7 resultados para Human face recognition (Computer science)

em CentAUR: Central Archive University of Reading - UK


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This paper considers the application of weightless neural networks (WNNs) to the problem of face recognition and compares the results with those provided using a more complicated multiple neural network approach. WNNs have significant advantages over the more common forms of neural networks, in particular in term of speed of operation and learning. A major difficulty when applying neural networks to face recognition problems is the high degree of variability in expression, pose and facial details: the generalisation properties of a WNN can be crucial. In the light of this problem a software simulator of a WNN has been built and the results of some initial tests are presented and compared with other techniques

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For general home monitoring, a system should automatically interpret people’s actions. The system should be non-intrusive, and able to deal with a cluttered background, and loose clothes. An approach based on spatio-temporal local features and a Bag-of-Words (BoW) model is proposed for single-person action recognition from combined intensity and depth images. To restore the temporal structure lost in the traditional BoW method, a dynamic time alignment technique with temporal binning is applied in this work, which has not been previously implemented in the literature for human action recognition on depth imagery. A novel human action dataset with depth data has been created using two Microsoft Kinect sensors. The ReadingAct dataset contains 20 subjects and 19 actions for a total of 2340 videos. To investigate the effect of using depth images and the proposed method, testing was conducted on three depth datasets, and the proposed method was compared to traditional Bag-of-Words methods. Results showed that the proposed method improves recognition accuracy when adding depth to the conventional intensity data, and has advantages when dealing with long actions.

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This workshop paper reports recent developments to a vision system for traffic interpretation which relies extensively on the use of geometrical and scene context. Firstly, a new approach to pose refinement is reported, based on forces derived from prominent image derivatives found close to an initial hypothesis. Secondly, a parameterised vehicle model is reported, able to represent different vehicle classes. This general vehicle model has been fitted to sample data, and subjected to a Principal Component Analysis to create a deformable model of common car types having 6 parameters. We show that the new pose recovery technique is also able to operate on the PCA model, to allow the structure of an initial vehicle hypothesis to be adapted to fit the prevailing context. We report initial experiments with the model, which demonstrate significant improvements to pose recovery.

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This paper reports the development of a highly parameterised 3-D model able to adopt the shapes of a wide variety of different classes of vehicles (cars, vans, buses, etc), and its subsequent specialisation to a generic car class which accounts for most commonly encountered types of car (includng saloon, hatchback and estate cars). An interactive tool has been developed to obtain sample data for vehicles from video images. A PCA description of the manually sampled data provides a deformable model in which a single instance is described as a 6 parameter vector. Both the pose and the structure of a car can be recovered by fitting the PCA model to an image. The recovered description is sufficiently accurate to discriminate between vehicle sub-classes.

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In an immersive virtual environment, observers fail to notice the expansion of a room around them and consequently make gross errors when comparing the size of objects. This result is difficult to explain if the visual system continuously generates a 3-D model of the scene based on known baseline information from interocular separation or proprioception as the observer walks. An alternative is that observers use view-based methods to guide their actions and to represent the spatial layout of the scene. In this case, they may have an expectation of the images they will receive but be insensitive to the rate at which images arrive as they walk. We describe the way in which the eye movement strategy of animals simplifies motion processing if their goal is to move towards a desired image and discuss dorsal and ventral stream processing of moving images in that context. Although many questions about view-based approaches to scene representation remain unanswered, the solutions are likely to be highly relevant to understanding biological 3-D vision.

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This paper presents recent research into the functions and value of sketch outputs during computer supported collaborative design. Sketches made primarily exploiting whiteboard technology are shown to support subjects engaged in remote collaborative design, particularly when constructed in ‘nearsynchronous’ communication. The authors define near-synchronous communication and speculate that it is compatible with the reflective and iterative nature of design activity. There appears to be significant similarities between the making of sketches in near-synchronous remote collaborative design and those made on paper in more traditional face-to-face settings With the current increase in the use of computer supported collaborative working (CSCW) in undergraduate and postgraduate design education it is proposed that sketches and sketching can make important contributions to design learning in this context