A well-defined deformation model can be vital for non-rigid structure from motion (NRSfM). Most existing methods restrict the deformation space by assuming a fixed rank or smooth deformation, which are not exactly true in the real world, and they require the degree of deformation to be predetermined, which is impractical. Meanwhile, the errors in rotation estimation can have severe effects on the performance, i.e., these errors can make a rigid motion be misinterpreted as a deformation. In this paper, we propose an alternative to resolve these issues, motivated by an observation that non-rigid deformations, excluding rigid changes, can be concisely represented in a linear subspace without imposing any strong constraints, such as smoothness or low-rank. This observation is embedded in our new prior distribution, the Procrustean normal distribution (PND), which is a shape distribution exclusively for non-rigid deformations. Because of this unique characteristic of the PND, rigid and non-rigid changes can be strictly separated, which leads to better performance. The proposed algorithm, EM-PND, fits a PND to given 2D observations to solve NRSfM without any user-determined parameters. The experimental results show that EM-PND gives the state-of-the-art performance for the benchmark data sets, confirming the adequacy of the new deformation model.
Emotion recognition plays an important role in the field of human–computer interaction (HCI). An electroencephalogram (EEG) is widely used to estimate human emotion owing to its convenience and mobility. Deep neural network (DNN) approaches using an EEG for emotion recognition have recently shown remarkable improvement in terms of their recognition accuracy. However, most studies in this field still require a separate process for extracting handcrafted features despite the ability of a DNN to extract meaningful features by itself. In this paper, we propose a novel method for recognizing an emotion based on the use of three-dimensional convolutional neural networks (3D CNNs), with an efficient representation of the spatio-temporal representations of EEG signals. First, we spatially reconstruct raw EEG signals represented as stacks of one-dimensional (1D) time series data to two-dimensional (2D) EEG frames according to the original electrode position. We then represent a 3D EEG stream by concatenating the 2D EEG frames to the time axis. These 3D reconstructions of the raw EEG signals can be efficiently combined with 3D CNNs, which have shown a remarkable feature representation from spatio-temporal data. Herein, we demonstrate the accuracy of the emotional classification of the proposed method through extensive experiments on the DEAP (a Dataset for Emotion Analysis using EEG, Physiological, and video signals) dataset. Experimental results show that the proposed method achieves a classification accuracy of 99.11%, 99.74%, and 99.73% in the binary classification of valence and arousal, and, in four-class classification, respectively. We investigate the spatio-temporal effectiveness of the proposed method by comparing it to several types of input methods with 2D/3D CNN. We then verify the best performing shape of both the kernel and input data experimentally. We verify that an efficient representation of an EEG and a network that fully takes advantage of the data characteristics can outperform methods that apply handcrafted features.
With various sensors in a smartphone, it is now possible to obtain information about a user and her surroundings, such as the location of a smartphone and the activity of the smartphone user, and the obtained context information is being used to provide new services to the users. In this paper, we propose VibePhone, which uses a built-in vibrator and accelerometer, for recognizing the type of surfaces contacted by a smartphone, enabling the sense of touch in smartphones. For humans and animals, the sense of touch is fundamental for both recognizing and learning the properties of objects. The sense of touch is obtained from the texture of an object and humans recognize the type of an object by scrubbing the surface with fingers. Since a smartphone cannot physically scrub the contacting surface, we emulate the touch by generating vibrations using a smartphone and propose a method to recognize the type of contacting objects. The recognition of the object type by vibration alone is an extremely difficult task, even for a human. However, we demonstrate that it is possible to distinguish object types into broad categories where a phone is usually placed, e.g., sofas, plastic tables, wooden tables, hands, backpacks, and pants pockets. The proposed VibePhone system achieves an accuracy over 85% on average. We have prototyped VibePhone on an Android-based smartphone which changes its background display based on the contacting surface. We envision that the haptic perception in future smartphones will enable new experiences to the users.
Non-rigid structure from motion is a fundamental problem in computer vision, which
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