Nate Stockham

CV
4papers
143citations
Novelty49%
AI Score25

4 Papers

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.

CVAug 18, 2021
Classification of Abnormal Hand Movement for Aiding in Autism Detection: Machine Learning Study

Anish Lakkapragada, Aaron Kline, Onur Cezmi Mutlu et al.

A formal autism diagnosis can be an inefficient and lengthy process. Families may wait months or longer before receiving a diagnosis for their child despite evidence that earlier intervention leads to better treatment outcomes. Digital technologies which detect the presence of behaviors related to autism can scale access to pediatric diagnoses. This work aims to demonstrate the feasibility of deep learning technologies for detecting hand flapping from unstructured home videos as a first step towards validating whether models and digital technologies can be leveraged to aid with autism diagnoses. We used the Self-Stimulatory Behavior Dataset (SSBD), which contains 75 videos of hand flapping, head banging, and spinning exhibited by children. From all the hand flapping videos, we extracted 100 positive and control videos of hand flapping, each between 2 to 5 seconds in duration. Utilizing both landmark-driven-approaches and MobileNet V2's pretrained convolutional layers, our highest performing model achieved a testing F1 score of 84% (90% precision and 80% recall) when evaluating with 5-fold cross validation 100 times. This work provides the first step towards developing precise deep learning methods for activity detection of autism-related behaviors.

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.