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John McPhee

Publications and source records attributed to John McPhee.

10 recordsLinked to original sources

Rethinking Keypoint Representations: Modeling Keypoints and Poses as Objects for Multi-Person Human Pose Estimation

In keypoint estimation tasks such as human pose estimation, heatmap-based regression is the dominant approach despite possessing notable drawbacks: heatmaps intrinsically suffer from quantization error and require excessive computation to generate and post-process. Motivated to find a more efficient solution, we propose to model individual keypoints and sets of spatially related keypoints (i.e., poses) as objects within a dense single-stage anchor-based detection framework. Hence, we call our method KAPAO (pronounced "Ka-Pow"), for Keypoints And Poses As Objects. KAPAO is applied to the problem of single-stage multi-person human pose estimation by simultaneously detecting human pose and keypoint objects and fusing the detections to exploit the strengths of both object representations. In experiments, we observe that KAPAO is faster and more accurate than previous methods, which suffer greatly from heatmap post-processing. The accuracy-speed trade-off is especially favourable in the practical setting when not using test-time augmentation. Source code: https://github.com/wmcnally/kapao.

cs.CV

FenceNet: Fine-grained Footwork Recognition in Fencing

Current data analysis for the Canadian Olympic fencing team is primarily done manually by coaches and analysts. Due to the highly repetitive, yet dynamic and subtle movements in fencing, manual data analysis can be inefficient and inaccurate. We propose FenceNet as a novel architecture to automate the classification of fine-grained footwork techniques in fencing. FenceNet takes 2D pose data as input and classifies actions using a skeleton-based action recognition approach that incorporates temporal convolutional networks to capture temporal information. We train and evaluate FenceNet on the Fencing Footwork Dataset (FFD), which contains 10 fencers performing 6 different footwork actions for 10-11 repetitions each (652 total videos). FenceNet achieves 85.4% accuracy under 10-fold cross-validation, where each fencer is left out as the test set. This accuracy is within 1% of the current state-of-the-art method, JLJA (86.3%), which selects and fuses features engineered from skeleton data, depth videos, and inertial measurement units. BiFenceNet, a variant of FenceNet that captures the "bidirectionality" of human movement through two separate networks, achieves 87.6% accuracy, outperforming JLJA. Since neither FenceNet nor BiFenceNet requires data from wearable sensors, unlike JLJA, they could be directly applied to most fencing videos, using 2D pose data as input extracted from off-the-shelf 2D human pose estimators. In comparison to JLJA, our methods are also simpler as they do not require manual feature engineering, selection, or fusion.

cs.CV

Co-Optimization of On-Ramp Merging and Plug-In Hybrid Electric Vehicle Power Split Using Deep Reinforcement Learning

Current research on Deep Reinforcement Learning (DRL) for automated on-ramp merging neglects vehicle powertrain and dynamics. This work considers automated on-ramp merging for a power-split Plug-In Hybrid Electric Vehicle (PHEV), the 2015 Toyota Prius Plug-In, using DRL. The on-ramp merging control and the PHEV energy management are co-optimized such that the DRL policy directly outputs the power split between the engine and the electric motor. The testing results show that DRL can be successfully used for co-optimization, leading to collision-free on-ramp merging. When compared with sequential approaches wherein the upper-level on-ramp merging control and the lower-level PHEV energy management are performed independently and in sequence, we found that co-optimization results in economic but jerky on-ramp merging while sequential approaches may result in collisions due to neglecting powertrain power limit constraints in designing the upper-level on-ramp merging controller.

eess.SY

EvoPose2D: Pushing the Boundaries of 2D Human Pose Estimation using Accelerated Neuroevolution with Weight Transfer

Neural architecture search has proven to be highly effective in the design of efficient convolutional neural networks that are better suited for mobile deployment than hand-designed networks. Hypothesizing that neural architecture search holds great potential for human pose estimation, we explore the application of neuroevolution, a form of neural architecture search inspired by biological evolution, in the design of 2D human pose networks for the first time. Additionally, we propose a new weight transfer scheme that enables us to accelerate neuroevolution in a flexible manner. Our method produces network designs that are more efficient and more accurate than state-of-the-art hand-designed networks. In fact, the generated networks process images at higher resolutions using less computation than previous hand-designed networks at lower resolutions, allowing us to push the boundaries of 2D human pose estimation. Our base network designed via neuroevolution, which we refer to as EvoPose2D-S, achieves comparable accuracy to SimpleBaseline while being 50% faster and 12.7x smaller in terms of file size. Our largest network, EvoPose2D-L, achieves new state-of-the-art accuracy on the Microsoft COCO Keypoints benchmark, is 4.3x smaller than its nearest competitor, and has similar inference speed. The code is publicly available at https://github.com/wmcnally/evopose2d.

cs.CV

DeepDarts: Modeling Keypoints as Objects for Automatic Scorekeeping in Darts using a Single Camera

Existing multi-camera solutions for automatic scorekeeping in steel-tip darts are very expensive and thus inaccessible to most players. Motivated to develop a more accessible low-cost solution, we present a new approach to keypoint detection and apply it to predict dart scores from a single image taken from any camera angle. This problem involves detecting multiple keypoints that may be of the same class and positioned in close proximity to one another. The widely adopted framework for regressing keypoints using heatmaps is not well-suited for this task. To address this issue, we instead propose to model keypoints as objects. We develop a deep convolutional neural network around this idea and use it to predict dart locations and dartboard calibration points within an overall pipeline for automatic dart scoring, which we call DeepDarts. Additionally, we propose several task-specific data augmentation strategies to improve the generalization of our method. As a proof of concept, two datasets comprising 16k images originating from two different dartboard setups were manually collected and annotated to evaluate the system. In the primary dataset containing 15k images captured from a face-on view of the dartboard using a smartphone, DeepDarts predicted the total score correctly in 94.7% of the test images. In a second more challenging dataset containing limited training data (830 images) and various camera angles, we utilize transfer learning and extensive data augmentation to achieve a test accuracy of 84.0%. Because DeepDarts relies only on single images, it has the potential to be deployed on edge devices, giving anyone with a smartphone access to an automatic dart scoring system for steel-tip darts. The code and datasets are available.

cs.CV

Comparison of Deep Reinforcement Learning and Model Predictive Control for Adaptive Cruise Control

This study compares Deep Reinforcement Learning (DRL) and Model Predictive Control (MPC) for Adaptive Cruise Control (ACC) design in car-following scenarios. A first-order system is used as the Control-Oriented Model (COM) to approximate the acceleration command dynamics of a vehicle. Based on the equations of the control system and the multi-objective cost function, we train a DRL policy using Deep Deterministic Policy Gradient (DDPG) and solve the MPC problem via Interior-Point Optimization (IPO). Simulation results for the episode costs show that, when there are no modeling errors and the testing inputs are within the training data range, the DRL solution is equivalent to MPC with a sufficiently long prediction horizon. Particularly, the DRL episode cost is only 5.8% higher than the benchmark solution provided by optimizing the entire episode via IPO. The DRL control performance degrades when the testing inputs are outside the training data range, indicating inadequate generalization. When there are modeling errors due to control delays, disturbances, and/or testing with a High-Fidelity Model (HFM) of the vehicle, the DRL-trained policy performs better with large modeling errors while having similar performance as MPC when the modeling errors are small.

eess.SY

Anti-Jerk On-Ramp Merging Using Deep Reinforcement Learning

Deep Reinforcement Learning (DRL) is used here for decentralized decision-making and longitudinal control for high-speed on-ramp merging. The DRL environment state includes the states of five vehicles: the merging vehicle, along with two preceding and two following vehicles when the merging vehicle is or is projected on the main road. The control action is the acceleration of the merging vehicle. Deep Deterministic Policy Gradient (DDPG) is the DRL algorithm for training to output continuous control actions. We investigated the relationship between collision avoidance for safety and jerk minimization for passenger comfort in the multi-objective reward function by obtaining the Pareto front. We found that, with a small jerk penalty in the multi-objective reward function, the vehicle jerk could be reduced by 73% compared with no jerk penalty while the collision rate was maintained at zero. Regardless of the jerk penalty, the merging vehicle exhibited decision-making strategies such as merging ahead or behind a main-road vehicle.

eess.SY

Longitudinal Dynamic versus Kinematic Models for Car-Following Control Using Deep Reinforcement Learning

The majority of current studies on autonomous vehicle control via deep reinforcement learning (DRL) utilize point-mass kinematic models, neglecting vehicle dynamics which includes acceleration delay and acceleration command dynamics. The acceleration delay, which results from sensing and actuation delays, results in delayed execution of the control inputs. The acceleration command dynamics dictates that the actual vehicle acceleration does not rise up to the desired command acceleration instantaneously due to dynamics. In this work, we investigate the feasibility of applying DRL controllers trained using vehicle kinematic models to more realistic driving control with vehicle dynamics. We consider a particular longitudinal car-following control, i.e., Adaptive Cruise Control (ACC), problem solved via DRL using a point-mass kinematic model. When such a controller is applied to car following with vehicle dynamics, we observe significantly degraded car-following performance. Therefore, we redesign the DRL framework to accommodate the acceleration delay and acceleration command dynamics by adding the delayed control inputs and the actual vehicle acceleration to the reinforcement learning environment state, respectively. The training results show that the redesigned DRL controller results in near-optimal control performance of car following with vehicle dynamics considered when compared with dynamic programming solutions.

cs.RO

GolfDB: A Video Database for Golf Swing Sequencing

The golf swing is a complex movement requiring considerable full-body coordination to execute proficiently. As such, it is the subject of frequent scrutiny and extensive biomechanical analyses. In this paper, we introduce the notion of golf swing sequencing for detecting key events in the golf swing and facilitating golf swing analysis. To enable consistent evaluation of golf swing sequencing performance, we also introduce the benchmark database GolfDB, consisting of 1400 high-quality golf swing videos, each labeled with event frames, bounding box, player name and sex, club type, and view type. Furthermore, to act as a reference baseline for evaluating golf swing sequencing performance on GolfDB, we propose a lightweight deep neural network called SwingNet, which possesses a hybrid deep convolutional and recurrent neural network architecture. SwingNet correctly detects eight golf swing events at an average rate of 76.1%, and six out of eight events at a rate of 91.8%. In line with the proposed baseline SwingNet, we advocate the use of computationally efficient models in future research to promote in-the-field analysis via deployment on readily-available mobile devices.

cs.CV

STAR-Net: Action Recognition using Spatio-Temporal Activation Reprojection

While depth cameras and inertial sensors have been frequently leveraged for human action recognition, these sensing modalities are impractical in many scenarios where cost or environmental constraints prohibit their use. As such, there has been recent interest on human action recognition using low-cost, readily-available RGB cameras via deep convolutional neural networks. However, many of the deep convolutional neural networks proposed for action recognition thus far have relied heavily on learning global appearance cues directly from imaging data, resulting in highly complex network architectures that are computationally expensive and difficult to train. Motivated to reduce network complexity and achieve higher performance, we introduce the concept of spatio-temporal activation reprojection (STAR). More specifically, we reproject the spatio-temporal activations generated by human pose estimation layers in space and time using a stack of 3D convolutions. Experimental results on UTD-MHAD and J-HMDB demonstrate that an end-to-end architecture based on the proposed STAR framework (which we nickname STAR-Net) is proficient in single-environment and small-scale applications. On UTD-MHAD, STAR-Net outperforms several methods using richer data modalities such as depth and inertial sensors.

cs.CV