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Francesca Odone

Publications and source records attributed to Francesca Odone.

26 records · Page 2Linked to original sources

Action similarity judgment based on kinematic primitives

Understanding which features humans rely on -- in visually recognizing action similarity is a crucial step towards a clearer picture of human action perception from a learning and developmental perspective. In the present work, we investigate to which extent a computational model based on kinematics can determine action similarity and how its performance relates to human similarity judgments of the same actions. To this aim, twelve participants perform an action similarity task, and their performances are compared to that of a computational model solving the same task. The chosen model has its roots in developmental robotics and performs action classification based on learned kinematic primitives. The comparative experiment results show that both the model and human participants can reliably identify whether two actions are the same or not. However, the model produces more false hits and has a greater selection bias than human participants. A possible reason for this is the particular sensitivity of the model towards kinematic primitives of the presented actions. In a second experiment, human participants' performance on an action identification task indicated that they relied solely on kinematic information rather than on action semantics. The results show that both the model and human performance are highly accurate in an action similarity task based on kinematic-level features, which can provide an essential basis for classifying human actions.

cs.RO↗

Gaze Estimation for Assisted Living Environments

Effective assisted living environments must be able to perform inferences on how their occupants interact with one another as well as with surrounding objects. To accomplish this goal using a vision-based automated approach, multiple tasks such as pose estimation, object segmentation and gaze estimation must be addressed. Gaze direction in particular provides some of the strongest indications of how a person interacts with the environment. In this paper, we propose a simple neural network regressor that estimates the gaze direction of individuals in a multi-camera assisted living scenario, relying only on the relative positions of facial keypoints collected from a single pose estimation model. To handle cases of keypoint occlusion, our model exploits a novel confidence gated unit in its input layer. In addition to the gaze direction, our model also outputs an estimation of its own prediction uncertainty. Experimental results on a public benchmark demonstrate that our approach performs on pair with a complex, dataset-specific baseline, while its uncertainty predictions are highly correlated to the actual angular error of corresponding estimations. Finally, experiments on images from a real assisted living environment demonstrate the higher suitability of our model for its final application.

cs.CV↗

The role of ego vision in view-invariant action recognition

Analysis and interpretation of egocentric video data is becoming more and more important with the increasing availability and use of wearable cameras. Exploring and fully understanding affinities and differences between ego and allo (or third-person) vision is paramount for the design of effective methods to process, analyse and interpret egocentric data. In addition, a deeper understanding of ego-vision and its peculiarities may enable new research perspectives in which first person viewpoints can act either as a mean for easily acquiring large amounts of data to be employed in general-purpose recognition systems, and as a challenging test-bed to assess the usability of techniques specifically tailored to deal with allocentric vision on more challenging settings. Our work, with an eye to cognitive science findings, leverages transfer learning in Convolutional Neural Networks to demonstrate capabilities and limitations of an implicitly learnt view-invariant representation in the specific case of action recognition.

cs.CV↗

Are we done with object recognition? The iCub robot's perspective

We report on an extensive study of the benefits and limitations of current deep learning approaches to object recognition in robot vision scenarios, introducing a novel dataset used for our investigation. To avoid the biases in currently available datasets, we consider a natural human-robot interaction setting to design a data-acquisition protocol for visual object recognition on the iCub humanoid robot. Analyzing the performance of off-the-shelf models trained off-line on large-scale image retrieval datasets, we show the necessity for knowledge transfer. We evaluate different ways in which this last step can be done, and identify the major bottlenecks affecting robotic scenarios. By studying both object categorization and identification problems, we highlight key differences between object recognition in robotics applications and in image retrieval tasks, for which the considered deep learning approaches have been originally designed. In a nutshell, our results confirm the remarkable improvements yield by deep learning in this setting, while pointing to specific open challenges that need be addressed for seamless deployment in robotics.

cs.RO↗

Scale Invariant Interest Points with Shearlets

Shearlets are a relatively new directional multi-scale framework for signal analysis, which have been shown effective to enhance signal discontinuities such as edges and corners at multiple scales. In this work we address the problem of detecting and describing blob-like features in the shearlets framework. We derive a measure which is very effective for blob detection and closely related to the Laplacian of Gaussian. We demonstrate the measure satisfies the perfect scale invariance property in the continuous case. In the discrete setting, we derive algorithms for blob detection and keypoint description. Finally, we provide qualitative justifications of our findings as well as a quantitative evaluation on benchmark data. We also report an experimental evidence that our method is very suitable to deal with compressed and noisy images, thanks to the sparsity property of shearlets.

cs.CV↗

Real-world Object Recognition with Off-the-shelf Deep Conv Nets: How Many Objects can iCub Learn?

The ability to visually recognize objects is a fundamental skill for robotics systems. Indeed, a large variety of tasks involving manipulation, navigation or interaction with other agents, deeply depends on the accurate understanding of the visual scene. Yet, at the time being, robots are lacking good visual perceptual systems, which often become the main bottleneck preventing the use of autonomous agents for real-world applications. Lately in computer vision, systems that learn suitable visual representations and based on multi-layer deep convolutional networks are showing remarkable performance in tasks such as large-scale visual recognition and image retrieval. To this regard, it is natural to ask whether such remarkable performance would generalize also to the robotic setting. In this paper we investigate such possibility, while taking further steps in developing a computational vision system to be embedded on a robotic platform, the iCub humanoid robot. In particular, we release a new dataset ({\sc iCubWorld28}) that we use as a benchmark to address the question: {\it how many objects can iCub recognize?} Our study is developed in a learning framework which reflects the typical visual experience of a humanoid robot like the iCub. Experiments shed interesting insights on the strength and weaknesses of current computer vision approaches applied in real robotic settings.

cs.RO↗

Real-time Automatic Emotion Recognition from Body Gestures

Although psychological research indicates that bodily expressions convey important affective information, to date research in emotion recognition focused mainly on facial expression or voice analysis. In this paper we propose an approach to realtime automatic emotion recognition from body movements. A set of postural, kinematic, and geometrical features are extracted from sequences 3D skeletons and fed to a multi-class SVM classifier. The proposed method has been assessed on data acquired through two different systems: a professionalgrade optical motion capture system, and Microsoft Kinect. The system has been assessed on a "six emotions" recognition problem, and using a leave-one-subject-out cross validation strategy, reached an overall recognition rate of 61.3% which is very close to the recognition rate of 61.9% obtained by human observers. To provide further testing of the system, two games were developed, where one or two users have to interact to understand and express emotions with their body.

cs.HC↗

iCub World: Friendly Robots Help Building Good Vision Data-Sets

In this paper we present and start analyzing the iCub World data-set, an object recognition data-set, we acquired using a Human-Robot Interaction (HRI) scheme and the iCub humanoid robot platform. Our set up allows for rapid acquisition and annotation of data with corresponding ground truth. While more constrained in its scopes -- the iCub world is essentially a robotics research lab -- we demonstrate how the proposed data-set poses challenges to current recognition systems. The iCubWorld data-set is publicly available. The data-set can be downloaded from: http://www.iit.it/en/projects/data-sets.html.

cs.CV↗