This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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Description
In this thesis we consider the problem of facial expression recognition (FER) from video sequences. Our method is based on subspace representations and Grassmann manifold based learning. We use Local Binary Pattern (LBP) at the frame level for representing the facial features. Next we develop a model to represent the

In this thesis we consider the problem of facial expression recognition (FER) from video sequences. Our method is based on subspace representations and Grassmann manifold based learning. We use Local Binary Pattern (LBP) at the frame level for representing the facial features. Next we develop a model to represent the video sequence in a lower dimensional expression subspace and also as a linear dynamical system using Autoregressive Moving Average (ARMA) model. As these subspaces lie on Grassmann space, we use Grassmann manifold based learning techniques such as kernel Fisher Discriminant Analysis with Grassmann kernels for classification. We consider six expressions namely, Angry (AN), Disgust (Di), Fear (Fe), Happy (Ha), Sadness (Sa) and Surprise (Su) for classification. We perform experiments on extended Cohn-Kanade (CK+) facial expression database to evaluate the expression recognition performance. Our method demonstrates good expression recognition performance outperforming other state of the art FER algorithms. We achieve an average recognition accuracy of 97.41% using a method based on expression subspace, kernel-FDA and Support Vector Machines (SVM) classifier. By using a simpler classifier, 1-Nearest Neighbor (1-NN) along with kernel-FDA, we achieve a recognition accuracy of 97.09%. We find that to process a group of 19 frames in a video sequence, LBP feature extraction requires majority of computation time (97 %) which is about 1.662 seconds on the Intel Core i3, dual core platform. However when only 3 frames (onset, middle and peak) of a video sequence are used, the computational complexity is reduced by about 83.75 % to 260 milliseconds at the expense of drop in the recognition accuracy to 92.88 %.
ContributorsYellamraju, Anirudh (Author) / Chakrabarti, Chaitali (Thesis advisor) / Turaga, Pavan (Thesis advisor) / Karam, Lina (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Several music players have evolved in multi-dimensional and surround sound systems. The audio players are implemented as software applications for different audio hardware systems. Digital formats and wireless networks allow for audio content to be readily accessible on smart networked devices. Therefore, different audio output platforms ranging from multispeaker high-end

Several music players have evolved in multi-dimensional and surround sound systems. The audio players are implemented as software applications for different audio hardware systems. Digital formats and wireless networks allow for audio content to be readily accessible on smart networked devices. Therefore, different audio output platforms ranging from multispeaker high-end surround systems to single unit Bluetooth speakers have been developed. A large body of research has been carried out in audio processing, beamforming, sound fields etc. and new formats are developed to create realistic audio experiences.

An emerging trend is seen towards high definition AV systems, virtual reality gears as well as gaming applications with multidimensional audio. Next generation media technology is concentrating around Virtual reality experience and devices. It has applications not only in gaming but all other fields including medical, entertainment, engineering, and education. All such systems also require realistic audio corresponding with the visuals.

In the project presented in this thesis, a new portable audio hardware system is designed and developed along with a dedicated mobile android application to render immersive surround sound experiences with real-time audio effects. The tablet and mobile phone allow the user to control or “play” with sound directionality and implement various audio effects including sound rotation, spatialization, and other immersive experiences. The thesis describes the hardware and software design, provides the theory of the sound effects, and presents demonstrations of the sound application that was created.
ContributorsDharmadhikari, Chinmay (Author) / Spanias, Andreas (Thesis advisor) / Turaga, Pavan (Committee member) / Ingalls, Todd (Committee member) / Arizona State University (Publisher)
Created2016