing pipeline. Our main target is to automatically detect and recognize four key movements inspired by the Fugl-Meyer assessment scale, which are performed in both constrained and unconstrained scenarios. In addition to the application protocol and dataset, we propose two detection and classification baseline methods. We believe that the proposed framework, dataset and baseline results will serve to foster this research field.
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Khalid El Asnaoui, & Petia Radeva. (2020). Automatically Assess Day Similarity Using Visual Lifelogs. IJIS - International Journal of Intelligent Systems, 29, 298–310.
Abstract: Today, we witness the appearance of many lifelogging cameras that are able to capture the life of a person wearing the camera and which produce a large number of images everyday. Automatically characterizing the experience and extracting patterns of behavior of individuals from this huge collection of unlabeled and unstructured egocentric data present major challenges and require novel and efficient algorithmic solutions. The main goal of this work is to propose a new method to automatically assess day similarity from the lifelogging images of a person. We propose a technique to measure the similarity between images based on the Swain’s distance and generalize it to detect the similarity between daily visual data. To this purpose, we apply the dynamic time warping (DTW) combined with the Swain’s distance for final day similarity estimation. For validation, we apply our technique on the Egocentric Dataset of University of Barcelona (EDUB) of 4912 daily images acquired by four persons with preliminary encouraging results.
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Cesar de Souza, Adrien Gaidon, Yohann Cabon, Naila Murray, & Antonio Lopez. (2020). Generating Human Action Videos by Coupling 3D Game Engines and Probabilistic Graphical Models. IJCV - International Journal of Computer Vision, 128, 1505–1536.
Abstract: Deep video action recognition models have been highly successful in recent years but require large quantities of manually-annotated data, which are expensive and laborious to obtain. In this work, we investigate the generation of synthetic training data for video action recognition, as synthetic data have been successfully used to supervise models for a variety of other computer vision tasks. We propose an interpretable parametric generative model of human action videos that relies on procedural generation, physics models and other components of modern game engines. With this model we generate a diverse, realistic, and physically plausible dataset of human action videos, called PHAV for “Procedural Human Action Videos”. PHAV contains a total of 39,982 videos, with more than 1000 examples for each of 35 action categories. Our video generation approach is not limited to existing motion capture sequences: 14 of these 35 categories are procedurally-defined synthetic actions. In addition, each video is represented with 6 different data modalities, including RGB, optical flow and pixel-level semantic labels. These modalities are generated almost simultaneously using the Multiple Render Targets feature of modern GPUs. In order to leverage PHAV, we introduce a deep multi-task (i.e. that considers action classes from multiple datasets) representation learning architecture that is able to simultaneously learn from synthetic and real video datasets, even when their action categories differ. Our experiments on the UCF-101 and HMDB-51 benchmarks suggest that combining our large set of synthetic videos with small real-world datasets can boost recognition performance. Our approach also significantly outperforms video representations produced by fine-tuning state-of-the-art unsupervised generative models of videos.
Keywords: Procedural generation; Human action recognition; Synthetic data; Physics
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