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Description
Humans have a great ability to recognize objects in different environments irrespective of their variations. However, the same does not apply to machine learning models which are unable to generalize to images of objects from different domains. The generalization of these models to new data is constrained by the domain

Humans have a great ability to recognize objects in different environments irrespective of their variations. However, the same does not apply to machine learning models which are unable to generalize to images of objects from different domains. The generalization of these models to new data is constrained by the domain gap. Many factors such as image background, image resolution, color, camera perspective and variations in the objects are responsible for the domain gap between the training data (source domain) and testing data (target domain). Domain adaptation algorithms aim to overcome the domain gap between the source and target domains and learn robust models that can perform well across both the domains.

This thesis provides solutions for the standard problem of unsupervised domain adaptation (UDA) and the more generic problem of generalized domain adaptation (GDA). The contributions of this thesis are as follows. (1) Certain and Consistent Domain Adaptation model for closed-set unsupervised domain adaptation by aligning the features of the source and target domain using deep neural networks. (2) A multi-adversarial deep learning model for generalized domain adaptation. (3) A gating model that detects out-of-distribution samples for generalized domain adaptation.

The models were tested across multiple computer vision datasets for domain adaptation.

The dissertation concludes with a discussion on the proposed approaches and future directions for research in closed set and generalized domain adaptation.
ContributorsNagabandi, Bhadrinath (Author) / Panchanathan, Sethuraman (Thesis advisor) / Venkateswara, Hemanth (Thesis advisor) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Societal infrastructure is built with vision at the forefront of daily life. For those with

severe visual impairments, this creates countless barriers to the participation and

enjoyment of life’s opportunities. Technological progress has been both a blessing and

a curse in this regard. Digital text together with screen readers and refreshable Braille

displays have

Societal infrastructure is built with vision at the forefront of daily life. For those with

severe visual impairments, this creates countless barriers to the participation and

enjoyment of life’s opportunities. Technological progress has been both a blessing and

a curse in this regard. Digital text together with screen readers and refreshable Braille

displays have made whole libraries readily accessible and rideshare tech has made

independent mobility more attainable. Simultaneously, screen-based interactions and

experiences have only grown in pervasiveness and importance, precluding many of

those with visual impairments.

Sensory Substituion, the process of substituting an unavailable modality with

another one, has shown promise as an alternative to accomodation, but in recent

years meaningful strides in Sensory Substitution for vision have declined in frequency.

Given recent advances in Computer Vision, this stagnation is especially disconcerting.

Designing Sensory Substitution Devices (SSDs) for vision for use in interactive settings

that leverage modern Computer Vision techniques presents a variety of challenges

including perceptual bandwidth, human-computer-interaction, and person-centered

machine learning considerations. To surmount these barriers an approach called Per-

sonal Foveated Haptic Gaze (PFHG), is introduced. PFHG consists of two primary

components: a human visual system inspired interaction paradigm that is intuitive

and flexible enough to generalize to a variety of applications called Foveated Haptic

Gaze (FHG), and a person-centered learning component to address the expressivity

limitations of most SSDs. This component is called One-Shot Object Detection by

Data Augmentation (1SODDA), a one-shot object detection approach that allows a

user to specify the objects they are interested in locating visually and with minimal

effort realizing an object detection model that does so effectively.

The Personal Foveated Haptic Gaze framework was realized in a virtual and real-

world application: playing a 3D, interactive, first person video game (DOOM) and

finding user-specified real-world objects. User study results found Foveated Haptic

Gaze to be an effective and intuitive interface for interacting with dynamic visual

world using solely haptics. Additionally, 1SODDA achieves competitive performance

among few-shot object detection methods and high-framerate many-shot object de-

tectors. The combination of which paves the way for modern Sensory Substitution

Devices for vision.
ContributorsFakhri, Bijan (Author) / Panchanathan, Sethuraman (Thesis advisor) / McDaniel, Troy L (Committee member) / Venkateswara, Hemanth (Committee member) / Amor, Heni (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Individuals with voice disorders experience challenges communicating daily. These challenges lead to a significant decrease in the quality of life for individuals with dysphonia. While voice amplification systems are often employed as a voice-assistive technology, individuals with voice disorders generally still experience difficulties being understood while using voice amplification systems.

Individuals with voice disorders experience challenges communicating daily. These challenges lead to a significant decrease in the quality of life for individuals with dysphonia. While voice amplification systems are often employed as a voice-assistive technology, individuals with voice disorders generally still experience difficulties being understood while using voice amplification systems. With the goal of developing systems that help improve the quality of life of individuals with dysphonia, this work outlines the landscape of voice-assistive technology, the inaccessibility of state-of-the-art voice-based technology and the need for the development of intelligibility improving voice-assistive technologies designed both with and for individuals with voice disorders. With the rise of voice-based technologies in society, in order for everyone to participate in the use of voice-based technologies individuals with voice disorders must be included in both the data that is used to train these systems and the design process. An important and necessary step towards the development of better voice assistive technology as well as more inclusive voice-based systems is the creation of a large, publicly available dataset of dysphonic speech. To this end, a web-based platform to crowdsource voice disorder speech was developed to create such a dataset. This dataset will be released so that it is freely and publicly available to stimulate research in the field of voice-assistive technologies. Future work includes building a robust intelligibility estimation model, as well as employing that model to measure, and therefore enhance, the intelligibility of a given utterance. The hope is that this model will lead to the development of voice-assistive technology using state-of-the-art machine learning models to help individuals with voice disorders be better understood.
ContributorsMoore, Meredith Kay (Author) / Panchanathan, Sethuraman (Thesis advisor) / Berisha, Visar (Committee member) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Working memory plays an important role in human activities across academic,professional, and social settings. Working memory is dened as the memory extensively involved in goal-directed behaviors in which information must be retained and manipulated to ensure successful task execution. The aim of this research is to understand the effect of image captioning with

Working memory plays an important role in human activities across academic,professional, and social settings. Working memory is dened as the memory extensively involved in goal-directed behaviors in which information must be retained and manipulated to ensure successful task execution. The aim of this research is to understand the effect of image captioning with image description on an individual's working memory. A study was conducted with eight neutral images comprising situations relatable to daily life such that each image could have a positive or negative description associated with the outcome of the situation in the image. The study consisted of three rounds where the first and second round involved two parts and the third round consisted of one part. The image was captioned a total of five times across the entire study. The findings highlighted that only 25% of participants were able to recall the captions which they captioned for an image after a span of 9-15 days; when comparing the recall rate of the captions, 50% of participants were able to recall the image caption from the previous round in the present round; and out of the positive and negative description associated with the image, 65% of participants recalled the former description rather than the latter. The conclusions drawn from the study are participants tend to retain information for longer periods than the expected duration for working memory, which may be because participants were able to relate the images with their everyday life situations and given a situation with positive and negative information, the human brain is aligned towards positive information over negative information.
ContributorsUppara, Nithiya Shree (Author) / McDaniel, Troy (Thesis advisor) / Venkateswara, Hemanth (Thesis advisor) / Bryan, Chris (Committee member) / Arizona State University (Publisher)
Created2021
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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