A class of recent approaches for generating images, called Generative Adversarial Networks (GAN), have been used to generate impressively realistic images of objects, bedrooms, handwritten digits and a variety of other image modalities. However, typical GAN-based approaches require large amounts of training data to capture the diversity across the image modality. In this paper, we propose DeLiGAN -a novel GAN-based architecture for diverse and limited training data scenarios. In our approach, we reparameterize the latent generative space as a mixture model and learn the mixture model's parameters along with those of GAN. This seemingly simple modification to the GAN framework is surprisingly effective and results in models which enable diversity in generated samples although trained with limited data. In our work, we show that DeLi-GAN can generate images of handwritten digits, objects and hand-drawn sketches, all using limited amounts of data. To quantitatively characterize intra-class diversity of generated samples, we also introduce a modified version of "inception-score", a measure which has been found to correlate well with human assessment of generated samples.
Traditional architectures for solving computer vision problems and the degree of success they enjoyed have been heavily reliant on hand-crafted features. However, of late, deep learning techniques have offered a compelling alternative -that of automatically learning problem-specific features. With this new paradigm, every problem in computer vision is now being re-examined from a deep learning perspective. Therefore, it has become important to understand what kind of deep networks are suitable for a given problem. Although general surveys of this fast-moving paradigm (i.e., deep-networks) exist, a survey specific to computer vision is missing. We specifically consider one form of deep networks widely used in computer vision -convolutional neural networks (CNNs). We start with "AlexNet" as our base CNN and then examine the broad variations proposed over time to suit different applications. We hope that our recipe-style survey will serve as a guide, particularly for novice practitioners intending to use deep-learning techniques for computer vision.
Historical palm-leaf manuscript and early paper documents from Indian subcontinent form an important part of the world's literary and cultural heritage. Despite their importance, large-scale annotated Indic manuscript image datasets do not exist. To address this deficiency, we introduce Indiscapes, the first ever dataset with multi-regional layout annotations for historical Indic manuscripts. To address the challenge of large diversity in scripts and presence of dense, irregular layout elements (e.g. text lines, pictures, multiple documents per image), we adapt a Fully Convolutional Deep Neural Network architecture for fully automatic, instance-level spatial layout parsing of manuscript images. We demonstrate the effectiveness of proposed architecture on images from the Indiscapes dataset. For annotation flexibility and keeping the non-technical nature of domain experts in mind, we also contribute a custom, webbased GUI annotation tool and a dashboard-style analytics portal. Overall, our contributions set the stage for enabling downstream applications such as OCR and word-spotting in historical Indic manuscripts at scale.
In this paper, we study current and upcoming frontiers across the landscape of skeleton-based human action recognition. To begin with, we benchmark state-of-the-art models on the NTU-120 dataset and provide multi-layered assessment of the results. To examine skeleton action recognition 'in the wild', we introduce Skeletics-152, a curated and 3-D pose-annotated subset of RGB videos sourced from Kinetics-700, a large-scale action dataset. The results from benchmarking the top performers of NTU-120 on Skeletics-152 reveal the challenges and domain gap induced by actions 'in the wild'. We extend our study to include out-of-context actions by introducing Skeleton-Mimetics, a dataset derived from the recently introduced Mimetics dataset. Finally, as a new frontier for action recognition, we introduce Metaphorics, a dataset with caption-style annotated YouTube videos of the popular social game Dumb Charades and interpretative dance performances. Overall, our work characterizes the strengths and limitations of existing approaches and datasets. It also provides an assessment of top-performing approaches across a spectrum of activity settings and via the introduced datasets, proposes new frontiers for human action recognition.
Two studies examined the different features of humanoid robots and the influence on children's affective behavior. The first study looked at interaction styles and general features of robots. The second study looked at how the robot's attention influences children's behavior and engagement. Through activities familiar to young children (e.g., table setting, story telling), the first study found that cooperative interaction style elicited more oculesic behavior and social engagement. The second study found that quality of attention, type of attention, and length of interaction influences affective behavior and engagement. In the quality of attention, Wizard-of-Oz (woz) elicited the most affective behavior, but automatic attention worked as well as woz when the interaction was short. The type of attention going from nonverbal to verbal attention increased children's oculesic behavior, utterance, and physiological response. Affective interactions did not seem to depend on a single mechanism, but a well-chosen confluence of technical features.
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