Cathy Hou

CV
6papers
147citations
Novelty48%
AI Score42

6 Papers

44.0CVJun 2
Low-Frequency Shortcuts in Texture-Driven Visual Learning

Utku Şirin, Cathy Hou, David Alvarez-Melis et al.

Neural networks suffer from shortcut learning, where learned features generalize well to the training set but not to in-distribution (ID) or out-of-distribution (OOD) test sets. Existing studies are all based on a few standard benchmarks, which are shape-driven. Numerous application domains, however, are texture-driven. In this work, we present shortcut learning analysis for texture-driven domains, and compare it with that of a standard benchmark. We show that texture-driven domains suffer from low-frequency shortcuts. They make the majority of their decisions based on a few low-frequency components (LFCs) with a skewed spectral behavior, despite that their classification information is in higher-frequency, fine-grained details. Pruning LFCs from training and test sets eliminates the shortcut and provides a more balanced spectral behavior, improving the ID accuracy by up to 8%. We show that low-frequency shortcuts make the models highly vulnerable to OOD corruptions, leading up to 70% accuracy drop compared to the ID accuracy. Pruning LFCs significantly improves robustness to low-frequency corruptions, by up to 40%, and introduces a trade-off for high-frequency corruptions; the balanced spectral behavior provides a better generalization performance, whereas the increased dependence on high-frequency features reduces it. OOD accuracy depends on the interaction between these two factors.

LGApr 5, 2022
An Exploration of Active Learning for Affective Digital Phenotyping

Peter Washington, Cezmi Mutlu, Aaron Kline et al.

Some of the most severe bottlenecks preventing widespread development of machine learning models for human behavior include a dearth of labeled training data and difficulty of acquiring high quality labels. Active learning is a paradigm for using algorithms to computationally select a useful subset of data points to label using metrics for model uncertainty and data similarity. We explore active learning for naturalistic computer vision emotion data, a particularly heterogeneous and complex data space due to inherently subjective labels. Using frames collected from gameplay acquired from a therapeutic smartphone game for children with autism, we run a simulation of active learning using gameplay prompts as metadata to aid in the active learning process. We find that active learning using information generated during gameplay slightly outperforms random selection of the same number of labeled frames. We next investigate a method to conduct active learning with subjective data, such as in affective computing, and where multiple crowdsourced labels can be acquired for each image. Using the Child Affective Facial Expression (CAFE) dataset, we simulate an active learning process for crowdsourcing many labels and find that prioritizing frames using the entropy of the crowdsourced label distribution results in lower categorical cross-entropy loss compared to random frame selection. Collectively, these results demonstrate pilot evaluations of two novel active learning approaches for subjective affective data collected in noisy settings.

SDJan 4, 2022
Classifying Autism from Crowdsourced Semi-Structured Speech Recordings: A Machine Learning Approach

Nathan A. Chi, Peter Washington, Aaron Kline et al.

Autism spectrum disorder (ASD) is a neurodevelopmental disorder which results in altered behavior, social development, and communication patterns. In past years, autism prevalence has tripled, with 1 in 54 children now affected. Given that traditional diagnosis is a lengthy, labor-intensive process, significant attention has been given to developing systems that automatically screen for autism. Prosody abnormalities are among the clearest signs of autism, with affected children displaying speech idiosyncrasies including echolalia, monotonous intonation, atypical pitch, and irregular linguistic stress patterns. In this work, we present a suite of machine learning approaches to detect autism in self-recorded speech audio captured from autistic and neurotypical (NT) children in home environments. We consider three methods to detect autism in child speech: first, Random Forests trained on extracted audio features (including Mel-frequency cepstral coefficients); second, convolutional neural networks (CNNs) trained on spectrograms; and third, fine-tuned wav2vec 2.0--a state-of-the-art Transformer-based ASR model. We train our classifiers on our novel dataset of cellphone-recorded child speech audio curated from Stanford's Guess What? mobile game, an app designed to crowdsource videos of autistic and neurotypical children in a natural home environment. The Random Forest classifier achieves 70% accuracy, the fine-tuned wav2vec 2.0 model achieves 77% accuracy, and the CNN achieves 79% accuracy when classifying children's audio as either ASD or NT. Our models were able to predict autism status when training on a varied selection of home audio clips with inconsistent recording quality, which may be more generalizable to real world conditions. These results demonstrate that machine learning methods offer promise in detecting autism automatically from speech without specialized equipment.

CVJan 10, 2021
Activity Recognition with Moving Cameras and Few Training Examples: Applications for Detection of Autism-Related Headbanging

Peter Washington, Aaron Kline, Onur Cezmi Mutlu et al.

Activity recognition computer vision algorithms can be used to detect the presence of autism-related behaviors, including what are termed "restricted and repetitive behaviors", or stimming, by diagnostic instruments. The limited data that exist in this domain are usually recorded with a handheld camera which can be shaky or even moving, posing a challenge for traditional feature representation approaches for activity detection which mistakenly capture the camera's motion as a feature. To address these issues, we first document the advantages and limitations of current feature representation techniques for activity recognition when applied to head banging detection. We then propose a feature representation consisting exclusively of head pose keypoints. We create a computer vision classifier for detecting head banging in home videos using a time-distributed convolutional neural network (CNN) in which a single CNN extracts features from each frame in the input sequence, and these extracted features are fed as input to a long short-term memory (LSTM) network. On the binary task of predicting head banging and no head banging within videos from the Self Stimulatory Behaviour Dataset (SSBD), we reach a mean F1-score of 90.77% using 3-fold cross validation (with individual fold F1-scores of 83.3%, 89.0%, and 100.0%) when ensuring that no child who appeared in the train set was in the test set for all folds. This work documents a successful technique for training a computer vision classifier which can detect human motion with few training examples and even when the camera recording the source clips is unstable. The general methods described here can be applied by designers and developers of interactive systems towards other human motion and pose classification problems used in mobile and ubiquitous interactive systems.

CVJan 10, 2021
Training Affective Computer Vision Models by Crowdsourcing Soft-Target Labels

Peter Washington, Onur Cezmi Mutlu, Emilie Leblanc et al.

Emotion classifiers traditionally predict discrete emotions. However, emotion expressions are often subjective, thus requiring a method to handle subjective labels. We explore the use of crowdsourcing to acquire reliable soft-target labels and evaluate an emotion detection classifier trained with these labels. We center our study on the Child Affective Facial Expression (CAFE) dataset, a gold standard collection of images depicting pediatric facial expressions along with 100 human labels per image. To test the feasibility of crowdsourcing to generate these labels, we used Microworkers to acquire labels for 207 CAFE images. We evaluate both unfiltered workers as well as workers selected through a short crowd filtration process. We then train two versions of a classifiers on soft-target CAFE labels using the original 100 annotations provided with the dataset: (1) a classifier trained with traditional one-hot encoded labels, and (2) a classifier trained with vector labels representing the distribution of CAFE annotator responses. We compare the resulting softmax output distributions of the two classifiers with a 2-sample independent t-test of L1 distances between the classifier's output probability distribution and the distribution of human labels. While agreement with CAFE is weak for unfiltered crowd workers, the filtered crowd agree with the CAFE labels 100% of the time for many emotions. While the F1-score for a one-hot encoded classifier is much higher (94.33% vs. 78.68%) with respect to the ground truth CAFE labels, the output probability vector of the crowd-trained classifier more closely resembles the distribution of human labels (t=3.2827, p=0.0014). Reporting an emotion probability distribution that accounts for the subjectivity of human interpretation. Crowdsourcing, including a sufficient filtering mechanism, is a feasible solution for acquiring soft-target labels.

CVDec 16, 2020
Improved Digital Therapy for Developmental Pediatrics Using Domain-Specific Artificial Intelligence: Machine Learning Study

Peter Washington, Haik Kalantarian, John Kent et al.

Background: Automated emotion classification could aid those who struggle to recognize emotions, including children with developmental behavioral conditions such as autism. However, most computer vision emotion recognition models are trained on adult emotion and therefore underperform when applied to child faces. Objective: We designed a strategy to gamify the collection and labeling of child emotion-enriched images to boost the performance of automatic child emotion recognition models to a level closer to what will be needed for digital health care approaches. Methods: We leveraged our prototype therapeutic smartphone game, GuessWhat, which was designed in large part for children with developmental and behavioral conditions, to gamify the secure collection of video data of children expressing a variety of emotions prompted by the game. Independently, we created a secure web interface to gamify the human labeling effort, called HollywoodSquares, tailored for use by any qualified labeler. We gathered and labeled 2155 videos, 39,968 emotion frames, and 106,001 labels on all images. With this drastically expanded pediatric emotion-centric database (>30 times larger than existing public pediatric emotion data sets), we trained a convolutional neural network (CNN) computer vision classifier of happy, sad, surprised, fearful, angry, disgust, and neutral expressions evoked by children. Results: The classifier achieved a 66.9% balanced accuracy and 67.4% F1-score on the entirety of the Child Affective Facial Expression (CAFE) as well as a 79.1% balanced accuracy and 78% F1-score on CAFE Subset A, a subset containing at least 60% human agreement on emotions labels. This performance is at least 10% higher than all previously developed classifiers evaluated against CAFE, the best of which reached a 56% balanced accuracy even when combining "anger" and "disgust" into a single class.