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Walterio Mayol-Cuevas

Publications and source records attributed to Walterio Mayol-Cuevas.

29 records · Page 2Linked to original sources

What can I do here? Leveraging Deep 3D saliency and geometry for fast and scalable multiple affordance detection

This paper develops and evaluates a novel method that allows for the detection of affordances in a scalable and multiple-instance manner on visually recovered pointclouds. Our approach has many advantages over alternative methods, as it is based on highly parallelizable, one-shot learning that is fast in commodity hardware. The approach is hybrid in that it uses a geometric representation together with a state-of-the-art deep learning method capable of identifying 3D scene saliency. The geometric component allows for a compact and efficient representation, boosting the performance of the deep network architecture which proved insufficient on its own. Moreover, our approach allows not only to predict whether an input scene affords or not the interactions, but also the pose of the objects that allow these interactions to take place. Our predictions align well with crowd-sourced human judgment as they are preferred with 87% probability, show high rates of improvement with almost four times (4x) better performance over a deep learning-only baseline and are seven times (7x) faster than previous art.

cs.CV↗

Towards CNN map representation and compression for camera relocalisation

This paper presents a study on the use of Convolutional Neural Networks for camera relocalisation and its application to map compression. We follow state of the art visual relocalisation results and evaluate the response to different data inputs. We use a CNN map representation and introduce the notion of map compression under this paradigm by using smaller CNN architectures without sacrificing relocalisation performance. We evaluate this approach in a series of publicly available datasets over a number of CNN architectures with different sizes, both in complexity and number of layers. This formulation allows us to improve relocalisation accuracy by increasing the number of training trajectories while maintaining a constant-size CNN.

cs.CV↗

Who's Better? Who's Best? Pairwise Deep Ranking for Skill Determination

We present a method for assessing skill from video, applicable to a variety of tasks, ranging from surgery to drawing and rolling pizza dough. We formulate the problem as pairwise (who's better?) and overall (who's best?) ranking of video collections, using supervised deep ranking. We propose a novel loss function that learns discriminative features when a pair of videos exhibit variance in skill, and learns shared features when a pair of videos exhibit comparable skill levels. Results demonstrate our method is applicable across tasks, with the percentage of correctly ordered pairs of videos ranging from 70% to 83% for four datasets. We demonstrate the robustness of our approach via sensitivity analysis of its parameters. We see this work as effort toward the automated organization of how-to video collections and overall, generic skill determination in video.

cs.CV↗

Trespassing the Boundaries: Labeling Temporal Bounds for Object Interactions in Egocentric Video

Manual annotations of temporal bounds for object interactions (i.e. start and end times) are typical training input to recognition, localization and detection algorithms. For three publicly available egocentric datasets, we uncover inconsistencies in ground truth temporal bounds within and across annotators and datasets. We systematically assess the robustness of state-of-the-art approaches to changes in labeled temporal bounds, for object interaction recognition. As boundaries are trespassed, a drop of up to 10% is observed for both Improved Dense Trajectories and Two-Stream Convolutional Neural Network. We demonstrate that such disagreement stems from a limited understanding of the distinct phases of an action, and propose annotating based on the Rubicon Boundaries, inspired by a similarly named cognitive model, for consistent temporal bounds of object interactions. Evaluated on a public dataset, we report a 4% increase in overall accuracy, and an increase in accuracy for 55% of classes when Rubicon Boundaries are used for temporal annotations.

cs.CV↗

Improving Classification by Improving Labelling: Introducing Probabilistic Multi-Label Object Interaction Recognition

This work deviates from easy-to-define class boundaries for object interactions. For the task of object interaction recognition, often captured using an egocentric view, we show that semantic ambiguities in verbs and recognising sub-interactions along with concurrent interactions result in legitimate class overlaps (Figure 1). We thus aim to model the mapping between observations and interaction classes, as well as class overlaps, towards a probabilistic multi-label classifier that emulates human annotators. Given a video segment containing an object interaction, we model the probability for a verb, out of a list of possible verbs, to be used to annotate that interaction. The proba- bility is learnt from crowdsourced annotations, and is tested on two public datasets, comprising 1405 video sequences for which we provide annotations on 90 verbs. We outper- form conventional single-label classification by 11% and 6% on the two datasets respectively, and show that learning from annotation probabilities outperforms majority voting and enables discovery of co-occurring labels.

cs.CV↗

Geometric Affordances from a Single Example via the Interaction Tensor

This paper develops and evaluates a new tensor field representation to express the geometric affordance of one object over another. We expand the well known bisector surface representation to one that is weight-driven and that retains the provenance of surface points with directional vectors. We also incorporate the notion of affordance keypoints which allow for faster decisions at a point of query and with a compact and straightforward descriptor. Using a single interaction example, we are able to generalize to previously-unseen scenarios; both synthetic and also real scenes captured with RGBD sensors. We show how our interaction tensor allows for significantly better performance over alternative formulations. Evaluations also include crowdsourcing comparisons that confirm the validity of our affordance proposals, which agree on average 84% of the time with human judgments, and which is 20-40% better than the baseline methods.

cs.CV↗

Towards CNN Map Compression for camera relocalisation

This paper presents a study on the use of Convolutional Neural Networks for camera relocalisation and its application to map compression. We follow state of the art visual relocalisation results and evaluate response to different data inputs -- namely, depth, grayscale, RGB, spatial position and combinations of these. We use a CNN map representation and introduce the notion of CNN map compression by using a smaller CNN architecture. We evaluate our proposal in a series of publicly available datasets. This formulation allows us to improve relocalisation accuracy by increasing the number of training trajectories while maintaining a constant-size CNN.

cs.CV↗

Automated capture and delivery of assistive task guidance with an eyewear computer: The GlaciAR system

In this paper we describe and evaluate a mixed reality system that aims to augment users in task guidance applications by combining automated and unsupervised information collection with minimally invasive video guides. The result is a self-contained system that we call GlaciAR (Glass-enabled Contextual Interactions for Augmented Reality), that operates by extracting contextual interactions from observing users performing actions. GlaciAR is able to i) automatically determine moments of relevance based on a head motion attention model, ii) automatically produce video guidance information, iii) trigger these video guides based on an object detection method, iv) learn without supervision from observing multiple users and v) operate fully on-board a current eyewear computer (Google Glass). We describe the components of GlaciAR together with evaluations on how users are able to use the system to achieve three tasks. We see this work as a first step toward the development of systems that aim to scale up the notoriously difficult authoring problem in guidance systems and where people's natural abilities are enhanced via minimally invasive visual guidance.

cs.HC↗

SEMBED: Semantic Embedding of Egocentric Action Videos

We present SEMBED, an approach for embedding an egocentric object interaction video in a semantic-visual graph to estimate the probability distribution over its potential semantic labels. When object interactions are annotated using unbounded choice of verbs, we embrace the wealth and ambiguity of these labels by capturing the semantic relationships as well as the visual similarities over motion and appearance features. We show how SEMBED can interpret a challenging dataset of 1225 freely annotated egocentric videos, outperforming SVM classification by more than 5%.

cs.CV↗

You-Do, I-Learn: Unsupervised Multi-User egocentric Approach Towards Video-Based Guidance

This paper presents an unsupervised approach towards automatically extracting video-based guidance on object usage, from egocentric video and wearable gaze tracking, collected from multiple users while performing tasks. The approach i) discovers task relevant objects, ii) builds a model for each, iii) distinguishes different ways in which each discovered object has been used and iv) discovers the dependencies between object interactions. The work investigates using appearance, position, motion and attention, and presents results using each and a combination of relevant features. Moreover, an online scalable approach is presented and is compared to offline results. The paper proposes a method for selecting a suitable video guide to be displayed to a novice user indicating how to use an object, purely triggered by the user's gaze. The potential assistive mode can also recommend an object to be used next based on the learnt sequence of object interactions. The approach was tested on a variety of daily tasks such as initialising a printer, preparing a coffee and setting up a gym machine.

cs.CV↗

Towards an objective evaluation of underactuated gripper designs

In this paper we explore state-of-the-art underactuated, compliant robot gripper designs through looking at their performance on a generic grasping task. Starting from a state of the art open gripper design, we propose design modifications,and importantly, evaluate all designs on a grasping experiment involving a selection of objects resulting in 3600 object-gripper interactions. Interested in non-planned grasping but rather on a design's generic performance, we explore the influence of object shape, pose and orientation relative to the gripper and its finger number and configuration. Using open-loop grasps we achieved up to 75% success rate over our trials. The results indicate and support that under motion constraints and uncertainties and without involving grasp planning, a 2-fingered underactuated compliant hand outperforms higher multi-fingered configurations. To our knowledge this is the first extended objective comparison of various multi-fingered underactuated hand designs under generic grasping conditions.

cs.RO↗