Object-Oriented Architecture
Contextually Guided Semantic Labeling and Search for 3D Point Clouds
Anand, Abhishek, Koppula, Hema Swetha, Joachims, Thorsten, Saxena, Ashutosh
RGB-D cameras, which give an RGB image to- gether with depths, are becoming increasingly popular for robotic perception. In this paper, we address the task of detecting commonly found objects in the 3D point cloud of indoor scenes obtained from such cameras. Our method uses a graphical model that captures various features and contextual relations, including the local visual appearance and shape cues, object co-occurence relationships and geometric relationships. With a large number of object classes and relations, the model's parsimony becomes important and we address that by using multiple types of edge potentials. We train the model using a maximum-margin learning approach. In our experiments over a total of 52 3D scenes of homes and offices (composed from about 550 views), we get a performance of 84.06% and 73.38% in labeling office and home scenes respectively for 17 object classes each. We also present a method for a robot to search for an object using the learned model and the contextual information available from the current labelings of the scene. We applied this algorithm successfully on a mobile robot for the task of finding 12 object classes in 10 different offices and achieved a precision of 97.56% with 78.43% recall.
Unsurpervised Learning in Hybrid Cognitive Architectures
Vinokurov, Yury (Carnegie Mellon University) | Lebiere, Christian (Carnegie Mellon University) | Wyatte, Dean ( University of Colorado, Boulder ) | Herd, Seth (University of Colorado, Boulder) | O' (University of Colorado, Boulder) | Reilly, Randall
We present a model of unsupervised learning in the hybrid SAL (Synthesis of ACT-R and Leabra) architecture. This model follows the hypothesis that higher evaluative cognitive mechanisms can serve to provide training signals for perceptual learning. This addresses the problem that supervised learning seems necessary for strong perceptual performance, but explicit feedback is rare in the real world and difficult to provide for artificial learning systems. The hybrid model couples the perceptual strengths of Leabra with ACT-R's cognitive mechanisms, specifically its declarative memory, to evolve its own symbolic representations of objects encountered in the world. This is accomplished by presenting the objects to the Leabra visual system and committing the resulting representation to ACT-R's declarative memory. Subsequent presentations are either recalled as instances of a previous object category, in which case the positive association with the representation is rehearsed by Leabra, or they cause ACT-R to generate new category labels, which are also subject to the same rehearsal. The rehearsals drive the network's representations to convergence for a given category; at the same time, rehearsals on the ACT-R side reinforce the chunks that encode the associations between representation and label. In this way, the hybrid model bootstraps itself into learning new categories and their associated features; this framework provides a potential approach to solving the symbol grounding problem. We outline the operations of the hybrid model, evaluate its performance on the CU3D-100 (cu3d.colorado.edu) image set, and discuss further potential improvements to the model, including the integration of motor functions as a way of providing an internal feedback signal to augment and guide a purely bottom-up unsupervised system.
Uncertain and Approximative Knowledge Representation to Reasoning on Classification with a Fuzzy Networks Based System
The approach described here allows to use the fuzzy Object Based Representation of imprecise and uncertain knowledge. This representation has a great practical interest due to the possibility to realize reasoning on classification with a fuzzy semantic network based system. For instance, the distinction between necessary, possible and user classes allows to take into account exceptions that may appear on fuzzy knowledge-base and facilitates integration of user's Objects in the base. This approach describes the theoretical aspects of the architecture of the whole experimental A.I. system we built in order to provide effective on-line assistance to users of new technological systems: the understanding of "how it works" and "how to complete tasks" from queries in quite natural languages. In our model, procedural semantic networks are used to describe the knowledge of an "ideal" expert while fuzzy sets are used both to describe the approximative and uncertain knowledge of novice users in fuzzy semantic networks which intervene to match fuzzy labels of a query with categories from our "ideal" expert.
Why The Brain Separates Face Recognition From Object Recognition
Leibo, Joel Z., Mutch, Jim, Poggio, Tomaso
Many studies have uncovered evidence that visual cortex contains specialized regions involved in processing faces but not other object classes. Recent electrophysiology studies of cells in several of these specialized regions revealed that at least some of these regions are organized in a hierarchical manner with viewpoint-specific cells projecting to downstream viewpoint-invariant identity-specific cells (Freiwald and Tsao 2010). A separate computational line of reasoning leads to the claim that some transformations of visual inputs that preserve viewed object identity are class-specific. In particular, the 2D images evoked by a face undergoing a 3D rotation are not produced by the same image transformation (2D) that would produce the images evoked by an object of another class undergoing the same 3D rotation. However, within the class of faces, knowledge of the image transformation evoked by 3D rotation can be reliably transferred from previously viewed faces to help identify a novel face at a new viewpoint. We show, through computational simulations, that an architecture which applies this method of gaining invariance to class-specific transformations is effective when restricted to faces and fails spectacularly when applied across object classes. We argue here that in order to accomplish viewpoint-invariant face identification from a single example view, visual cortex must separate the circuitry involved in discounting 3D rotations of faces from the generic circuitry involved in processing other objects. The resulting model of the ventral stream of visual cortex is consistent with the recent physiology results showing the hierarchical organization of the face processing network.
Large-Scale Category Structure Aware Image Categorization
Zhao, Bin, Li, Fei, Xing, Eric P.
Most previous research on image categorization has focused on medium-scale data sets, while large-scale image categorization with millions of images from thousands of categories remains a challenge. With the emergence of structured large-scale dataset such as the ImageNet, rich information about the conceptual relationships between images, such as a tree hierarchy among various image categories, become available. As human cognition of complex visual world benefits from underlying semantic relationships between object classes, we believe a machine learning system can and should leverage such information as well for better performance. In this paper, we employ such semantic relatedness among image categories for large-scale image categorization. Specifically, a category hierarchy is utilized to properly define loss function and select common set of features for related categories. An efficient optimization method based on proximal approximation and accelerated parallel gradient method is introduced. Experimental results on a subset of ImageNet containing 1.2 million images from 1000 categories demonstrate the effectiveness and promise of our proposed approach.
Semantic Labeling of 3D Point Clouds for Indoor Scenes
Koppula, Hema S., Anand, Abhishek, Joachims, Thorsten, Saxena, Ashutosh
Inexpensive RGB-D cameras that give an RGB image together with depth data have become widely available. In this paper, we use this data to build 3D point clouds of full indoor scenes such as an office and address the task of semantic labeling of these 3D point clouds. We propose a graphical model that captures various features and contextual relations, including the local visual appearance and shape cues, object co-occurence relationships and geometric relationships. With a large number of object classes and relations, the model’s parsimony becomes important and we address that by using multiple types of edge potentials. The model admits efficient approximate inference, and we train it using a maximum-margin learning approach. In our experiments over a total of 52 3D scenes of homes and offices (composed from about 550 views, having 2495 segments labeled with 27 object classes), we get a performance of 84.06% in labeling 17 object classes for offices, and 73.38% in labeling 17 object classes for home scenes. Finally, we applied these algorithms successfully on a mobile robot for the task of finding objects in large cluttered rooms.
Open Source Software: How Can Design Metrics Facilitate Architecture Recovery?
Constantinou, Eleni, Kakarontzas, George, Stamelos, Ioannis
Modern software development methodologies include reuse of open source code. Reuse can be facilitated by architectural knowledge of the software, not necessarily provided in the documentation of open source software. The effort required to comprehend the system's source code and discover its architecture can be considered a major drawback in reuse. In a recent study we examined the correlations between design metrics and classes' architecture layer. In this paper, we apply our methodology in more open source projects to verify the applicability of our method. Keywords: system understanding; program comprehension; object-oriented; reuse; architecture layer; design metrics;
Knowledge Guided Development of Videogames
Llansó, David (Universidad Complutense de Madrid) | Gómez-Martín, Marco A. (Universidad Complutense de Madrid) | Gómez-Martín, Pedro P. (Universidad Complutense de Madrid) | González-Calero, Pedro A. (Universidad Complutense de Madrid)
Due to the changing nature of videogames, the component-based architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components.
Combination of Topology and Nonmonotonic Logics for Typicality in a Scientific Field: Paleoanthropology
Jouis, Christophe (LIP6 (UPMC / CNRS)) | Jouis, Claude (Ecole Polytechnique) | Guy, Franck (Universite de Poitiers) | Habib, Bassel (LIP6 (UPMC / CNRS)) | Ganascia, Jean-Gabriel (LIP6 (UPMC / CNRS))
In computer science, ontology is a model of a domain in the form of classes and of relationships between these classes. Classes are organized in a graph the arrows of which are semantic relations. Ontology is static because the class hierarchy is fixed. In paleontology, systematic (i.e., the class hierarchies and the class relationships) is complicated by the time variable. Morphological changes over time yield, by natural selection, the emergence of new forms (taxa) differing from the ancestral morph and contemporaneous taxa of the same class hierarchy. Discovering new taxa implies, therefore, the rearrangement of the class hierarchy or the definition of new classes, based on the degree of atypicality of the new morph. Note that this phenomenon occurs in many domains such as physics, biology, linguistics, for example.
Rewriting Constraint Models with Metamodels
Chenouard, Raphael, Granvilliers, Laurent, Soto, Ricardo
An important challenge in constraint programming is to rewrite constraint models into executable programs calculat- ing the solutions. This phase of constraint processing may require translations between constraint programming lan- guages, transformations of constraint representations, model optimizations, and tuning of solving strategies. In this paper, we introduce a pivot metamodel describing the common fea- tures of constraint models including different kinds of con- straints, statements like conditionals and loops, and other first-class elements like object classes and predicates. This metamodel is general enough to cope with the constructions of many languages, from object-oriented modeling languages to logic languages, but it is independent from them. The rewriting operations manipulate metamodel instances apart from languages. As a consequence, the rewriting operations apply whatever languages are selected and they are able to manage model semantic information. A bridge is created between the metamodel space and languages using parsing techniques. Tools from the software engineering world can be useful to implement this framework.