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Ajian Liu, Xuan Li, Jun Wan, Yanyan Liang, Sergio Escalera, Hugo Jair Escalante, et al. (2020). Cross-ethnicity Face Anti-spoofing Recognition Challenge: A Review. BIO - IET Biometrics, 10(1), 24–43.
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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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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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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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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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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