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Description
Machine learning models convert raw data in the form of video, images, audio,

text, etc. into feature representations that are convenient for computational process-

ing. Deep neural networks have proven to be very efficient feature extractors for a

variety of machine learning tasks. Generative models based on deep neural networks

introduce constraints on the

Machine learning models convert raw data in the form of video, images, audio,

text, etc. into feature representations that are convenient for computational process-

ing. Deep neural networks have proven to be very efficient feature extractors for a

variety of machine learning tasks. Generative models based on deep neural networks

introduce constraints on the feature space to learn transferable and disentangled rep-

resentations. Transferable feature representations help in training machine learning

models that are robust across different distributions of data. For example, with the

application of transferable features in domain adaptation, models trained on a source

distribution can be applied to a data from a target distribution even though the dis-

tributions may be different. In style transfer and image-to-image translation, disen-

tangled representations allow for the separation of style and content when translating

images.

This thesis examines learning transferable data representations in novel deep gen-

erative models. The Semi-Supervised Adversarial Translator (SAT) utilizes adversar-

ial methods and cross-domain weight sharing in a neural network to extract trans-

ferable representations. These transferable interpretations can then be decoded into

the original image or a similar image in another domain. The Explicit Disentangling

Network (EDN) utilizes generative methods to disentangle images into their core at-

tributes and then segments sets of related attributes. The EDN can separate these

attributes by controlling the ow of information using a novel combination of losses

and network architecture. This separation of attributes allows precise modi_cations

to speci_c components of the data representation, boosting the performance of ma-

chine learning tasks. The effectiveness of these models is evaluated across domain

adaptation, style transfer, and image-to-image translation tasks.
ContributorsEusebio, Jose Miguel Ang (Author) / Panchanathan, Sethuraman (Thesis advisor) / Davulcu, Hasan (Committee member) / Venkateswara, Hemanth (Committee member) / Arizona State University (Publisher)
Created2018
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Description
This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can

This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can be used to understand the image better through recognizing different features present within the image. Deep CNNs, however, require training sets that can be larger than a million pictures in order to fine tune their feature detectors. For the case of facial expression datasets, none of these large datasets are available. Due to this limited availability of data required to train a new CNN, the idea of using naïve domain adaptation is explored. Instead of creating and using a new CNN trained specifically to extract features related to FER, a previously trained CNN originally trained for another computer vision task is used. Work for this research involved creating a system that can run a CNN, can extract feature vectors from the CNN, and can classify these extracted features. Once this system was built, different aspects of the system were tested and tuned. These aspects include the pre-trained CNN that was used, the layer from which features were extracted, normalization used on input images, and training data for the classifier. Once properly tuned, the created system returned results more accurate than previous attempts on facial expression recognition. Based on these positive results, naïve domain adaptation is shown to successfully leverage advantages of deep CNNs for facial expression recognition.
ContributorsEusebio, Jose Miguel Ang (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
This paper presents a system to deliver automated, noninvasive, and effective fine motor rehabilitation through a rhythm-based game using a Leap Motion Controller. The system is a rhythm game where hand gestures are used as input and must match the rhythm and gestures shown on screen, thus allowing a physical

This paper presents a system to deliver automated, noninvasive, and effective fine motor rehabilitation through a rhythm-based game using a Leap Motion Controller. The system is a rhythm game where hand gestures are used as input and must match the rhythm and gestures shown on screen, thus allowing a physical therapist to represent an exercise session involving the user's hand and finger joints as a series of patterns. Fine motor rehabilitation plays an important role in the recovery and improvement of the effects of stroke, Parkinson's disease, multiple sclerosis, and more. Individuals with these conditions possess a wide range of impairment in terms of fine motor movement. The serious game developed takes this into account and is designed to work with individuals with different levels of impairment. In a pilot study, under partnership with South West Advanced Neurological Rehabilitation (SWAN Rehab) in Phoenix, Arizona, we compared the performance of individuals with fine motor impairment to individuals without this impairment to determine whether a human-centered approach and adapting to an user's range of motion can allow an individual with fine motor impairment to perform at a similar level as a non-impaired user.
ContributorsShah, Vatsal Nimishkumar (Author) / McDaniel, Troy (Thesis director) / Tadayon, Ramin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This paper presents an overview of The Dyadic Interaction Assistant for Individuals with Visual Impairments with a focus on the software component. The system is designed to communicate facial information (facial Action Units, facial expressions, and facial features) to an individual with visual impairments in a dyadic interaction between two

This paper presents an overview of The Dyadic Interaction Assistant for Individuals with Visual Impairments with a focus on the software component. The system is designed to communicate facial information (facial Action Units, facial expressions, and facial features) to an individual with visual impairments in a dyadic interaction between two people sitting across from each other. Comprised of (1) a webcam, (2) software, and (3) a haptic device, the system can also be described as a series of input, processing, and output stages, respectively. The processing stage of the system builds on the open source FaceTracker software and the application Computer Expression Recognition Toolbox (CERT). While these two sources provide the facial data, the program developed through the IDE Qt Creator and several AppleScripts are used to adapt the information to a Graphical User Interface (GUI) and output the data to a comma-separated values (CSV) file. It is the first software to convey all 3 types of facial information at once in real-time. Future work includes testing and evaluating the quality of the software with human subjects (both sighted and blind/low vision), integrating the haptic device to complete the system, and evaluating the entire system with human subjects (sighted and blind/low vision).
ContributorsBrzezinski, Chelsea Victoria (Author) / Balasubramanian, Vineeth (Thesis director) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
Description

The Oasis app is a self-appraisal tool for potential or current problem gamblers to take control of their habits by providing periodic check-in notifications during a gambling session and allowing users to see their progress over time. Oasis is backed by substantial background research surrounding addiction intervention methods, especially in

The Oasis app is a self-appraisal tool for potential or current problem gamblers to take control of their habits by providing periodic check-in notifications during a gambling session and allowing users to see their progress over time. Oasis is backed by substantial background research surrounding addiction intervention methods, especially in the field of self-appraisal messaging, and applies this messaging in a familiar mobile notification form that can effectively change user’s behavior. User feedback was collected and used to improve the app, and the results show a promising tool that could help those who need it in the future.

ContributorsBlunt, Thomas (Author) / Meuth, Ryan (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
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Description
The impact of Artificial Intelligence (AI) has increased significantly in daily life. AI is taking big strides towards moving into areas of life that are critical such as healthcare but, also into areas such as entertainment and leisure. Deep neural networks have been pivotal in making all these advancements possible.

The impact of Artificial Intelligence (AI) has increased significantly in daily life. AI is taking big strides towards moving into areas of life that are critical such as healthcare but, also into areas such as entertainment and leisure. Deep neural networks have been pivotal in making all these advancements possible. But, a well-known problem with deep neural networks is the lack of explanations for the choices it makes. To combat this, several methods have been tried in the field of research. One example of this is assigning rankings to the individual features and how influential they are in the decision-making process. In contrast a newer class of methods focuses on Concept Activation Vectors (CAV) which focus on extracting higher-level concepts from the trained model to capture more information as a mixture of several features and not just one. The goal of this thesis is to employ concepts in a novel domain: to explain how a deep learning model uses computer vision to classify music into different genres. Due to the advances in the field of computer vision with deep learning for classification tasks, it is rather a standard practice now to convert an audio clip into corresponding spectrograms and use those spectrograms as image inputs to the deep learning model. Thus, a pre-trained model can classify the spectrogram images (representing songs) into musical genres. The proposed explanation system called “Why Pop?” tries to answer certain questions about the classification process such as what parts of the spectrogram influence the model the most, what concepts were extracted and how are they different for different classes. These explanations aid the user gain insights into the model’s learnings, biases, and the decision-making process.
ContributorsSharma, Shubham (Author) / Bryan, Chris (Thesis advisor) / McDaniel, Troy (Committee member) / Sarwat, Mohamed (Committee member) / Arizona State University (Publisher)
Created2022
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Description
In some scenarios, true temporal ordering is required to identify the actions occurring in a video. Recently a new synthetic dataset named CATER, was introduced containing 3D objects like sphere, cone, cylinder etc. which undergo simple movements such as slide, pick & place etc. The task defined in the dataset

In some scenarios, true temporal ordering is required to identify the actions occurring in a video. Recently a new synthetic dataset named CATER, was introduced containing 3D objects like sphere, cone, cylinder etc. which undergo simple movements such as slide, pick & place etc. The task defined in the dataset is to identify compositional actions with temporal ordering. In this thesis, a rule-based system and a window-based technique are proposed to identify individual actions (atomic) and multiple actions with temporal ordering (composite) on the CATER dataset. The rule-based system proposed here is a heuristic algorithm that evaluates the magnitude and direction of object movement across frames to determine the atomic action temporal windows and uses these windows to predict the composite actions in the videos. The performance of the rule-based system is validated using the frame-level object coordinates provided in the dataset and it outperforms the performance of the baseline models on the CATER dataset. A window-based training technique is proposed for identifying composite actions in the videos. A pre-trained deep neural network (I3D model) is used as a base network for action recognition. During inference, non-overlapping windows are passed through the I3D network to obtain the atomic action predictions and the predictions are passed through a rule-based system to determine the composite actions. The approach outperforms the state-of-the-art composite action recognition models by 13.37% (mAP 66.47% vs. mAP 53.1%).
ContributorsMaskara, Vivek Kumar (Author) / Venkateswara, Hemanth (Thesis advisor) / McDaniel, Troy (Thesis advisor) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Recently, Generative Adversarial Networks (GANs) have been applied to the problem of Cold-Start Recommendation, but the training performance of these models is hampered by the extreme sparsity in warm user purchase behavior. This thesis introduces a novel representation for user-vectors by combining user demographics and user preferences, making the model

Recently, Generative Adversarial Networks (GANs) have been applied to the problem of Cold-Start Recommendation, but the training performance of these models is hampered by the extreme sparsity in warm user purchase behavior. This thesis introduces a novel representation for user-vectors by combining user demographics and user preferences, making the model a hybrid system which uses Collaborative Filtering and Content Based Recommendation. This system models user purchase behavior using weighted user-product preferences (explicit feedback) rather than binary user-product interactions (implicit feedback). Using this a novel sparse adversarial model, Sparse ReguLarized Generative Adversarial Network (SRLGAN), is developed for Cold-Start Recommendation. SRLGAN leverages the sparse user-purchase behavior which ensures training stability and avoids over-fitting on warm users. The performance of SRLGAN is evaluated on two popular datasets and demonstrate state-of-the-art results.
ContributorsShah, Aksheshkumar Ajaykumar (Author) / Venkateswara, Hemanth (Thesis advisor) / Berman, Spring (Thesis advisor) / Ladani, Leila J (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Endowing machines with the ability to understand digital images is a critical task for a host of high-impact applications, including pathology detection in radiographic imaging, autonomous vehicles, and assistive technology for the visually impaired. Computer vision systems rely on large corpora of annotated data in order to train task-specific visual

Endowing machines with the ability to understand digital images is a critical task for a host of high-impact applications, including pathology detection in radiographic imaging, autonomous vehicles, and assistive technology for the visually impaired. Computer vision systems rely on large corpora of annotated data in order to train task-specific visual recognition models. Despite significant advances made over the past decade, the fact remains collecting and annotating the data needed to successfully train a model is a prohibitively expensive endeavor. Moreover, these models are prone to rapid performance degradation when applied to data sampled from a different domain. Recent works in the development of deep adaptation networks seek to overcome these challenges by facilitating transfer learning between source and target domains. In parallel, the unification of dominant semi-supervised learning techniques has illustrated unprecedented potential for utilizing unlabeled data to train classification models in defiance of discouragingly meager sets of annotated data.

In this thesis, a novel domain adaptation algorithm -- Domain Adaptive Fusion (DAF) -- is proposed, which encourages a domain-invariant linear relationship between the pixel-space of different domains and the prediction-space while being trained under a domain adversarial signal. The thoughtful combination of key components in unsupervised domain adaptation and semi-supervised learning enable DAF to effectively bridge the gap between source and target domains. Experiments performed on computer vision benchmark datasets for domain adaptation endorse the efficacy of this hybrid approach, outperforming all of the baseline architectures on most of the transfer tasks.
ContributorsDudley, Andrew, M.S (Author) / Panchanathan, Sethuraman (Thesis advisor) / Venkateswara, Hemanth (Committee member) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2019