15437979
Why direct LDA is not equivalent to LDA
In this paper, we present counter arguments against the direct LDA algorithm (D-LDA), which was previously claimed to be equivalent to Linear Discriminant Analysis (LDA). We show from Bayesian decision theory that D-LDA is actually a special case of LDA by directly taking the linear space of class means as the LDA solution. The pooled covariance estimate is completely ignored. Furthermore, we demonstrate that D-LDA is not equivalent to traditional subspace-based LDA in dealing with the Small Sample Size problem. As a result, D-LDA may impose a significant performance limitation in general applications.
18551439
An adaptive focus-of-attention model for video surveillance and monitoring
In current video surveillance systems, commercial pan/tilt/zoom (PTZ) cameras typically provide naive (or no) automatic scanning functionality to move a camera across its complete viewable field. However, the lack of scene-specific information inherently handicaps these scanning algorithms. We address this issue by automatically building an adaptive, focus-of-attention, scene-specific model using standard PTZ camera hardware. The adaptive model is constructed by first detecting local human activity (i.e., any translating object with a specific temporal signature) at discrete locations across a PTZ camera’s entire viewable field. The temporal signature of translating objects is extracted using motion history images (MHIs) and an original, efficient algorithm based on an iterative candidacy-classification-reduction process to separate the target motion from noise. The target motion at each location is then quantified and employed in the construction of a global activity map for the camera. We additionally present four new camera scanning algorithms which exploit this activity map to maximize a PTZ camera’s opportunity of observing human activity within the camera’s overall field of view. We expect that these efficient and effective algorithms are implementable within current commercial camera systems.
14802063
Minimal-latency human action recognition using reliable-inference
We present a probabilistic reliable-inference framework to address the issue of rapid detection of human actions with low error rates. The approach determines the shortest video exposures needed for low-latency recognition by sequentially evaluating a series of posterior ratios for different action classes. If a subsequence is deemed unreliable or confusing, additional video frames are incorporated until a reliable classification to a particular action can be made. Results are presented for multiple action classes and subsequence durations, and are compared to alternative probabilistic approaches. The framework provides a means to accurately classify human actions using the least amount of temporal information.
16142452
Differential video coding of face and gesture events in presentation videos
Currently, bandwidth limitations pose a major challenge for delivering high-quality multimedia information over the Internet to users. In this research, we aim to provide a better compression of presentation videos (e.g., lectures). The approach is based on the idea that people tend to pay more attention to the face and gesturing hands, and therefore these regions are given more resolution than the remaining image. Our method first detects and tracks the face and hand regions using color-based segmentation and Kalman filtering. Next, different classes of natural hand gesture are recognized from the hand trajectories by identifying gesture holds, position/velocity changes, and repetitive movements. The detected face/ hand regions and gesture events in the video are then encoded at higher resolution than the remaining lower-resolution background. We present results of the tracking and gesture recognition approach, and evaluate and compare videos compressed with the proposed method to uniform compression.
11066432
Perceptual user interfaces: the KidsRoom
T he KidsRoom is a fully automated and interactive narrative playspace for children developed at the MIT Media Laboratory. Built to explore the design of perceptually based interactive interfaces, the Kids-Room uses computer vision action recognition simultaneously with computerized control of images, video, light, music, sound, and narration to guide children through a storybook adventure. Unlike most previous work in interactive environments, the Kids-Room does not require people in the space to wear any special clothing or hardware, and the KidsRoom can accommodate up to four people simultaneously. The system was designed to use computational perception to keep most interaction in the real, physical space even as participants interacted with virtual characters and scenes. The KidsRoom, designed in the spirit of several popular children's books, is an interactive child's bedroom that stimulates imagination by responding to actions with images and sound to transform itself into a storybook world. Two of the bedroom walls resemble the real walls in a child's room, complete with real furniture, posters, and windows. The other two walls are large, back-projected video screens used to transform the appearance of the room environment. Four speakers and one amplifier project steerable sound effects, music, and narration into the space. Three video cameras overlooking the space provide input to computer vision people-tracking and action recognition algorithms. Computer-controlled theatrical lighting illuminates the space, and a microphone detects the volume of enthusiastic screams. The room is fully automated. During the story, children interact with objects in the room, with one another, and with virtual creatures projected onto the walls. Perceptual recognition makes it possible for the room to respond to the physical actions of the children by appropriately moving the story forward thereby creating a compelling interactive narrative experience. Conversely, the narrative context of the story makes it easier to develop context-dependent (and therefore more robust) action recognition algorithms. The story developed for the KidsRoom begins with a normal-looking bedroom. Children enter after being told to find out the magic word by asking the talking furniture that speaks when approached. When the children scream the magic word loudly, sounds and images transform the room into a mystical forest. The story narration prods the children to stay in a group and follow a path to a river (see the stone path (a) in the figure). Along the way, they encounter roaring monsters and must hide behind the bed to make the roars …
18888326
Analysis and recognition of walking movements
We present an approach for recognizing human walking movements using low-level motion regularities and constraints. Biomechanical features for classification are automatically extracted from video sequences of walkers. A multiplicative classification rule using statistical distances is then used to determine whether an unknown motion is consistent with normal walking patterns. Recognition results are shown distinguishing walking examples across multiple speeds from other nonwalking locomotions.
10174533
Cost-Sensitive Decision Tree Learning for Forensic Classification
In some learning settings, the cost of acquiring features for classification must be paid up front, before the classifier is evaluated. In this paper, we introduce the forensic classification problem and present a new algorithm for building decision trees that maximizes classification accuracy while minimizing total feature costs. By expressing the ID3 decision tree algorithm in an information theoretic context, we derive our algorithm from a well-formulated problem objective. We evaluate our algorithm across several datasets and show that, for a given level of accuracy, our algorithm builds cheaper trees than existing methods. Finally, we apply our algorithm to a real-world system, Clarify. Clarify classifies unknown or unexpected program errors by collecting statistics during program runtime which are then used for decision tree classification after an error has occurred. We demonstrate that if the classifier used by the Clarify system is trained with our algorithm, the computational overhead (equivalently, total feature costs) can decrease by many orders of magnitude with only a slight (<1%) reduction in classification accuracy.
14172959
Improved sub-pixel stereo correspondences through symmetric refinement
Most dense stereo correspondence algorithms start by establishing discrete pixel matches and later refine these matches to sub-pixel precision. Traditional sub-pixel refinement methods attempt to determine the precise location of points, in the secondary image, that correspond to discrete positions in the reference image. We show that this strategy can lead to a systematic bias associated with the violation of the general symmetry of matching cost functions. This bias produces random or coherent noise in the final reconstruction, but can be avoided by refining both image coordinates simultaneously, in a symmetric way. We demonstrate that the symmetric sub-pixel refinement strategy results in more accurate correspondences by avoiding bias while preserving detail.
27293359
An Integrated Approach to Learning Bayesian Networks of Rules
Inductive Logic Programming (ILP) is a popular approach for learning rules for classification tasks. An important question is how to combine the individual rules to obtain a useful classifier. In some instances, converting each learned rule into a binary feature for a Bayes net learner improves the accuracy compared to the standard decision list approach [3,4,14]. This results in a two-step process, where rules are generated in the first phase, and the classifier is learned in the second phase. We propose an algorithm that interleaves the two steps, by incrementally building a Bayes net during rule learning. Each candidate rule is introduced into the network, and scored by whether it improves the performance of the classifier. We call the algorithm SAYU for Score As You Use. We evaluate two structure learning algorithms Naive Bayes and Tree Augmented Naive Bayes. We test SAYU on four different datasets and see a significant improvement in two out of the four applications. Furthermore, the theories that SAYU learns tend to consist of far fewer rules than the theories in the two-step approach.
35048
Mining Open Source Software (OSS) Data Using Association Rules Network
The Open Source Software(OSS) movement has attracted considerable attention in the last few years. In this paper we report our results of mining data acquired from SourceForge.net, the largest open source software hosting website. In the process we introduce Association Rules Network(ARN), a (hyper)graphical model to represent a special class of association rules. Using ARNs we discover important relationships between the attributes of successful OSS projects. We verify and validate these relationships using Factor Analysis, a classical statistical technique related to Singular Value Decomposition(SVD).
12006498
Computing depth under ambient illumination using multi-shuttered light
Range imaging has become a critical component of many computer vision applications. The quality of the depth data is of critical importance, but so is the need for speed. Shuttered light-pulse (SLP) imaging uses active illumination hardware to provide high quality depth maps at video frame rates. Unfortunately, current analytical models for deriving depth from SLP imagers are specific to the number of shutters and have a number of deficiencies. As a result, depth estimation often suffers from bias due to object reflectivity, incorrect shutter settings, or strong ambient illumination such as that encountered outdoors. These limitations make SLP imaging unsuitable for many applications requiring stable depth readings. This paper introduces a method that is general to any number of shutters. Using three shutters, the new method produces invariant estimates under changes in ambient illumination, producing high quality depth maps in a wider range of situations.