Tracking an unknown number of various objects involving occlusion and multiple entry and exit points automatically is a challenging problem. Here we integrate spatial knowledge of human-object interactions into a high performing tracker to show that human context can further improve both detection and tracking. We use the DARPA Mind's Eye Action Recognition Dataset, which is comprised of street level scenes with humans interacting with handheld objects, to show this improvement. We find that human context can greatly reduce the number of false positive detections at the expense of increasing false negatives over a large test set (>230k frames). To minimize this, we add occlusion reasoning, where object detections are hallucinated when a human detection overlaps an object detection. These components together result in an average F-1 improvement of 107% per object category and a 69% reduction in track latency.
Gaze direction provides an important and ubiquitous communication channel in daily behavior and social interaction of humans and some animals. While several studies have addressed gaze direction in synthesized simple scenes, few have examined how it can bias observer attention and how it might interact with early saliency during free viewing of natural and realistic scenes. Experiment 1 used a controlled, staged setting in which an actor was asked to look at two different objects in turn, yielding two images that differed only by the actor's gaze direction, to causally assess the effects of actor gaze direction. Over all scenes, the median probability of following an actor's gaze direction was higher than the median probability of looking toward the single most salient location, and higher than chance. Experiment 2 confirmed these findings over a larger set of unconstrained scenes collected from the Web and containing people looking at objects and/or other people. To further compare the strength of saliency versus gaze direction cues, we computed gaze maps by drawing a cone in the direction of gaze of the actors present in the images. Gaze maps predicted observers' fixation locations significantly above chance, although below saliency. Finally, to gauge the relative importance of actor face and eye directions in guiding observer's fixations, in Experiment 3, observers were asked to guess the gaze direction from only an actor's face region (with the rest of the scene masked), in two conditions: actor eyes visible or masked. Median probability of guessing the true gaze direction within ±9° was significantly higher when eyes were visible, suggesting that the eyes contribute significantly to gaze estimation, in addition to face region. Our results highlight that gaze direction is a strong attentional cue in guiding eye movements, complementing low-level saliency cues, and derived from both face and eyes of actors in the scene. Thus gaze direction should be considered in constructing more predictive visual attention models in the future.
The U.S. Defense Advanced Research Projects Agency's (DARPA) Neovision2 program aims to develop artificial vision systems based on the design principles employed by mammalian vision systems. Three such algorithms are briefly described in this paper. These neuromorphic-vision systems' performance in detecting objects in video was measured using a set of annotated clips. This paper describes the results of these evaluations including the data domains, metrics, methodologies, performance over a range of operating points and a comparison with computer vision based baseline algorithms.
Previous studies have shown that gaze direction of actors in a scene influences eye movements of passive observers during free-viewing (Castelhano, Wieth, & Henderson, 2007; Borji, Parks, & Itti, 2014). However, no computational model has been proposed to combine bottom-up saliency with actor's head pose and gaze direction for predicting where observers look. Here, we first learn probability maps that predict fixations leaving head regions (gaze following fixations), as well as fixations on head regions (head fixations), both dependent on the actor's head size and pose angle. We then learn a combination of gaze following, head region, and bottom-up saliency maps with a Markov chain composed of head region and non-head region states. This simple structure allows us to inspect the model and make comments about the nature of eye movements originating from heads as opposed to other regions. Here, we assume perfect knowledge of actor head pose direction (from an oracle). The combined model, which we call the Dynamic Weighting of Cues model (DWOC), explains observers' fixations significantly better than each of the constituent components. Finally, in a fully automatic combined model, we replace the oracle head pose direction data with detections from a computer vision model of head pose. Using these (imperfect) automated detections, we again find that the combined model significantly outperforms its individual components. Our work extends the engineering and scientific applications of saliency models and helps better understand mechanisms of visual attention.
Many neuroscience inspired vision algorithms have been proposed over the past few decades. However, it is difficult to easily compare the various algorithms that have been proposed by investigators. Many are very computationally intensive and are thus hard to run at or near real time. This makes it difficult to rapidly compare different algorithms. Further, it makes it difficult to tweak existing algorithms and to design new algorithms due to the training and testing framework that must be constructed around it. With the advent of GPGPU computing significant speedups on the order of 10-50 times are achievable if the computations are intensive, local, and massively parallel. Many object recognition systems fit this description, so the GPGPU provides an attractive platform. We describe an implemented GPGPU-based system that uses saliency (Itti, Koch, 1998) to detect interesting regions of a scene, and a generic backend that can run various object recognition systems such as HMAX (Riesenhuber, Poggio 1999) or SIFT (Lowe, 2004). The less intensive front end system only achieved a speed up of 2x, but HMAX was sped up by 10x (Chikkerur, 2008). We believe that this framework will allow rapid testing and improvement of novel recognition algorithms.