860 resultados para computer vision,machine learning,centernet,volleyball,sports


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Collecting and analysing data is an important element in any field of human activity and research. Even in sports, collecting and analyzing statistical data is attracting a growing interest. Some exemplar use cases are: improvement of technical/tactical aspects for team coaches, definition of game strategies based on the opposite team play or evaluation of the performance of players. Other advantages are related to taking more precise and impartial judgment in referee decisions: a wrong decision can change the outcomes of important matches. Finally, it can be useful to provide better representations and graphic effects that make the game more engaging for the audience during the match. Nowadays it is possible to delegate this type of task to automatic software systems that can use cameras or even hardware sensors to collect images or data and process them. One of the most efficient methods to collect data is to process the video images of the sporting event through mixed techniques concerning machine learning applied to computer vision. As in other domains in which computer vision can be applied, the main tasks in sports are related to object detection, player tracking, and to the pose estimation of athletes. The goal of the present thesis is to apply different models of CNNs to analyze volleyball matches. Starting from video frames of a volleyball match, we reproduce a bird's eye view of the playing court where all the players are projected, reporting also for each player the type of action she/he is performing.

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"Lecture notes in computational vision and biomechanics series, ISSN 2212-9391, vol. 19"

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Hand gestures are a powerful way for human communication, with lots of potential applications in the area of human computer interaction. Vision-based hand gesture recognition techniques have many proven advantages compared with traditional devices, giving users a simpler and more natural way to communicate with electronic devices. This work proposes a generic system architecture based in computer vision and machine learning, able to be used with any interface for human-computer interaction. The proposed solution is mainly composed of three modules: a pre-processing and hand segmentation module, a static gesture interface module and a dynamic gesture interface module. The experiments showed that the core of visionbased interaction systems could be the same for all applications and thus facilitate the implementation. For hand posture recognition, a SVM (Support Vector Machine) model was trained and used, able to achieve a final accuracy of 99.4%. For dynamic gestures, an HMM (Hidden Markov Model) model was trained for each gesture that the system could recognize with a final average accuracy of 93.7%. The proposed solution as the advantage of being generic enough with the trained models able to work in real-time, allowing its application in a wide range of human-machine applications. To validate the proposed framework two applications were implemented. The first one is a real-time system able to interpret the Portuguese Sign Language. The second one is an online system able to help a robotic soccer game referee judge a game in real time.

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Vision-based hand gesture recognition is an area of active current research in computer vision and machine learning. Being a natural way of human interaction, it is an area where many researchers are working on, with the goal of making human computer interaction (HCI) easier and natural, without the need for any extra devices. So, the primary goal of gesture recognition research is to create systems, which can identify specific human gestures and use them, for example, to convey information. For that, vision-based hand gesture interfaces require fast and extremely robust hand detection, and gesture recognition in real time. Hand gestures are a powerful human communication modality with lots of potential applications and in this context we have sign language recognition, the communication method of deaf people. Sign lan- guages are not standard and universal and the grammars differ from country to coun- try. In this paper, a real-time system able to interpret the Portuguese Sign Language is presented and described. Experiments showed that the system was able to reliably recognize the vowels in real-time, with an accuracy of 99.4% with one dataset of fea- tures and an accuracy of 99.6% with a second dataset of features. Although the im- plemented solution was only trained to recognize the vowels, it is easily extended to recognize the rest of the alphabet, being a solid foundation for the development of any vision-based sign language recognition user interface system.

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Hand gestures are a powerful way for human communication, with lots of potential applications in the area of human computer interaction. Vision-based hand gesture recognition techniques have many proven advantages compared with traditional devices, giving users a simpler and more natural way to communicate with electronic devices. This work proposes a generic system architecture based in computer vision and machine learning, able to be used with any interface for humancomputer interaction. The proposed solution is mainly composed of three modules: a pre-processing and hand segmentation module, a static gesture interface module and a dynamic gesture interface module. The experiments showed that the core of vision-based interaction systems can be the same for all applications and thus facilitate the implementation. In order to test the proposed solutions, three prototypes were implemented. For hand posture recognition, a SVM model was trained and used, able to achieve a final accuracy of 99.4%. For dynamic gestures, an HMM model was trained for each gesture that the system could recognize with a final average accuracy of 93.7%. The proposed solution as the advantage of being generic enough with the trained models able to work in real-time, allowing its application in a wide range of human-machine applications.

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Interactions in mobile devices normally happen in an explicit manner, which means that they are initiated by the users. Yet, users are typically unaware that they also interact implicitly with their devices. For instance, our hand pose changes naturally when we type text messages. Whilst the touchscreen captures finger touches, hand movements during this interaction however are unused. If this implicit hand movement is observed, it can be used as additional information to support or to enhance the users’ text entry experience. This thesis investigates how implicit sensing can be used to improve existing, standard interaction technique qualities. In particular, this thesis looks into enhancing front-of-device interaction through back-of-device and hand movement implicit sensing. We propose the investigation through machine learning techniques. We look into problems on how sensor data via implicit sensing can be used to predict a certain aspect of an interaction. For instance, one of the questions that this thesis attempts to answer is whether hand movement during a touch targeting task correlates with the touch position. This is a complex relationship to understand but can be best explained through machine learning. Using machine learning as a tool, such correlation can be measured, quantified, understood and used to make predictions on future touch position. Furthermore, this thesis also evaluates the predictive power of the sensor data. We show this through a number of studies. In Chapter 5 we show that probabilistic modelling of sensor inputs and recorded touch locations can be used to predict the general area of future touches on touchscreen. In Chapter 7, using SVM classifiers, we show that data from implicit sensing from general mobile interactions is user-specific. This can be used to identify users implicitly. In Chapter 6, we also show that touch interaction errors can be detected from sensor data. In our experiment, we show that there are sufficient distinguishable patterns between normal interaction signals and signals that are strongly correlated with interaction error. In all studies, we show that performance gain can be achieved by combining sensor inputs.

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Hand detection on images has important applications on person activities recognition. This thesis focuses on PASCAL Visual Object Classes (VOC) system for hand detection. VOC has become a popular system for object detection, based on twenty common objects, and has been released with a successful deformable parts model in VOC2007. A hand detection on an image is made when the system gets a bounding box which overlaps with at least 50% of any ground truth bounding box for a hand on the image. The initial average precision of this detector is around 0.215 compared with a state-of-art of 0.104; however, color and frequency features for detected bounding boxes contain important information for re-scoring, and the average precision can be improved to 0.218 with these features. Results show that these features help on getting higher precision for low recall, even though the average precision is similar.

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Humans have a high ability to extract visual data information acquired by sight. Trought a learning process, which starts at birth and continues throughout life, image interpretation becomes almost instinctively. At a glance, one can easily describe a scene with reasonable precision, naming its main components. Usually, this is done by extracting low-level features such as edges, shapes and textures, and associanting them to high level meanings. In this way, a semantic description of the scene is done. An example of this, is the human capacity to recognize and describe other people physical and behavioral characteristics, or biometrics. Soft-biometrics also represents inherent characteristics of human body and behaviour, but do not allow unique person identification. Computer vision area aims to develop methods capable of performing visual interpretation with performance similar to humans. This thesis aims to propose computer vison methods which allows high level information extraction from images in the form of soft biometrics. This problem is approached in two ways, unsupervised and supervised learning methods. The first seeks to group images via an automatic feature extraction learning , using both convolution techniques, evolutionary computing and clustering. In this approach employed images contains faces and people. Second approach employs convolutional neural networks, which have the ability to operate on raw images, learning both feature extraction and classification processes. Here, images are classified according to gender and clothes, divided into upper and lower parts of human body. First approach, when tested with different image datasets obtained an accuracy of approximately 80% for faces and non-faces and 70% for people and non-person. The second tested using images and videos, obtained an accuracy of about 70% for gender, 80% to the upper clothes and 90% to lower clothes. The results of these case studies, show that proposed methods are promising, allowing the realization of automatic high level information image annotation. This opens possibilities for development of applications in diverse areas such as content-based image and video search and automatica video survaillance, reducing human effort in the task of manual annotation and monitoring.

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Sendo uma forma natural de interação homem-máquina, o reconhecimento de gestos implica uma forte componente de investigação em áreas como a visão por computador e a aprendizagem computacional. O reconhecimento gestual é uma área com aplicações muito diversas, fornecendo aos utilizadores uma forma mais natural e mais simples de comunicar com sistemas baseados em computador, sem a necessidade de utilização de dispositivos extras. Assim, o objectivo principal da investigação na área de reconhecimento de gestos aplicada à interacção homemmáquina é o da criação de sistemas, que possam identificar gestos específicos e usálos para transmitir informações ou para controlar dispositivos. Para isso as interfaces baseados em visão para o reconhecimento de gestos, necessitam de detectar a mão de forma rápida e robusta e de serem capazes de efetuar o reconhecimento de gestos em tempo real. Hoje em dia, os sistemas de reconhecimento de gestos baseados em visão são capazes de trabalhar com soluções específicas, construídos para resolver um determinado problema e configurados para trabalhar de uma forma particular. Este projeto de investigação estudou e implementou soluções, suficientemente genéricas, com o recurso a algoritmos de aprendizagem computacional, permitindo a sua aplicação num conjunto alargado de sistemas de interface homem-máquina, para reconhecimento de gestos em tempo real. A solução proposta, Gesture Learning Module Architecture (GeLMA), permite de forma simples definir um conjunto de comandos que pode ser baseado em gestos estáticos e dinâmicos e que pode ser facilmente integrado e configurado para ser utilizado numa série de aplicações. É um sistema de baixo custo e fácil de treinar e usar, e uma vez que é construído unicamente com bibliotecas de código. As experiências realizadas permitiram mostrar que o sistema atingiu uma precisão de 99,2% em termos de reconhecimento de gestos estáticos e uma precisão média de 93,7% em termos de reconhecimento de gestos dinâmicos. Para validar a solução proposta, foram implementados dois sistemas completos. O primeiro é um sistema em tempo real capaz de ajudar um árbitro a arbitrar um jogo de futebol robótico. A solução proposta combina um sistema de reconhecimento de gestos baseada em visão com a definição de uma linguagem formal, o CommLang Referee, à qual demos a designação de Referee Command Language Interface System (ReCLIS). O sistema identifica os comandos baseados num conjunto de gestos estáticos e dinâmicos executados pelo árbitro, sendo este posteriormente enviado para um interface de computador que transmite a respectiva informação para os robôs. O segundo é um sistema em tempo real capaz de interpretar um subconjunto da Linguagem Gestual Portuguesa. As experiências demonstraram que o sistema foi capaz de reconhecer as vogais em tempo real de forma fiável. Embora a solução implementada apenas tenha sido treinada para reconhecer as cinco vogais, o sistema é facilmente extensível para reconhecer o resto do alfabeto. As experiências também permitiram mostrar que a base dos sistemas de interação baseados em visão pode ser a mesma para todas as aplicações e, deste modo facilitar a sua implementação. A solução proposta tem ainda a vantagem de ser suficientemente genérica e uma base sólida para o desenvolvimento de sistemas baseados em reconhecimento gestual que podem ser facilmente integrados com qualquer aplicação de interface homem-máquina. A linguagem formal de definição da interface pode ser redefinida e o sistema pode ser facilmente configurado e treinado com um conjunto de gestos diferentes de forma a serem integrados na solução final.

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Tese de Doutoramento em Engenharia de Eletrónica e de Computadores

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In emergency situations, where time for blood transfusion is reduced, the O negative blood type (the universal donor) is administrated. However, sometimes even the universal donor can cause transfusion reactions that can be fatal to the patient. As commercial systems do not allow fast results and are not suitable for emergency situations, this paper presents the steps considered for the development and validation of a prototype, able to determine blood type compatibilities, even in emergency situations. Thus it is possible, using the developed system, to administer a compatible blood type, since the first blood unit transfused. In order to increase the system’s reliability, this prototype uses different approaches to classify blood types, the first of which is based on Decision Trees and the second one based on support vector machines. The features used to evaluate these classifiers are the standard deviation values, histogram, Histogram of Oriented Gradients and fast Fourier transform, computed on different regions of interest. The main characteristics of the presented prototype are small size, lightweight, easy transportation, ease of use, fast results, high reliability and low cost. These features are perfectly suited for emergency scenarios, where the prototype is expected to be used.

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L’objectif de cette thèse par articles est de présenter modestement quelques étapes du parcours qui mènera (on espère) à une solution générale du problème de l’intelligence artificielle. Cette thèse contient quatre articles qui présentent chacun une différente nouvelle méthode d’inférence perceptive en utilisant l’apprentissage machine et, plus particulièrement, les réseaux neuronaux profonds. Chacun de ces documents met en évidence l’utilité de sa méthode proposée dans le cadre d’une tâche de vision par ordinateur. Ces méthodes sont applicables dans un contexte plus général, et dans certains cas elles on tété appliquées ailleurs, mais ceci ne sera pas abordé dans le contexte de cette de thèse. Dans le premier article, nous présentons deux nouveaux algorithmes d’inférence variationelle pour le modèle génératif d’images appelé codage parcimonieux “spike- and-slab” (CPSS). Ces méthodes d’inférence plus rapides nous permettent d’utiliser des modèles CPSS de tailles beaucoup plus grandes qu’auparavant. Nous démontrons qu’elles sont meilleures pour extraire des détecteur de caractéristiques quand très peu d’exemples étiquetés sont disponibles pour l’entraînement. Partant d’un modèle CPSS, nous construisons ensuite une architecture profonde, la machine de Boltzmann profonde partiellement dirigée (MBP-PD). Ce modèle a été conçu de manière à simplifier d’entraînement des machines de Boltzmann profondes qui nécessitent normalement une phase de pré-entraînement glouton pour chaque couche. Ce problème est réglé dans une certaine mesure, mais le coût d’inférence dans le nouveau modèle est relativement trop élevé pour permettre de l’utiliser de manière pratique. Dans le deuxième article, nous revenons au problème d’entraînement joint de machines de Boltzmann profondes. Cette fois, au lieu de changer de famille de modèles, nous introduisons un nouveau critère d’entraînement qui donne naissance aux machines de Boltzmann profondes à multiples prédictions (MBP-MP). Les MBP-MP sont entraînables en une seule étape et ont un meilleur taux de succès en classification que les MBP classiques. Elles s’entraînent aussi avec des méthodes variationelles standard au lieu de nécessiter un classificateur discriminant pour obtenir un bon taux de succès en classification. Par contre, un des inconvénients de tels modèles est leur incapacité de générer deséchantillons, mais ceci n’est pas trop grave puisque la performance de classification des machines de Boltzmann profondes n’est plus une priorité étant donné les dernières avancées en apprentissage supervisé. Malgré cela, les MBP-MP demeurent intéressantes parce qu’elles sont capable d’accomplir certaines tâches que des modèles purement supervisés ne peuvent pas faire, telles que celle de classifier des données incomplètes ou encore celle de combler intelligemment l’information manquante dans ces données incomplètes. Le travail présenté dans cette thèse s’est déroulé au milieu d’une période de transformations importantes du domaine de l’apprentissage à réseaux neuronaux profonds qui a été déclenchée par la découverte de l’algorithme de “dropout” par Geoffrey Hinton. Dropout rend possible un entraînement purement supervisé d’architectures de propagation unidirectionnel sans être exposé au danger de sur- entraînement. Le troisième article présenté dans cette thèse introduit une nouvelle fonction d’activation spécialement con ̧cue pour aller avec l’algorithme de Dropout. Cette fonction d’activation, appelée maxout, permet l’utilisation de aggrégation multi-canal dans un contexte d’apprentissage purement supervisé. Nous démontrons comment plusieurs tâches de reconnaissance d’objets sont mieux accomplies par l’utilisation de maxout. Pour terminer, sont présentons un vrai cas d’utilisation dans l’industrie pour la transcription d’adresses de maisons à plusieurs chiffres. En combinant maxout avec une nouvelle sorte de couche de sortie pour des réseaux neuronaux de convolution, nous démontrons qu’il est possible d’atteindre un taux de succès comparable à celui des humains sur un ensemble de données coriace constitué de photos prises par les voitures de Google. Ce système a été déployé avec succès chez Google pour lire environ cent million d’adresses de maisons.

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In recent years, Deep Learning techniques have shown to perform well on a large variety of problems both in Computer Vision and Natural Language Processing, reaching and often surpassing the state of the art on many tasks. The rise of deep learning is also revolutionizing the entire field of Machine Learning and Pattern Recognition pushing forward the concepts of automatic feature extraction and unsupervised learning in general. However, despite the strong success both in science and business, deep learning has its own limitations. It is often questioned if such techniques are only some kind of brute-force statistical approaches and if they can only work in the context of High Performance Computing with tons of data. Another important question is whether they are really biologically inspired, as claimed in certain cases, and if they can scale well in terms of "intelligence". The dissertation is focused on trying to answer these key questions in the context of Computer Vision and, in particular, Object Recognition, a task that has been heavily revolutionized by recent advances in the field. Practically speaking, these answers are based on an exhaustive comparison between two, very different, deep learning techniques on the aforementioned task: Convolutional Neural Network (CNN) and Hierarchical Temporal memory (HTM). They stand for two different approaches and points of view within the big hat of deep learning and are the best choices to understand and point out strengths and weaknesses of each of them. CNN is considered one of the most classic and powerful supervised methods used today in machine learning and pattern recognition, especially in object recognition. CNNs are well received and accepted by the scientific community and are already deployed in large corporation like Google and Facebook for solving face recognition and image auto-tagging problems. HTM, on the other hand, is known as a new emerging paradigm and a new meanly-unsupervised method, that is more biologically inspired. It tries to gain more insights from the computational neuroscience community in order to incorporate concepts like time, context and attention during the learning process which are typical of the human brain. In the end, the thesis is supposed to prove that in certain cases, with a lower quantity of data, HTM can outperform CNN.

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One of the most visionary goals of Artificial Intelligence is to create a system able to mimic and eventually surpass the intelligence observed in biological systems including, ambitiously, the one observed in humans. The main distinctive strength of humans is their ability to build a deep understanding of the world by learning continuously and drawing from their experiences. This ability, which is found in various degrees in all intelligent biological beings, allows them to adapt and properly react to changes by incrementally expanding and refining their knowledge. Arguably, achieving this ability is one of the main goals of Artificial Intelligence and a cornerstone towards the creation of intelligent artificial agents. Modern Deep Learning approaches allowed researchers and industries to achieve great advancements towards the resolution of many long-standing problems in areas like Computer Vision and Natural Language Processing. However, while this current age of renewed interest in AI allowed for the creation of extremely useful applications, a concerningly limited effort is being directed towards the design of systems able to learn continuously. The biggest problem that hinders an AI system from learning incrementally is the catastrophic forgetting phenomenon. This phenomenon, which was discovered in the 90s, naturally occurs in Deep Learning architectures where classic learning paradigms are applied when learning incrementally from a stream of experiences. This dissertation revolves around the Continual Learning field, a sub-field of Machine Learning research that has recently made a comeback following the renewed interest in Deep Learning approaches. This work will focus on a comprehensive view of continual learning by considering algorithmic, benchmarking, and applicative aspects of this field. This dissertation will also touch on community aspects such as the design and creation of research tools aimed at supporting Continual Learning research, and the theoretical and practical aspects concerning public competitions in this field.