Publications

Explore our research publications: papers, articles, and conference proceedings from AImageLab.

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Abnormal event detection in videos using generative adversarial nets

Authors: Ravanbakhsh, M.; Nabi, M.; Sangineto, E.; Marcenaro, L.; Regazzoni, C.; Sebe, N.

Published in: PROCEEDINGS - INTERNATIONAL CONFERENCE ON IMAGE PROCESSING

In this paper we address the abnormality detection problem in crowded scenes. We propose to use Generative Adversarial Nets (GANs), … (Read full abstract)

In this paper we address the abnormality detection problem in crowded scenes. We propose to use Generative Adversarial Nets (GANs), which are trained using normal frames and corresponding optical-flow images in order to learn an internal representation of the scene normality. Since our GANs are trained with only normal data, they are not able to generate abnormal events. At testing time the real data are compared with both the appearance and the motion representations reconstructed by our GANs and abnormal areas are detected by computing local differences. Experimental results on challenging abnormality detection datasets show the superiority of the proposed method compared to the state of the art in both frame-level and pixel-level abnormality detection tasks.

2017 Relazione in Atti di Convegno

Affective Classication of Gaming Activities Coming From RPG Gaming Sessions

Authors: Balducci, Fabrizio; Grana, Costantino

Published in: LECTURE NOTES IN COMPUTER SCIENCE

Each human activity involves feelings and subjective emotions: different people will perform and sense the same task with different outcomes … (Read full abstract)

Each human activity involves feelings and subjective emotions: different people will perform and sense the same task with different outcomes and experience; to understand this experience, concepts like Flow or Boredom must be investigated using objective data provided by methods like electroencephalography. This work carries on the analysis of EEG data coming from brain-computer interface and videogame "Neverwinter Nights 2": we propose an experimental methodology comparing results coming from different off-the-shelf machine learning techniques, employed on the gaming activities, to check if each affective state corresponds to the hypothesis xed in their formal design guidelines.

2017 Relazione in Atti di Convegno

Affective level design for a role-playing videogame evaluated by a brain–computer interface and machine learning methods

Authors: Balducci, Fabrizio; Grana, Costantino; Cucchiara, Rita

Published in: THE VISUAL COMPUTER

Game science has become a research field, which attracts industry attention due to a worldwide rich sell-market. To understand the … (Read full abstract)

Game science has become a research field, which attracts industry attention due to a worldwide rich sell-market. To understand the player experience, concepts like flow or boredom mental states require formalization and empirical investigation, taking advantage of the objective data that psychophysiological methods like electroencephalography (EEG) can provide. This work studies the affective ludology and shows two different game levels for Neverwinter Nights 2 developed with the aim to manipulate emotions; two sets of affective design guidelines are presented, with a rigorous formalization that considers the characteristics of role-playing genre and its specific gameplay. An empirical investigation with a brain–computer interface headset has been conducted: by extracting numerical data features, machine learning techniques classify the different activities of the gaming sessions (task and events) to verify if their design differentiation coincides with the affective one. The observed results, also supported by subjective questionnaires data, confirm the goodness of the proposed guidelines, suggesting that this evaluation methodology could be extended to other evaluation tasks.

2017 Articolo su rivista

AMHUSE: A Multimodal dataset for HUmour SEnsing

Authors: Boccignone, G.; Donatello, Conte; Cuculo, V.; Lanzarotti, R.

We present AMHUSE (A Multimodal dataset for HUmour SEnsing) along with a novel web-based annotation tool named DANTE (Di- mensional … (Read full abstract)

We present AMHUSE (A Multimodal dataset for HUmour SEnsing) along with a novel web-based annotation tool named DANTE (Di- mensional ANnotation Tool for Emotions). The dataset is the result of an experiment concerning amusement elicitation, involving 36 subjects in order to record the reactions in presence of 3 amusing and 1 neutral video stimuli. Gathered data include RGB video and depth sequences along with physiological responses (electrodermal activity, blood volume pulse, temperature). The videos were later annotated by 4 experts in terms of valence and arousal continuous dimensions. Both the dataset and the annotation tool are made publicly available for research purposes.

2017 Relazione in Atti di Convegno

An Annotation Tool for a Digital Library System of Epidermal Data

Authors: Balducci, Fabrizio; Borghi, Guido

Published in: COMMUNICATIONS IN COMPUTER AND INFORMATION SCIENCE

Melanoma is one of the deadliest form of skin cancers so it becomes crucial the developing of automated systems that … (Read full abstract)

Melanoma is one of the deadliest form of skin cancers so it becomes crucial the developing of automated systems that analyze and investigate epidermal images to early identify them also reducing unnecessary medical exams. A key element is the availability of user-friendly annotation tools that can be used by non-IT experts to produce well-annotated and high-quality medical data. In this work, we present an annotation tool to manually crate and annotate digital epidermal images, with the aim to extract meta-data (annotations, contour patterns and intersections, color information) stored and organized in an integrated digital library. This tool is obtained following rigid usability principles also based on doctors interviews and opinions. A preliminary but functional evaluation phase has been conducted with non-medical subjects by using questionnaires, in order to check the general usability and the efficacy of the proposed tool.

2017 Relazione in Atti di Convegno

Attentive Models in Vision: Computing Saliency Maps in the Deep Learning Era

Authors: Cornia, Marcella; Abati, Davide; Baraldi, Lorenzo; Palazzi, Andrea; Calderara, Simone; Cucchiara, Rita

Published in: LECTURE NOTES IN COMPUTER SCIENCE

Estimating the focus of attention of a person looking at an image or a video is a crucial step which … (Read full abstract)

Estimating the focus of attention of a person looking at an image or a video is a crucial step which can enhance many vision-based inference mechanisms: image segmentation and annotation, video captioning, autonomous driving are some examples. The early stages of the attentive behavior are typically bottom-up; reproducing the same mechanism means to find the saliency embodied in the images, i.e. which parts of an image pop out of a visual scene. This process has been studied for decades in neuroscience and in terms of computational models for reproducing the human cortical process. In the last few years, early models have been replaced by deep learning architectures, that outperform any early approach compared against public datasets. In this paper, we propose a discussion on why convolutional neural networks (CNNs) are so accurate in saliency prediction. We present our DL architectures which combine both bottom-up cues and higher-level semantics, and incorporate the concept of time in the attentional process through LSTM recurrent architectures. Eventually, we present a video-specific architecture based on the C3D network, which can extracts spatio-temporal features by means of 3D convolutions to model task-driven attentive behaviors. The merit of this work is to show how these deep networks are not mere brute-force methods tuned on massive amount of data, but represent well-defined architectures which recall very closely the early saliency models, although improved with the semantics learned by human ground-thuth.

2017 Relazione in Atti di Convegno

Editorial Message from the Program Chairs

Authors: Cucchiara, R.; Matsushita, Y.; Sebe, N.; Soatto, S.

Published in: PROCEEDINGS IEEE INTERNATIONAL CONFERENCE ON COMPUTER VISION

2017 Relazione in Atti di Convegno

Embedded Recurrent Network for Head Pose Estimation in Car

Authors: Borghi, Guido; Gasparini, Riccardo; Vezzani, Roberto; Cucchiara, Rita

An accurate and fast driver's head pose estimation is a rich source of information, in particular in the automotive context. … (Read full abstract)

An accurate and fast driver's head pose estimation is a rich source of information, in particular in the automotive context. Head pose is a key element for driver's behavior investigation, pose analysis, attention monitoring and also a useful component to improve the efficacy of Human-Car Interaction systems. In this paper, a Recurrent Neural Network is exploited to tackle the problem of driver head pose estimation, directly and only working on depth images to be more reliable in presence of varying or insufficient illumination. Experimental results, obtained from two public dataset, namely Biwi Kinect Head Pose and ICT-3DHP Database, prove the efficacy of the proposed method that overcomes state-of-art works. Besides, the entire system is implemented and tested on two embedded boards with real time performance.

2017 Relazione in Atti di Convegno

Fast and Accurate Facial Landmark Localization in Depth Images for In-car Applications

Authors: Frigieri, Elia; Borghi, Guido; Vezzani, Roberto; Cucchiara, Rita

A correct and reliable localization of facial landmark enables several applications in many fields, ranging from Human Computer Interaction to … (Read full abstract)

A correct and reliable localization of facial landmark enables several applications in many fields, ranging from Human Computer Interaction to video surveillance. For instance, it can provide a valuable input to monitor the driver physical state and attention level in automotive context. In this paper, we tackle the problem of facial landmark localization through a deep approach. The developed system runs in real time and, in particular, is more reliable than state-of-the-art competitors specially in presence of light changes and poor illumination, thanks to the use of depth images as input. We also collected and shared a new realistic dataset inside a car, called MotorMark, to train and test the system. In addition, we exploited the public Eurecom Kinect Face Dataset for the evaluation phase, achieving promising results both in terms of accuracy and computational speed.

2017 Relazione in Atti di Convegno

FOIL it! Find One mismatch between Image and Language caption

Authors: Shekhar, Ravi; Pezzelle, Sandro; Klimovich, Yauhen; Herbelot, Aurelie; Nabi, Moin; Sangineto, Enver; Bernardi, Raffaella

In this paper, we aim to understand whether current language and vision (LaVi) models truly grasp the interaction between the … (Read full abstract)

In this paper, we aim to understand whether current language and vision (LaVi) models truly grasp the interaction between the two modalities. To this end, we propose an extension of the MS-COCO dataset, FOIL-COCO, which associates images with both correct and ‘foil’ captions, that is, descriptions of the image that are highly similar to the original ones, but contain one single mistake (‘foil word’). We show that current LaVi models fall into the traps of this data and perform badly on three tasks: a) caption classification (correct vs. foil); b) foil word detection; c) foil word correction. Humans, in contrast, have near-perfect performance on those tasks. We demonstrate that merely utilising language cues is not enough to model FOIL-COCO and that it challenges the state-of-the-art by requiring a fine-grained understanding of the relation between text and image.

2017 Relazione in Atti di Convegno

Page 54 of 106 • Total publications: 1059