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61.
在传统静态表情识别研究基础上,提出一种简单的人脸裁剪方法,再用浅层卷积神经网络进一步提取特征并进行表情识别。以CK+和JAFFE为实验数据集,进行预处理效果对比实验、数据增强实验、单种表情识别实验和跨数据集六分类实验。结果表明,针对数据量较少的情况,提出的表情识别方法效果明显且鲁棒性更优。  相似文献   
62.
一种广义不可分支持向量机算法   总被引:1,自引:1,他引:0  
针对标准的C-SVM(C-support vector machine)算法在处理很多实际分类问题时,对识别错误代价损失差异很大的极端情况表现出的局限性,提出一种通用的 广义支持向量机算法。根据识别错误后所付出的代价,可以把最优分类面向代价损失低的一方进行推移,留给代价损失高的一方更大的空间,提高其识别率,从而减小识别错误后带来的代价损失。该方法进一步提高了标准C SVM的适用性以及样本的正确识别率,将新算法应用到高分辨雷达距离像的识别中,实验证明,广义C-SVM能取得比传统C-SVM更好的识别效果。  相似文献   
63.
Automatic feature recognition aids downstream processes such as engineering analysis and manufacturing planning. Not all features can be defined in advance; a declarative approach allows engineers to specify new features without having to design algorithms to find them. Naive translation of declarations leads to executable algorithms with high time complexity. Database queries are also expressed declaratively; there is a large literature on optimizing query plans for efficient execution of database queries. Our earlier work investigated applying such technology to feature recognition, using a testbed interfacing a database system (SQLite) to a CAD modeler (CADfix). Feature declarations were translated into SQL queries which are then executed.The current paper extends this approach, using the PostgreSQL database, and provides several new insights: (i) query optimization works quite differently in these two databases, (ii) with care, an approach to query translation can be devised that works well for both databases, and (iii) when finding various simple common features, linear time performance can be achieved with respect to model size, with acceptable times for real industrial models. Further results also show how (i) lazy evaluation can be used to reduce the work performed by the CAD modeler, and (ii) estimating the time taken to compute various geometric operations can further improve the query plan. Experimental results are presented to validate our main conclusions.  相似文献   
64.
In this paper, we propose a H.264/AVC compressed domain human action recognition system with projection based metacognitive learning classifier (PBL-McRBFN). The features are extracted from the quantization parameters and the motion vectors of the compressed video stream for a time window and used as input to the classifier. Since compressed domain analysis is done with noisy, sparse compression parameters, it is a huge challenge to achieve performance comparable to pixel domain analysis. On the positive side, compressed domain allows rapid analysis of videos compared to pixel level analysis. The classification results are analyzed for different values of Group of Pictures (GOP) parameter, time window including full videos. The functional relationship between the features and action labels are established using PBL-McRBFN with a cognitive and meta-cognitive component. The cognitive component is a radial basis function, while the meta-cognitive component employs self-regulation to achieve better performance in subject independent action recognition task. The proposed approach is faster and shows comparable performance with respect to the state-of-the-art pixel domain counterparts. It employs partial decoding, which rules out the complexity of full decoding, and minimizes computational load and memory usage. This results in reduced hardware utilization and increased speed of classification. The results are compared with two benchmark datasets and show more than 90% accuracy using the PBL-McRBFN. The performance for various GOP parameters and group of frames are obtained with twenty random trials and compared with other well-known classifiers in machine learning literature.  相似文献   
65.
Although greedy algorithms possess high efficiency, they often receive suboptimal solutions of the ensemble pruning problem, since their exploration areas are limited in large extent. And another marked defect of almost all the currently existing ensemble pruning algorithms, including greedy ones, consists in: they simply abandon all of the classifiers which fail in the competition of ensemble selection, causing a considerable waste of useful resources and information. Inspired by these observations, an interesting greedy Reverse Reduce-Error (RRE) pruning algorithm incorporated with the operation of subtraction is proposed in this work. The RRE algorithm makes the best of the defeated candidate networks in a way that, the Worst Single Model (WSM) is chosen, and then, its votes are subtracted from the votes made by those selected components within the pruned ensemble. The reason is because, for most cases, the WSM might make mistakes in its estimation for the test samples. And, different from the classical RE, the near-optimal solution is produced based on the pruned error of all the available sequential subensembles. Besides, the backfitting step of RE algorithm is replaced with the selection step of a WSM in RRE. Moreover, the problem of ties might be solved more naturally with RRE. Finally, soft voting approach is employed in the testing to RRE algorithm. The performances of RE and RRE algorithms, and two baseline methods, i.e., the method which selects the Best Single Model (BSM) in the initial ensemble, and the method which retains all member networks of the initial ensemble (ALL), are evaluated on seven benchmark classification tasks under different initial ensemble setups. The results of the empirical investigation show the superiority of RRE over the other three ensemble pruning algorithms.  相似文献   
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68.
We propose an approach to recognize trajectory-based dynamic hand gestures in real time for human–computer interaction (HCI). We also introduce a fast learning mechanism that does not require extensive training data to teach gestures to the system. We use a six-degrees-of-freedom position tracker to collect trajectory data and represent gestures as an ordered sequence of directional movements in 2D. In the learning phase, sample gesture data is filtered and processed to create gesture recognizers, which are basically finite-state machine sequence recognizers. We achieve online gesture recognition by these recognizers without needing to specify gesture start and end positions. The results of the conducted user study show that the proposed method is very promising in terms of gesture detection and recognition performance (73% accuracy) in a stream of motion. Additionally, the assessment of the user attitude survey denotes that the gestural interface is very useful and satisfactory. One of the novel parts of the proposed approach is that it gives users the freedom to create gesture commands according to their preferences for selected tasks. Thus, the presented gesture recognition approach makes the HCI process more intuitive and user specific.  相似文献   
69.
The capture of an eye image with the occlusion of spectacles in a non-cooperative environment compromises the accuracy in identifying a person in an iris recognition system. This is due to the obstruction of the iris by the frame which tends to produce an incorrect estimation of the initial center of the iris and the pupil during the iris segmentation process. In addition, it also causes incorrect localization of the upper eyelid during the process of iris segmentation and sometimes, the edges of the frame are wrongly identified as the edges of the upper eyelid. A frame detection method which involves the combination of two gradients, namely the Sobel operator and high pass filter, followed by fuzzy logic and the dilation operation of morphological processing is proposed to identify the frame on the basis of different frame factors in the capture of a distant eye image. In addition, a different color space is applied and only a single channel is used for the process of frame detection. The proposed frame detection method provides the highest frame detection rate compared to the other methods, with a detection rate of more than 80.0%. For the accuracy of the iris localization, upper eyelid localization and iris recognition system, the proposed method gives more than 96.5% accuracy compared to the other methods. The index of decidability showed that the proposed method gives more than 2.35 index compared to the existing methods.  相似文献   
70.
As technology advances, robots and virtual agents will be introduced into the home and healthcare settings to assist individuals, both young and old, with everyday living tasks. Understanding how users recognize an agent׳s social cues is therefore imperative, especially in social interactions. Facial expression, in particular, is one of the most common non-verbal cues used to display and communicate emotion in on-screen agents (Cassell et al., 2000). Age is important to consider because age-related differences in emotion recognition of human facial expression have been supported (Ruffman et al., 2008), with older adults showing a deficit for recognition of negative facial expressions. Previous work has shown that younger adults can effectively recognize facial emotions displayed by agents (Bartneck and Reichenbach, 2005, Courgeon et al., 2009, Courgeon et al., 2011, Breazeal, 2003); however, little research has compared in-depth younger and older adults’ ability to label a virtual agent׳s facial emotions, an import consideration because social agents will be required to interact with users of varying ages. If such age-related differences exist for recognition of virtual agent facial expressions, we aim to understand if those age-related differences are influenced by the intensity of the emotion, dynamic formation of emotion (i.e., a neutral expression developing into an expression of emotion through motion), or the type of virtual character differing by human-likeness. Study 1 investigated the relationship between age-related differences, the implication of dynamic formation of emotion, and the role of emotion intensity in emotion recognition of the facial expressions of a virtual agent (iCat). Study 2 examined age-related differences in recognition expressed by three types of virtual characters differing by human-likeness (non-humanoid iCat, synthetic human, and human). Study 2 also investigated the role of configural and featural processing as a possible explanation for age-related differences in emotion recognition. First, our findings show age-related differences in the recognition of emotions expressed by a virtual agent, with older adults showing lower recognition for the emotions of anger, disgust, fear, happiness, sadness, and neutral. These age-related difference might be explained by older adults having difficulty discriminating similarity in configural arrangement of facial features for certain emotions; for example, older adults often mislabeled the similar emotions of fear as surprise. Second, our results did not provide evidence for the dynamic formation improving emotion recognition; but, in general, the intensity of the emotion improved recognition. Lastly, we learned that emotion recognition, for older and younger adults, differed by character type, from best to worst: human, synthetic human, and then iCat. Our findings provide guidance for design, as well as the development of a framework of age-related differences in emotion recognition.  相似文献   
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