73 resultados para Human face recognition (Computer science)


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In contrast to most scientific disciplines, sports science research has been characterized by comparatively little effort investment in the development of relevant phenomenologi-cal models. Scarcer yet is the application of said models in practice. We present a framework which allows resistance training practitioners to employ a recently proposed neu-romuscular model in actual training program design. The first novelty concerns the monitoring aspect of coaching. A method for extracting training performance characteristics from loosely constrained video sequences, effortlessly and with minimal human input, using computer vision is described. The extracted data is subsequently used to fit the underlying neuromuscular model. This is achieved by solving an inverse dynamics problem corresponding to a particular exercise. Lastly, a computer simulation of hypothetical training bouts, using athlete-specific capability parameters, is used to predict the effected adaptation and changes in performance. The software described here allows the practitioner to manipulate hypothetical training parameters and immediately see their effect on predicted adaptation for a specific athlete. Thus, this work presents a holistic view of the monitoring-assessment-adjustment loop.

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Texture classification is one of the most important tasks in computer vision field and it has been extensively investigated in the last several decades. Previous texture classification methods mainly used the template matching based methods such as Support Vector Machine and k-Nearest-Neighbour for classification. Given enough training images the state-of-the-art texture classification methods could achieve very high classification accuracies on some benchmark databases. However, when the number of training images is limited, which usually happens in real-world applications because of the high cost of obtaining labelled data, the classification accuracies of those state-of-the-art methods would deteriorate due to the overfitting effect. In this paper we aim to develop a novel framework that could correctly classify textural images with only a small number of training images. By taking into account the repetition and sparsity property of textures we propose a sparse representation based multi-manifold analysis framework for texture classification from few training images. A set of new training samples are generated from each training image by a scale and spatial pyramid, and then the training samples belonging to each class are modelled by a manifold based on sparse representation. We learn a dictionary of sparse representation and a projection matrix for each class and classify the test images based on the projected reconstruction errors. The framework provides a more compact model than the template matching based texture classification methods, and mitigates the overfitting effect. Experimental results show that the proposed method could achieve reasonably high generalization capability even with as few as 3 training images, and significantly outperforms the state-of-the-art texture classification approaches on three benchmark datasets. © 2014 Elsevier B.V. All rights reserved.

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Linear subspace representations of appearance variation are pervasive in computer vision. This paper addresses the problem of robustly matching such subspaces (computing the similarity between them) when they are used to describe the scope of variations within sets of images of different (possibly greatly so) scales. A naïve solution of projecting the low-scale subspace into the high-scale image space is described first and subsequently shown to be inadequate, especially at large scale discrepancies. A successful approach is proposed instead. It consists of (i) an interpolated projection of the low-scale subspace into the high-scale space, which is followed by (ii) a rotation of this initial estimate within the bounds of the imposed "downsampling constraint". The optimal rotation is found in the closed-form which best aligns the high-scale reconstruction of the low-scale subspace with the reference it is compared to. The method is evaluated on the problem of matching sets of (i) face appearances under varying illumination and (ii) object appearances under varying viewpoint, using two large data sets. In comparison to the naïve matching, the proposed algorithm is shown to greatly increase the separation of between-class and within-class similarities, as well as produce far more meaningful modes of common appearance on which the match score is based. © 2014 Elsevier Ltd.

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The aim of this paper is to provide a washout filter that can accurately produce vehicle motions in the simulator platform at high fidelity, within the simulators physical limitations. This is to present the driver with a realistic virtual driving experience to minimize the human sensation error between the real driving and simulated driving situation. To successfully achieve this goal, an adaptive washout filter based on fuzzy logic online tuning is proposed to overcome the shortcomings of fixed parameters, lack of human perception and conservative motion features in the classical washout filters. The cutoff frequencies of highpass, low-pass filters are tuned according to the displacement information of platform, workspace limitation and human sensation in real time based on fuzzy logic system. The fuzzy based scaling method is proposed to let the platform uses the workspace whenever is far from its margins. The proposed motion cueing algorithm is implemented in MATLAB/Simulink software packages and provided results show the capability of this method due to its better performance, improved human sensation and exploiting the platform more efficiently without reaching the motion limitation.

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The low accuracy rates of textshape dividers for digital ink diagrams are hindering their use in real world applications. While recognition of handwriting is well advanced and there have been many recognition approaches proposed for hand drawn sketches, there has been less attention on the division of text and drawing ink. Feature based recognition is a common approach for textshape division. However, the choice of features and algorithms are critical to the success of the recognition. We propose the use of data mining techniques to build more accurate textshape dividers. A comparative study is used to systematically identify the algorithms best suited for the specific problem. We have generated dividers using data mining with diagrams from three domains and a comprehensive ink feature library. The extensive evaluation on diagrams from six different domains has shown that our resulting dividers, using LADTree and LogitBoost, are significantly more accurate than three existing dividers.

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Monitoring marine object is important for understanding the marine ecosystem and evaluating impacts on different environmental changes. One prerequisite of monitoring is to identify targets of interest. Traditionally, the target objects are recognized by trained scientists through towed nets and human observation, which cause much cost and risk to operators and creatures. In comparison, a noninvasive way via setting up a camera and seeking objects in images is more promising. In this paper, a novel technique of object detection in images is presented, which is applicable to generic objects. A robust background modelling algorithm is proposed to extract foregrounds and then blob features are introduced to classify foregrounds. Particular marine objects, box jellyfish and sea snake, are successfully detected in our work. Experiments conducted on image datasets collected by the Australian Institute of Marine Science (AIMS) demonstrate the effectiveness of the proposed technique.

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Named Entity Recognition (NER) is a crucial step in text mining. This paper proposes a new graph-based technique for representing unstructured medical text. The new representation is used to extract discriminative features that are able to enhance the NER performance. To evaluate the usefulness of the proposed graph-based technique, the i2b2 medication challenge data set is used. Specifically, the 'treatment' named entities are extracted for evaluation using six different classifiers. The F-measure results of five classifiers are enhanced, with an average improvement of up to 26% in performance.

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The Motion Cueing Algorithm (MCA) transforms longitudinal and rotational motions into simulator movement, aiming to regenerate high fidelity motion within the simulators physical limitations. Classical washout filters are widely used in commercial simulators because of their relative simplicity and reasonable performance. The main drawback of classical washout filters is the inappropriate empirical parameter tuning method that is based on trial-and-error, and is effected by programmers’ experience. This is the most important obstacle to exploiting the platform efficiently. Consequently, the conservative motion produces false cue motions. Lack of consideration for human perception error is another deficiency of classical washout filters and also there is difficulty in understanding the effect of classical washout filter parameters on generated motion cues. The aim of this study is to present an effortless optimization method for adjusting the classical MCA parameters, based on the Genetic Algorithm (GA) for a vehicle simulator in order to minimize human sensation error between the real and simulator driver while exploiting the platform within its physical limitations. The vestibular sensation error between the real and simulator driver as well as motion limitations have been taken into account during optimization. The proposed optimized MCA based on GA is implemented in MATLAB/Simulink. The results show the superiority of the proposed MCA as it improved the human sensation, maximized reference signal shape following and exploited the platform more efficiently within the motion constraints.

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In environmental ecology, diversity indices attempt to capture both the number of species in a community and the relative abundance of each. Many indices have been proposed for quantifying diversity, often based on calculations of dominance, equity and entropy from other research fields. Here we use linear fitting techniques to investigate the use of aggregation functions, both for evaluating the relative biodiversity of different ecological communities, and for understanding human tendencies when making intuitive diversity comparisons. The dataset we use was obtained from an online exercise where individuals were asked to compare hypothetical communities in terms of diversity and importance for conservation.

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Appliance-specific Load Monitoring (LM) provides a possible solution to the problem of energy conservation which is becoming increasingly challenging, due to growing energy demands within offices and residential spaces. It is essential to perform automatic appliance recognition and monitoring for optimal resource utilization. In this paper, we study the use of non-intrusive LM methods that rely on steady-state appliance signatures for classifying most commonly used office appliances, while demonstrating their limitation in terms of accurately discerning the low-power devices due to overlapping load signatures. We propose a multi-layer decision architecture that makes use of audio features derived from device sounds and fuse it with load signatures acquired from energy meter. For the recognition of device sounds, we perform feature set selection by evaluating the combination of time-domain and FFT-based audio features on the state of the art machine learning algorithms. Further, we demonstrate that our proposed feature set which is a concatenation of device audio feature and load signature significantly improves the device recognition accuracy in comparison to the use of steady-state load signatures only.

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Interface design is one of the main research areas in human-computer interaction (HCI). In computer science, many HCI re-searchers and designers explore novel interface designs with cutting-edge technology, but few investigate alternative interfaces for existing built environments, especially in the area of architecture. In this pa-per, we investigate alternative interface designs for existing architectural elements—such as walls, floors, and ceilings—that can be created with off-the-shelf materials. Instead of merely serving as discrete sensing and display devices integrated to an existing building’s surface, these liquid and thin materials act as interventions that can be ‘painted’ on a surface, transforming it into an architectural interface. This interface, Painterface, is a responsive material intervention that serves as an analogue, wall-type media interface that senses and responds to people’s actions. Painterface is equipped with three sensing and responsive capacities: touch, sound, and light. While the inter-face’s touch capacity performs tactile sensing, its sound-production and illumination capacities emit notes and light respectively. The out-comes of this research suggest the possibility of a simple, inexpensive, replaceable, and even disposable interface that could serve as an architectural intervention applicable to existing building surfaces.

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This thesis address issues for face recognition with multi-view face images. Several effective methods are proposed and compared with current state of the art. A novel framework that generalises existing sparse representation-based methods in order to exploit the sharing information to against pose variations of face images is proposed.

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Big data is one of the hottest research topics in science and technology communities, and it possesses a great application potential in every sector for our society, such as climate, economy, health, social science, and so on. Big data usually includes data sets with sizes beyond the ability of commonly used software tools to capture, curate, and manage. We can conclude that big data is still in its infancy stage, and we will face many unprecedented problems and challenges along the way of this unfolding chapter of human history.