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Sergio Escalera

Publications and source records attributed to Sergio Escalera.

At least 145 records · Page 8Linked to original sources

On the effect of age perception biases for real age regression

Automatic age estimation from facial images represents an important task in computer vision. This paper analyses the effect of gender, age, ethnic, makeup and expression attributes of faces as sources of bias to improve deep apparent age prediction. Following recent works where it is shown that apparent age labels benefit real age estimation, rather than direct real to real age regression, our main contribution is the integration, in an end-to-end architecture, of face attributes for apparent age prediction with an additional loss for real age regression. Experimental results on the APPA-REAL dataset indicate the proposed network successfully take advantage of the adopted attributes to improve both apparent and real age estimation. Our model outperformed a state-of-the-art architecture proposed to separately address apparent and real age regression. Finally, we present preliminary results and discussion of a proof of concept application using the proposed model to regress the apparent age of an individual based on the gender of an external observer.

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A Study of Language and Classifier-independent Feature Analysis for Vocal Emotion Recognition

Every speech signal carries implicit information about the emotions, which can be extracted by speech processing methods. In this paper, we propose an algorithm for extracting features that are independent from the spoken language and the classification method to have comparatively good recognition performance on different languages independent from the employed classification methods. The proposed algorithm is composed of three stages. In the first stage, we propose a feature ranking method analyzing the state-of-the-art voice quality features. In the second stage, we propose a method for finding the subset of the common features for each language and classifier. In the third stage, we compare our approach with the recognition rate of the state-of-the-art filter methods. We use three databases with different languages, namely, Polish, Serbian and English. Also three different classifiers, namely, nearest neighbour, support vector machine and gradient descent neural network, are employed. It is shown that our method for selecting the most significant language-independent and method-independent features in many cases outperforms state-of-the-art filter methods.

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From 2D to 3D Geodesic-based Garment Matching

A new approach for 2D to 3D garment retexturing is proposed based on Gaussian mixture models and thin plate splines (TPS). An automatically segmented garment of an individual is matched to a new source garment and rendered, resulting in augmented images in which the target garment has been retextured by using the texture of the source garment. We divide the problem into garment boundary matching based on Gaussian mixture models and then interpolate inner points using surface topology extracted through geodesic paths, which leads to a more realistic result than standard approaches. We evaluated and compared our system quantitatively by mean square error (MSE) and qualitatively using the mean opinion score (MOS), showing the benefits of the proposed methodology on our gathered dataset.

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Recurrent CNN for 3D Gaze Estimation using Appearance and Shape Cues

Gaze behavior is an important non-verbal cue in social signal processing and human-computer interaction. In this paper, we tackle the problem of person- and head pose-independent 3D gaze estimation from remote cameras, using a multi-modal recurrent convolutional neural network (CNN). We propose to combine face, eyes region, and face landmarks as individual streams in a CNN to estimate gaze in still images. Then, we exploit the dynamic nature of gaze by feeding the learned features of all the frames in a sequence to a many-to-one recurrent module that predicts the 3D gaze vector of the last frame. Our multi-modal static solution is evaluated on a wide range of head poses and gaze directions, achieving a significant improvement of 14.6% over the state of the art on EYEDIAP dataset, further improved by 4% when the temporal modality is included.

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Beyond One-hot Encoding: lower dimensional target embedding

Target encoding plays a central role when learning Convolutional Neural Networks. In this realm, One-hot encoding is the most prevalent strategy due to its simplicity. However, this so widespread encoding schema assumes a flat label space, thus ignoring rich relationships existing among labels that can be exploited during training. In large-scale datasets, data does not span the full label space, but instead lies in a low-dimensional output manifold. Following this observation, we embed the targets into a low-dimensional space, drastically improving convergence speed while preserving accuracy. Our contribution is two fold: (i) We show that random projections of the label space are a valid tool to find such lower dimensional embeddings, boosting dramatically convergence rates at zero computational cost; and (ii) we propose a normalized eigenrepresentation of the class manifold that encodes the targets with minimal information loss, improving the accuracy of random projections encoding while enjoying the same convergence rates. Experiments on CIFAR-100, CUB200-2011, Imagenet, and MIT Places demonstrate that the proposed approach drastically improves convergence speed while reaching very competitive accuracy rates.

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RGB-D-based Human Motion Recognition with Deep Learning: A Survey

Human motion recognition is one of the most important branches of human-centered research activities. In recent years, motion recognition based on RGB-D data has attracted much attention. Along with the development in artificial intelligence, deep learning techniques have gained remarkable success in computer vision. In particular, convolutional neural networks (CNN) have achieved great success for image-based tasks, and recurrent neural networks (RNN) are renowned for sequence-based problems. Specifically, deep learning methods based on the CNN and RNN architectures have been adopted for motion recognition using RGB-D data. In this paper, a detailed overview of recent advances in RGB-D-based motion recognition is presented. The reviewed methods are broadly categorized into four groups, depending on the modality adopted for recognition: RGB-based, depth-based, skeleton-based and RGB+D-based. As a survey focused on the application of deep learning to RGB-D-based motion recognition, we explicitly discuss the advantages and limitations of existing techniques. Particularly, we highlighted the methods of encoding spatial-temporal-structural information inherent in video sequence, and discuss potential directions for future research.

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Exploiting feature representations through similarity learning, post-ranking and ranking aggregation for person re-identification

Person re-identification has received special attention by the human analysis community in the last few years. To address the challenges in this field, many researchers have proposed different strategies, which basically exploit either cross-view invariant features or cross-view robust metrics. In this work, we propose to exploit a post-ranking approach and combine different feature representations through ranking aggregation. Spatial information, which potentially benefits the person matching, is represented using a 2D body model, from which color and texture information are extracted and combined. We also consider background/foreground information, automatically extracted via Deep Decompositional Network, and the usage of Convolutional Neural Network (CNN) features. To describe the matching between images we use the polynomial feature map, also taking into account local and global information. The Discriminant Context Information Analysis based post-ranking approach is used to improve initial ranking lists. Finally, the Stuart ranking aggregation method is employed to combine complementary ranking lists obtained from different feature representations. Experimental results demonstrated that we improve the state-of-the-art on VIPeR and PRID450s datasets, achieving 67.21% and 75.64% on top-1 rank recognition rate, respectively, as well as obtaining competitive results on CUHK01 dataset.

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End-to-end Global to Local CNN Learning for Hand Pose Recovery in Depth Data

Despite recent advances in 3D pose estimation of human hands, especially thanks to the advent of CNNs and depth cameras, this task is still far from being solved. This is mainly due to the highly non-linear dynamics of fingers, which make hand model training a challenging task. In this paper, we exploit a novel hierarchical tree-like structured CNN, in which branches are trained to become specialized in predefined subsets of hand joints, called local poses. We further fuse local pose features, extracted from hierarchical CNN branches, to learn higher order dependencies among joints in the final pose by end-to-end training. Lastly, the loss function used is also defined to incorporate appearance and physical constraints about doable hand motion and deformation. Finally, we introduce a non-rigid data augmentation approach to increase the amount of training depth data. Experimental results suggest that feeding a tree-shaped CNN, specialized in local poses, into a fusion network for modeling joints correlations and dependencies, helps to increase the precision of final estimations, outperforming state-of-the-art results on NYU and SyntheticHand datasets.

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Depth-Based 3D Hand Pose Estimation: From Current Achievements to Future Goals

In this paper, we strive to answer two questions: What is the current state of 3D hand pose estimation from depth images? And, what are the next challenges that need to be tackled? Following the successful Hands In the Million Challenge (HIM2017), we investigate the top 10 state-of-the-art methods on three tasks: single frame 3D pose estimation, 3D hand tracking, and hand pose estimation during object interaction. We analyze the performance of different CNN structures with regard to hand shape, joint visibility, view point and articulation distributions. Our findings include: (1) isolated 3D hand pose estimation achieves low mean errors (10 mm) in the view point range of [70, 120] degrees, but it is far from being solved for extreme view points; (2) 3D volumetric representations outperform 2D CNNs, better capturing the spatial structure of the depth data; (3) Discriminative methods still generalize poorly to unseen hand shapes; (4) While joint occlusions pose a challenge for most methods, explicit modeling of structure constraints can significantly narrow the gap between errors on visible and occluded joints.

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Deep Structure Inference Network for Facial Action Unit Recognition

Facial expressions are combinations of basic components called Action Units (AU). Recognizing AUs is key for developing general facial expression analysis. In recent years, most efforts in automatic AU recognition have been dedicated to learning combinations of local features and to exploiting correlations between Action Units. In this paper, we propose a deep neural architecture that tackles both problems by combining learned local and global features in its initial stages and replicating a message passing algorithm between classes similar to a graphical model inference approach in later stages. We show that by training the model end-to-end with increased supervision we improve state-of-the-art by 5.3% and 8.2% performance on BP4D and DISFA datasets, respectively.

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Folded Recurrent Neural Networks for Future Video Prediction

Future video prediction is an ill-posed Computer Vision problem that recently received much attention. Its main challenges are the high variability in video content, the propagation of errors through time, and the non-specificity of the future frames: given a sequence of past frames there is a continuous distribution of possible futures. This work introduces bijective Gated Recurrent Units, a double mapping between the input and output of a GRU layer. This allows for recurrent auto-encoders with state sharing between encoder and decoder, stratifying the sequence representation and helping to prevent capacity problems. We show how with this topology only the encoder or decoder needs to be applied for input encoding and prediction, respectively. This reduces the computational cost and avoids re-encoding the predictions when generating a sequence of frames, mitigating the propagation of errors. Furthermore, it is possible to remove layers from an already trained model, giving an insight to the role performed by each layer and making the model more explainable. We evaluate our approach on three video datasets, outperforming state of the art prediction results on MMNIST and UCF101, and obtaining competitive results on KTH with 2 and 3 times less memory usage and computational cost than the best scored approach.

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Survey on Emotional Body Gesture Recognition

Automatic emotion recognition has become a trending research topic in the past decade. While works based on facial expressions or speech abound, recognizing affect from body gestures remains a less explored topic. We present a new comprehensive survey hoping to boost research in the field. We first introduce emotional body gestures as a component of what is commonly known as "body language" and comment general aspects as gender differences and culture dependence. We then define a complete framework for automatic emotional body gesture recognition. We introduce person detection and comment static and dynamic body pose estimation methods both in RGB and 3D. We then comment the recent literature related to representation learning and emotion recognition from images of emotionally expressive gestures. We also discuss multi-modal approaches that combine speech or face with body gestures for improved emotion recognition. While pre-processing methodologies (e.g. human detection and pose estimation) are nowadays mature technologies fully developed for robust large scale analysis, we show that for emotion recognition the quantity of labelled data is scarce, there is no agreement on clearly defined output spaces and the representations are shallow and largely based on naive geometrical representations.

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Automatic Recognition of Facial Displays of Unfelt Emotions

Humans modify their facial expressions in order to communicate their internal states and sometimes to mislead observers regarding their true emotional states. Evidence in experimental psychology shows that discriminative facial responses are short and subtle. This suggests that such behavior would be easier to distinguish when captured in high resolution at an increased frame rate. We are proposing SASE-FE, the first dataset of facial expressions that are either congruent or incongruent with underlying emotion states. We show that overall the problem of recognizing whether facial movements are expressions of authentic emotions or not can be successfully addressed by learning spatio-temporal representations of the data. For this purpose, we propose a method that aggregates features along fiducial trajectories in a deeply learnt space. Performance of the proposed model shows that on average it is easier to distinguish among genuine facial expressions of emotion than among unfelt facial expressions of emotion and that certain emotion pairs such as contempt and disgust are more difficult to distinguish than the rest. Furthermore, the proposed methodology improves state of the art results on CK+ and OULU-CASIA datasets for video emotion recognition, and achieves competitive results when classifying facial action units on BP4D datase.

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XBadges. Identifying and training soft skills with commercial video games

XBadges is a research project based on the hypothesis that commercial video games (nonserious games) can train soft skills. We measure persistence, spatial reasoning and risk taking before and after subjects participate in controlled game playing sessions. In addition, we have developed an automatic facial expression recognition system capable of inferring their emotions while playing, allowing us to study the role of emotions in soft skills acquisition. We have used Flappy Bird, Pacman and Tetris for assessing changes in persistence, risk taking and spatial reasoning respectively. Results show how playing Tetris significantly improves spatial reasoning and how playing Pacman significantly improves prudence in certain areas of behavior. As for emotions, they reveal that being concentrated helps to improve performance and skills acquisition. Frustration is also shown as a key element. With the results obtained we are able to glimpse multiple applications in areas which need soft skills development.

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WordFence: Text Detection in Natural Images with Border Awareness

In recent years, text recognition has achieved remarkable success in recognizing scanned document text. However, word recognition in natural images is still an open problem, which generally requires time consuming post-processing steps. We present a novel architecture for individual word detection in scene images based on semantic segmentation. Our contributions are twofold: the concept of WordFence, which detects border areas surrounding each individual word and a novel pixelwise weighted softmax loss function which penalizes background and emphasizes small text regions. WordFence ensures that each word is detected individually, and the new loss function provides a strong training signal to both text and word border localization. The proposed technique avoids intensive post-processing, producing an end-to-end word detection system. We achieve superior localization recall on common benchmark datasets - 92% recall on ICDAR11 and ICDAR13 and 63% recall on SVT. Furthermore, our end-to-end word recognition system achieves state-of-the-art 86% F-Score on ICDAR13.

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End-to-end semantic face segmentation with conditional random fields as convolutional, recurrent and adversarial networks

Recent years have seen a sharp increase in the number of related yet distinct advances in semantic segmentation. Here, we tackle this problem by leveraging the respective strengths of these advances. That is, we formulate a conditional random field over a four-connected graph as end-to-end trainable convolutional and recurrent networks, and estimate them via an adversarial process. Importantly, our model learns not only unary potentials but also pairwise potentials, while aggregating multi-scale contexts and controlling higher-order inconsistencies. We evaluate our model on two standard benchmark datasets for semantic face segmentation, achieving state-of-the-art results on both of them.

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ChaLearn Looking at People: A Review of Events and Resources

This paper reviews the historic of ChaLearn Looking at People (LAP) events. We started in 2011 (with the release of the first Kinect device) to run challenges related to human action/activity and gesture recognition. Since then we have regularly organized events in a series of competitions covering all aspects of visual analysis of humans. So far we have organized more than 10 international challenges and events in this field. This paper reviews associated events, and introduces the ChaLearn LAP platform where public resources (including code, data and preprints of papers) related to the organized events are available. We also provide a discussion on perspectives of ChaLearn LAP activities.

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Survey on RGB, 3D, Thermal, and Multimodal Approaches for Facial Expression Recognition: History, Trends, and Affect-related Applications

Facial expressions are an important way through which humans interact socially. Building a system capable of automatically recognizing facial expressions from images and video has been an intense field of study in recent years. Interpreting such expressions remains challenging and much research is needed about the way they relate to human affect. This paper presents a general overview of automatic RGB, 3D, thermal and multimodal facial expression analysis. We define a new taxonomy for the field, encompassing all steps from face detection to facial expression recognition, and describe and classify the state of the art methods accordingly. We also present the important datasets and the bench-marking of most influential methods. We conclude with a general discussion about trends, important questions and future lines of research.

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