10674834
Visual Categorization of Children and Adult Walking Styles
We present an approach for visual discrimination of children from adults in video using characteristic regularities present in their locomotion patterns. The framework employs computer vision to analyze correlated, scale invariant locomotion properties for classifying different styles of walking. Male and female subjects for the experiments include six children (3-5 yrs) and nine adults (30-52 yrs). For the analysis, we coordinate a minimalist point-representation of the human body with a space-time analysis of head and ankle trajectories to characterize the modality. Together the properties of relative stride length and stride frequency are shown to clearly differentiate children from adult walkers. The highly correlated log-linear relationships for the stride properties are exploited to reduce the categorization problem to a linear discrimination task. Using a trained two-class linear perceptron, we were able to achieve a correct classification rate of 93-95% on our dataset. Our approach emphasizing the natural modal behavior in human motion offers a useful and general methodology as the basis for designing efficient motion recognition systems using limited visual features.
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.
1243996
Real-time closed-world tracking
A real-time tracking algorithm that uses contextual information is described. The method is capable of simultaneously tracking multiple, non-rigid objects when erratic movement and object collisions are common. A closed-world assumption is used to adaptively select and weight image features used for correspondence. Results of algorithm testing and the limitations of the method are discussed. The algorithm has been used to track children in an interactive, narrative playspace.
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.
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.
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 …
29147523
SCAPE: shape completion and animation of people
We introduce the SCAPE method (Shape Completion and Animation for PEople)---a data-driven method for building a human shape model that spans variation in both subject shape and pose. The method is based on a representation that incorporates both articulated and non-rigid deformations. We learn a pose deformation model that derives the non-rigid surface deformation as a function of the pose of the articulated skeleton. We also learn a separate model of variation based on body shape. Our two models can be combined to produce 3D surface models with realistic muscle deformation for different people in different poses, when neither appear in the training set. We show how the model can be used for shape completion --- generating a complete surface mesh given a limited set of markers specifying the target shape. We present applications of shape completion to partial view completion and motion capture animation. In particular, our method is capable of constructing a high-quality animated surface model of a moving person, with realistic muscle deformation, using just a single static scan and a marker motion capture sequence of the person.
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.
16674358
Change of Representation for Statistical Relational Learning
Statistical relational learning (SRL) algorithms learn statistical models from relational data, such as that stored in a relational database. We previously introduced view learning for SRL, in which the view of a relational database can be automatically modified, yielding more accurate statistical models. The present paper presents SAYU-VISTA, an algorithm which advances beyond the initial view learning approach in three ways. First, it learns views that introduce new relational tables, rather than merely new fields for an existing table of the database. Second, new tables or new fields are not limited to being approximations to some target concept; instead, the new approach performs a type of predicate invention. The new approach avoids the classical problem with predicate invention, of learning many useless predicates, by keeping only new fields or tables (i.e., new predicates) that immediately improve the performance of the statistical model. Third, retained fields or tables can then be used in the definitions of further new fields or tables. We evaluate the new view learning approach on three relational classification tasks.
2402326
Efficiently combining positions and normals for precise 3D geometry
Range scanning, manual 3D editing, and other modeling approaches can provide information about the geometry of surfaces in the form of either 3D positions (e.g., triangle meshes or range images) or orientations (normal maps or bump maps). We present an algorithm that combines these two kinds of estimates to produce a new surface that approximates both. Our formulation is linear, allowing it to operate efficiently on complex meshes commonly used in graphics. It also treats high-and low-frequency components separately, allowing it to optimally combine outputs from data sources such as stereo triangulation and photometric stereo, which have different error-vs.-frequency characteristics. We demonstrate the ability of our technique to both recover high-frequency details and avoid low-frequency bias, producing surfaces that are more widely applicable than position or orientation data alone.
5413397
Maximizing CMP throughput with mediocre cores
In this paper we compare the performance of area equivalent small, medium, and large-scale multithreaded chip multiprocessors (CMTs) using throughput-oriented applications. We use area models based on SPARC processors incorporating these architectural features. We examine CMTs with in-order scalar processor cores, 2-way or 4-way in-order superscalar cores, private primary instruction and data caches, and a shared secondary cache. We explore a large design space, ranging from processor-intensive to cache-intensive CMTs. We use SPEC JBB2000, TPC-C, TPC-W, and XML Test to demonstrate that the scalar simple-core CMTs do a better job of addressing the problems of low instruction-level parallelism and high cache miss rates that dominate Web service middleware and online transaction processing applications. For the best overall CMT performance, smaller cores with lower performance, so called "mediocre" cores, maximize the total number of CMT cores and outperform CMTs built from larger, higher performance cores.