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Author Raquel Justo; Leila Ben Letaifa; Cristina Palmero; Eduardo Gonzalez-Fraile; Anna Torp Johansen; Alain Vazquez; Gennaro Cordasco; Stephan Schlogl; Begoña Fernandez-Ruanova; Micaela Silva; Sergio Escalera; Mikel de Velasco; Joffre Tenorio-Laranga; Anna Esposito; Maria Korsnes; M. Ines Torres edit  url
openurl 
  Title Analysis of the Interaction between Elderly People and a Simulated Virtual Coach, Journal of Ambient Intelligence and Humanized Computing Type Journal Article
  Year (down) 2020 Publication Journal of Ambient Intelligence and Humanized Computing Abbreviated Journal AIHC  
  Volume 11 Issue 12 Pages 6125-6140  
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  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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  Notes HuPBA; no proj Approved no  
  Call Number Admin @ si @ JLP2020 Serial 3443  
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Author Ajian Liu; Xuan Li; Jun Wan; Yanyan Liang; Sergio Escalera; Hugo Jair Escalante; Meysam Madadi; Yi Jin; Zhuoyuan Wu; Xiaogang Yu; Zichang Tan; Qi Yuan; Ruikun Yang; Benjia Zhou; Guodong Guo; Stan Z. Li edit   pdf
url  openurl
  Title Cross-ethnicity Face Anti-spoofing Recognition Challenge: A Review Type Journal Article
  Year (down) 2020 Publication IET Biometrics Abbreviated Journal BIO  
  Volume 10 Issue 1 Pages 24-43  
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  Abstract Face anti-spoofing is critical to prevent face recognition systems from a security breach. The biometrics community has %possessed achieved impressive progress recently due the excellent performance of deep neural networks and the availability of large datasets. Although ethnic bias has been verified to severely affect the performance of face recognition systems, it still remains an open research problem in face anti-spoofing. Recently, a multi-ethnic face anti-spoofing dataset, CASIA-SURF CeFA, has been released with the goal of measuring the ethnic bias. It is the largest up to date cross-ethnicity face anti-spoofing dataset covering 3 ethnicities, 3 modalities, 1,607 subjects, 2D plus 3D attack types, and the first dataset including explicit ethnic labels among the recently released datasets for face anti-spoofing. We organized the Chalearn Face Anti-spoofing Attack Detection Challenge which consists of single-modal (e.g., RGB) and multi-modal (e.g., RGB, Depth, Infrared (IR)) tracks around this novel resource to boost research aiming to alleviate the ethnic bias. Both tracks have attracted 340 teams in the development stage, and finally 11 and 8 teams have submitted their codes in the single-modal and multi-modal face anti-spoofing recognition challenges, respectively. All the results were verified and re-ran by the organizing team, and the results were used for the final ranking. This paper presents an overview of the challenge, including its design, evaluation protocol and a summary of results. We analyze the top ranked solutions and draw conclusions derived from the competition. In addition we outline future work directions.  
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  Notes HUPBA; no proj Approved no  
  Call Number Admin @ si @ LLW2020b Serial 3523  
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Author Razieh Rastgoo; Kourosh Kiani; Sergio Escalera edit  url
openurl 
  Title Hand pose aware multimodal isolated sign language recognition Type Journal Article
  Year (down) 2020 Publication Multimedia Tools and Applications Abbreviated Journal MTAP  
  Volume 80 Issue Pages 127–163  
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  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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  Notes HUPBA; no menciona Approved no  
  Call Number Admin @ si @ RKE2020 Serial 3524  
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Author Fatemeh Noroozi; Marina Marjanovic; Angelina Njegus; Sergio Escalera; Gholamreza Anbarjafari edit  doi
openurl 
  Title Audio-Visual Emotion Recognition in Video Clips Type Journal Article
  Year (down) 2019 Publication IEEE Transactions on Affective Computing Abbreviated Journal TAC  
  Volume 10 Issue 1 Pages 60-75  
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  Abstract This paper presents a multimodal emotion recognition system, which is based on the analysis of audio and visual cues. From the audio channel, Mel-Frequency Cepstral Coefficients, Filter Bank Energies and prosodic features are extracted. For the visual part, two strategies are considered. First, facial landmarks’ geometric relations, i.e. distances and angles, are computed. Second, we summarize each emotional video into a reduced set of key-frames, which are taught to visually discriminate between the emotions. In order to do so, a convolutional neural network is applied to key-frames summarizing videos. Finally, confidence outputs of all the classifiers from all the modalities are used to define a new feature space to be learned for final emotion label prediction, in a late fusion/stacking fashion. The experiments conducted on the SAVEE, eNTERFACE’05, and RML databases show significant performance improvements by our proposed system in comparison to current alternatives, defining the current state-of-the-art in all three databases.  
  Address 1 Jan.-March 2019  
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  Notes HUPBA; 602.143; 602.133 Approved no  
  Call Number Admin @ si @ NMN2017 Serial 3011  
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Author Reza Azad; Maryam Asadi-Aghbolaghi; Shohreh Kasaei; Sergio Escalera edit  doi
openurl 
  Title Dynamic 3D Hand Gesture Recognition by Learning Weighted Depth Motion Maps Type Journal Article
  Year (down) 2019 Publication IEEE Transactions on Circuits and Systems for Video Technology Abbreviated Journal TCSVT  
  Volume 29 Issue 6 Pages 1729-1740  
  Keywords Hand gesture recognition; Multilevel temporal sampling; Weighted depth motion map; Spatio-temporal description; VLAD encoding  
  Abstract Hand gesture recognition from sequences of depth maps is a challenging computer vision task because of the low inter-class and high intra-class variability, different execution rates of each gesture, and the high articulated nature of human hand. In this paper, a multilevel temporal sampling (MTS) method is first proposed that is based on the motion energy of key-frames of depth sequences. As a result, long, middle, and short sequences are generated that contain the relevant gesture information. The MTS results in increasing the intra-class similarity while raising the inter-class dissimilarities. The weighted depth motion map (WDMM) is then proposed to extract the spatio-temporal information from generated summarized sequences by an accumulated weighted absolute difference of consecutive frames. The histogram of gradient (HOG) and local binary pattern (LBP) are exploited to extract features from WDMM. The obtained results define the current state-of-the-art on three public benchmark datasets of: MSR Gesture 3D, SKIG, and MSR Action 3D, for 3D hand gesture recognition. We also achieve competitive results on NTU action dataset.  
  Address June 2019,  
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  Notes HUPBA; no proj Approved no  
  Call Number Admin @ si @ AAK2018 Serial 3213  
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