Applications of neural networks have gained significant importance in embedded mobile devices and Internet of Things (IoT) nodes. In particular, convolutional neural networks have emerged as one of the most powerful techniques in computer vision, speech recognition, and AI applications that can improve the mobile user experience. However, satisfying all power and performance requirements of such low power devices is a significant challenge. Recent work has shown that binarizing a neural network can significantly improve the memory requirements of mobile devices at the cost of minor loss in accuracy. This paper proposes MB-CNN, a memristive accelerator for binary convolutional neural networks that perform XNOR convolution in-situ novel 2R memristive data blocks to improve power, performance, and memory requirements of embedded mobile devices. The proposed accelerator achieves at least 13.26 × , 5.91 × , and 3.18 × improvements in the system energy efficiency (computed by energy × delay) over the state-of-the-art software, GPU, and PIM architectures, respectively. The solution architecture which integrates CPU, GPU and MB-CNN outperforms every other configuration in terms of system energy and execution time.
The widely used conventional touch-based fingerprint identification system has drawbacks like the elastic deformation due to nonuniform pressure, fingerprints collection time and hygiene. To overcome these drawbacks, recently the touchless fingerprint technology is gaining popularity and various touchless fingerprint acquisition solutions have been proposed. Nowadays due to the wide use of the smartphone in various biometric applications, smartphone-based touchless fingerprint systems using an embedded camera have been proposed in the literature. These touchless fingerprint images are very different from conventional ink-based and live-scan fingerprints. Due to varying contrast, illumination and magnification, the existing touch-based fingerprint matchers do not perform well while extracting reliable minutiae features. A touchless fingerprint recognition system using a smartphone is proposed in this paper, which incorporates a novel monogenic-wavelet-based algorithm for enhancement of touchless fingerprints using phase congruency features. For the comparative performance analysis of our system, we created a new touchless fingerprint database using the developed android app and this is publicly made available along with its corresponding live-scan images for further research. The experimental results in both verification and identification mode on this database are obtained using three widely used touch-based fingerprint matchers. The results show a significant improvement in Rank-1 accuracy and equal error rate (EER) achieved using the proposed system and the results are comparable to that of the touch-based system.
An interpretable generative model for handwritten digits synthesis is proposed in this work. Modern image generative models, such as Generative Adversarial Networks (GANs) and Variational Autoencoders (VAEs), are trained by backpropagation (BP). The training process is complex and the underlying mechanism is difficult to explain. We propose an interpretable multi-stage PCA method to achieve the same goal and use handwritten digit images synthesis as an illustrative example. First, we derive principal-component-analysis-based (PCA-based) transform kernels at each stage based on the covariance of its inputs. This results in a sequence of transforms that convert input images of correlated pixels to spectral vectors of uncorrelated components. In other words, it is a whitening process. Then, we can synthesize an image based on random vectors and multi-stage transform kernels through a coloring process. The generative model is a feedforward (FF) design since no BP is used in model parameter determination. Its design complexity is significantly lower, and the whole design process is explainable. Finally, we design an FF generative model using the MNIST dataset, compare synthesis results with those obtained by stateof-the-art GAN and VAE methods, and show that the proposed generative model achieves comparable performance.
ASL (American Sign Language) is the primary language of many who are deaf. ASL is a complex language that employs signs made by moving the hands combined with facial expressions and postures of the body expression to convey linguistic information. Designed system for sign language recognizer works for gestures in ASL. Kinect is used as image capture device and fits the low-cost requirement as well. Human skeleton data of the joints of a user captured by the Kinect are analyzed. Video is runtime processed for signs. If gesture is predefined in the library, it is transcribed to word or phrase, and output is presented as voice and text. The implemented system works with excellent accuracy. After parallel implementation for system it achieves 95.6% in accuracy. This recognizer can be used as tutor for those who want to learn Sign language as well as translator for Deaf people so that they can communicate efficiently with everyone.
Lawn Tennis is one of the most popular sports all around the world. Especially, during last few years, a great deal of highend technology is being used to follow every point of every match of the Tennis Tournaments. Unfortunately, visually challenged players cannot take the pleasure of following and playing this sport completely as they face the challenge of determining the position of the ball accurately on the court which increases their stress and anxiety levels and hence numerous players eventually give up. The training period is difficult not only for the visually-impaired players but also the coaches because the players have to be trained rigorously to determine how the ball is being hit, from where it is currently, and where the ball will land on the court. So, there is a high need for a system that makes the sport more enjoyable and less stressful for the visually-impaired people. Moreover, the existing system to play the sport of Blind Tennis makes use of sound balls, special balls that rattle when they bounce. This paper presents a comprehensive survey of Blind Tennis, the existing technologies that analyze the game and propose a system that would enable the visually-impaired people to not only play the sport but also follow the sport with enthusiasm just like general public by following every point of the match closely.
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