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John K. Tsotsos

Publications and source records attributed to John K. Tsotsos.

At least 55 records · Page 3Linked to original sources

The Elephant in the Room

We showcase a family of common failures of state-of-the art object detectors. These are obtained by replacing image sub-regions by another sub-image that contains a trained object. We call this "object transplanting". Modifying an image in this manner is shown to have a non-local impact on object detection. Slight changes in object position can affect its identity according to an object detector as well as that of other objects in the image. We provide some analysis and suggest possible reasons for the reported phenomena.

cs.CV↗

Attention-based Active Visual Search for Mobile Robots

We present an active visual search model for finding objects in unknown environments. The proposed algorithm guides the robot towards the sought object using the relevant stimuli provided by the visual sensors. Existing search strategies are either purely reactive or use simplified sensor models that do not exploit all the visual information available. In this paper, we propose a new model that actively extracts visual information via visual attention techniques and, in conjunction with a non-myopic decision-making algorithm, leads the robot to search more relevant areas of the environment. The attention module couples both top-down and bottom-up attention models enabling the robot to search regions with higher importance first. The proposed algorithm is evaluated on a mobile robot platform in a 3D simulated environment. The results indicate that the use of visual attention significantly improves search, but the degree of improvement depends on the nature of the task and the complexity of the environment. In our experiments, we found that performance enhancements of up to 42\% in structured and 38\% in highly unstructured cluttered environments can be achieved using visual attention mechanisms.

cs.RO↗

Visual Attention and its Intimate Links to Spatial Cognition

It is almost universal to regard attention as the facility that permits an agent, human or machine, to give priority processing resources to relevant stimuli while ignoring the irrelevant. The reality of how this might manifest itself throughout all the forms of perceptual and cognitive processes possessed by humans, however, is not as clear. Here we examine this reality with a broad perspective in order to highlight the myriad ways that attentional processes impact both perception and cognition. The paper concludes by showing two real world problems that exhibit sufficient complexity to illustrate the ways in which attention and cognition connect. These then point to new avenues of research that might illuminate the overall cognitive architecture of spatial cognition.

cs.CV↗

Autonomous Vehicles that Interact with Pedestrians: A Survey of Theory and Practice

One of the major challenges that autonomous cars are facing today is driving in urban environments. To make it a reality, autonomous vehicles require the ability to communicate with other road users and understand their intentions. Such interactions are essential between the vehicles and pedestrians as the most vulnerable road users. Understanding pedestrian behavior, however, is not intuitive and depends on various factors such as demographics of the pedestrians, traffic dynamics, environmental conditions, etc. In this paper, we identify these factors by surveying pedestrian behavior studies, both the classical works on pedestrian-driver interaction and the modern ones that involve autonomous vehicles. To this end, we will discuss various methods of studying pedestrian behavior, and analyze how the factors identified in the literature are interrelated. We will also review the practical applications aimed at solving the interaction problem including design approaches for autonomous vehicles that communicate with pedestrians and visual perception and reasoning algorithms tailored to understanding pedestrian intention. Based on our findings, we will discuss the open problems and propose future research directions.

cs.RO↗

Joint Attention in Driver-Pedestrian Interaction: from Theory to Practice

Today, one of the major challenges that autonomous vehicles are facing is the ability to drive in urban environments. Such a task requires communication between autonomous vehicles and other road users in order to resolve various traffic ambiguities. The interaction between road users is a form of negotiation in which the parties involved have to share their attention regarding a common objective or a goal (e.g. crossing an intersection), and coordinate their actions in order to accomplish it. In this literature review we aim to address the interaction problem between pedestrians and drivers (or vehicles) from joint attention point of view. More specifically, we will discuss the theoretical background behind joint attention, its application to traffic interaction and practical approaches to implementing joint attention for autonomous vehicles.

cs.RO↗

Random Polyhedral Scenes: An Image Generator for Active Vision System Experiments

We present a Polyhedral Scene Generator system which creates a random scene based on a few user parameters, renders the scene from random view points and creates a dataset containing the renderings and corresponding annotation files. We hope that this generator will enable research on how a program could parse a scene if it had multiple viewpoints to consider. For ambiguous scenes, typically people move their head or change their position to see the scene from different angles as well as seeing how it changes while they move; this research field is called active perception. The random scene generator presented is designed to support research in this field by generating images of scenes with known complexity characteristics and with verifiable properties with respect to the distribution of features across a population. Thus, it is well-suited for research in active perception without the requirement of a live 3D environment and mobile sensing agent, including comparative performance evaluations. The system is publicly available at https://polyhedral.eecs.yorku.ca.

cs.CV↗

Color-opponent mechanisms for local hue encoding in a hierarchical framework

A biologically plausible computational model for color representation is introduced. We present a mechanistic hierarchical model of neurons that not only successfully encodes local hue, but also explicitly reveals how the contributions of each visual cortical layer participating in the process can lead to a hue representation. Our proposed model benefits from studies on the visual cortex and builds a network of single-opponent and hue-selective neurons. Local hue encoding is achieved through gradually increasing nonlinearity in terms of cone inputs to single-opponent cells. We demonstrate that our model's single-opponent neurons have wide tuning curves, while the hue-selective neurons in our model V4 layer exhibit narrower tunings, resembling those in V4 of the primate visual system. Our simulation experiments suggest that neurons in V4 or later layers have the capacity of encoding unique hues. Moreover, with a few examples, we present the possibility of spanning the infinite space of physical hues by combining the hue-selective neurons in our model.

cs.CV↗

Bridging Cognitive Programs and Machine Learning

While great advances are made in pattern recognition and machine learning, the successes of such fields remain restricted to narrow applications and seem to break down when training data is scarce, a shift in domain occurs, or when intelligent reasoning is required for rapid adaptation to new environments. In this work, we list several of the shortcomings of modern machine-learning solutions, specifically in the contexts of computer vision and in reinforcement learning and suggest directions to explore in order to try to ameliorate these weaknesses.

cs.LG↗

Incremental Learning Through Deep Adaptation

Given an existing trained neural network, it is often desirable to learn new capabilities without hindering performance of those already learned. Existing approaches either learn sub-optimal solutions, require joint training, or incur a substantial increment in the number of parameters for each added domain, typically as many as the original network. We propose a method called \emph{Deep Adaptation Networks} (DAN) that constrains newly learned filters to be linear combinations of existing ones. DANs precisely preserve performance on the original domain, require a fraction (typically 13\%, dependent on network architecture) of the number of parameters compared to standard fine-tuning procedures and converge in less cycles of training to a comparable or better level of performance. When coupled with standard network quantization techniques, we further reduce the parameter cost to around 3\% of the original with negligible or no loss in accuracy. The learned architecture can be controlled to switch between various learned representations, enabling a single network to solve a task from multiple different domains. We conduct extensive experiments showing the effectiveness of our method on a range of image classification tasks and explore different aspects of its behavior.

cs.CV↗

Challenging Images For Minds and Machines

There is no denying the tremendous leap in the performance of machine learning methods in the past half-decade. Some might even say that specific sub-fields in pattern recognition, such as machine-vision, are as good as solved, reaching human and super-human levels. Arguably, lack of training data and computation power are all that stand between us and solving the remaining ones. In this position paper we underline cases in vision which are challenging to machines and even to human observers. This is to show limitations of contemporary models that are hard to ameliorate by following the current trend to increase training data, network capacity or computational power. Moreover, we claim that attempting to do so is in principle a suboptimal approach. We provide a taster of such examples in hope to encourage and challenge the machine learning community to develop new directions to solve the said difficulties.

cs.LG↗

Intriguing Properties of Randomly Weighted Networks: Generalizing While Learning Next to Nothing

Training deep neural networks results in strong learned representations that show good generalization capabilities. In most cases, training involves iterative modification of all weights inside the network via back-propagation. In Extreme Learning Machines, it has been suggested to set the first layer of a network to fixed random values instead of learning it. In this paper, we propose to take this approach a step further and fix almost all layers of a deep convolutional neural network, allowing only a small portion of the weights to be learned. As our experiments show, fixing even the majority of the parameters of the network often results in performance which is on par with the performance of learning all of them. The implications of this intriguing property of deep neural networks are discussed and we suggest ways to harness it to create more robust representations.

cs.LG↗

A Review of 40 Years of Cognitive Architecture Research: Core Cognitive Abilities and Practical Applications

In this paper we present a broad overview of the last 40 years of research on cognitive architectures. Although the number of existing architectures is nearing several hundred, most of the existing surveys do not reflect this growth and focus on a handful of well-established architectures. Thus, in this survey we wanted to shift the focus towards a more inclusive and high-level overview of the research on cognitive architectures. Our final set of 84 architectures includes 49 that are still actively developed, and borrow from a diverse set of disciplines, spanning areas from psychoanalysis to neuroscience. To keep the length of this paper within reasonable limits we discuss only the core cognitive abilities, such as perception, attention mechanisms, action selection, memory, learning and reasoning. In order to assess the breadth of practical applications of cognitive architectures we gathered information on over 900 practical projects implemented using the cognitive architectures in our list. We use various visualization techniques to highlight overall trends in the development of the field. In addition to summarizing the current state-of-the-art in the cognitive architecture research, this survey describes a variety of methods and ideas that have been tried and their relative success in modeling human cognitive abilities, as well as which aspects of cognitive behavior need more research with respect to their mechanistic counterparts and thus can further inform how cognitive science might progress.

cs.AI↗

Saccade Sequence Prediction: Beyond Static Saliency Maps

Visual attention is a field with a considerable history, with eye movement control and prediction forming an important subfield. Fixation modeling in the past decades has been largely dominated computationally by a number of highly influential bottom-up saliency models, such as the Itti-Koch-Niebur model. The accuracy of such models has dramatically increased recently due to deep learning. However, on static images the emphasis of these models has largely been based on non-ordered prediction of fixations through a saliency map. Very few implemented models can generate temporally ordered human-like sequences of saccades beyond an initial fixation point. Towards addressing these shortcomings we present STAR-FC, a novel multi-saccade generator based on a central/peripheral integration of deep learning-based saliency and lower-level feature-based saliency. We have evaluated our model using the CAT2000 database, successfully predicting human patterns of fixation with equivalent accuracy and quality compared to what can be achieved by using one human sequence to predict another. This is a significant improvement over fixation sequences predicted by state-of-the-art saliency algorithms.

cs.CV↗

STAR-RT: Visual attention for real-time video game playing

In this paper we present STAR-RT - the first working prototype of Selective Tuning Attention Reference (STAR) model and Cognitive Programs (CPs). The Selective Tuning (ST) model received substantial support through psychological and neurophysiological experiments. The STAR framework expands ST and applies it to practical visual tasks. In order to do so, similarly to many cognitive architectures, STAR combines the visual hierarchy (based on ST) with the executive controller, working and short-term memory components and fixation controller. CPs in turn enable the communication among all these elements for visual task execution. To test the relevance of the system in a realistic context, we implemented the necessary components of STAR and designed CPs for playing two closed-source video games - Canabaltand Robot Unicorn Attack. Since both games run in a browser window, our algorithm has the same amount of information and the same amount of time to react to the events on the screen as a human player would. STAR-RT plays both games in real time using only visual input and achieves scores comparable to human expert players. It thus provides an existence proof for the utility of the particular CP structure and primitives used and the potential for continued experimentation and verification of their utility in broader scenarios.

cs.CV↗

Priming Neural Networks

Visual priming is known to affect the human visual system to allow detection of scene elements, even those that may have been near unnoticeable before, such as the presence of camouflaged animals. This process has been shown to be an effect of top-down signaling in the visual system triggered by the said cue. In this paper, we propose a mechanism to mimic the process of priming in the context of object detection and segmentation. We view priming as having a modulatory, cue dependent effect on layers of features within a network. Our results show how such a process can be complementary to, and at times more effective than simple post-processing applied to the output of the network, notably so in cases where the object is hard to detect such as in severe noise. Moreover, we find the effects of priming are sometimes stronger when early visual layers are affected. Overall, our experiments confirm that top-down signals can go a long way in improving object detection and segmentation.

cs.CV↗

Vision-Based Fallen Person Detection for the Elderly

Falls are serious and costly for elderly people. The Centers for Disease Control and Prevention of the US reports that millions of older people, 65 and older, fall each year at least once. Serious injuries such as; hip fractures, broken bones or head injury, are caused by 20% of the falls. The time it takes to respond and treat a fallen person is crucial. With this paper we present a new , non-invasive system for fallen people detection. Our approach uses only stereo camera data for passively sensing the environment. The key novelty is a human fall detector which uses a CNN based human pose estimator in combination with stereo data to reconstruct the human pose in 3D and estimate the ground plane in 3D. Furthermore, our system consists of a reasoning module which formulates a number of measures to reason whether a person is fallen. We have tested our approach in different scenarios covering most activities elderly people might encounter living at home. Based on our extensive evaluations, our systems shows high accuracy and almost no miss-classification. To reproduce our results, the implementation is publicly available to the scientific community.

cs.CV↗

Integrating Three Mechanisms of Visual Attention for Active Visual Search

Algorithms for robotic visual search can benefit from the use of visual attention methods in order to reduce computational costs. Here, we describe how three distinct mechanisms of visual attention can be integrated and productively used to improve search performance. The first is viewpoint selection as has been proposed earlier using a greedy search over a probabilistic occupancy grid representation. The second is top-down object-based attention using a histogram backprojection method, also previously described. The third is visual saliency. This is novel in the sense that it is not used as a region-of-interest method for the current image but rather as a noncombinatorial form of look-ahead in search for future viewpoint selection. Additionally, the integration of these three attentional schemes within a single framework is unique and not previously studied. We examine our proposed method in scenarios where little or no information regarding the environment is available. Through extensive experiments on a mobile robot, we show that our method improves visual search performance by reducing the time and number of actions required.

cs.CV↗

The Effect of Color Space Selection on Detectability and Discriminability of Colored Objects

In this paper, we investigate the effect of color space selection on detectability and discriminability of colored objects under various conditions. 20 color spaces from the literature are evaluated on a large dataset of simulated and real images. We measure the suitability of color spaces from two different perspectives: detectability and discriminability of various color groups. Through experimental evaluation, we found that there is no single optimal color space suitable for all color groups. The color spaces have different levels of sensitivity to different color groups and they are useful depending on the color of the sought object. Overall, the best results were achieved in both simulated and real images using color spaces C1C2C3, UVW and XYZ. In addition, using a simulated environment, we show a practical application of color space selection in the context of top-down control in active visual search. The results indicate that on average color space C1C2C3 followed by HSI and XYZ achieve the best time in searching for objects of various colors. Here, the right choice of color space can improve time of search on average by 20%. As part of our contribution, we also introduce a large dataset of simulated 3D objects

cs.CV↗