Konstantinos Makantasis

CV
h-index59
29papers
457citations
Novelty43%
AI Score44

29 Papers

HCAug 25, 2022
Supervised Contrastive Learning for Affect Modelling

Kosmas Pinitas, Konstantinos Makantasis, Antonios Liapis et al.

Affect modeling is viewed, traditionally, as the process of mapping measurable affect manifestations from multiple modalities of user input to affect labels. That mapping is usually inferred through end-to-end (manifestation-to-affect) machine learning processes. What if, instead, one trains general, subject-invariant representations that consider affect information and then uses such representations to model affect? In this paper we assume that affect labels form an integral part, and not just the training signal, of an affect representation and we explore how the recent paradigm of contrastive learning can be employed to discover general high-level affect-infused representations for the purpose of modeling affect. We introduce three different supervised contrastive learning approaches for training representations that consider affect information. In this initial study we test the proposed methods for arousal prediction in the RECOLA dataset based on user information from multiple modalities. Results demonstrate the representation capacity of contrastive learning and its efficiency in boosting the accuracy of affect models. Beyond their evidenced higher performance compared to end-to-end arousal classification, the resulting representations are general-purpose and subject-agnostic, as training is guided though general affect information available in any multimodal corpus.

CVJun 13, 2022
Learning Task-Independent Game State Representations from Unlabeled Images

Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis et al.

Self-supervised learning (SSL) techniques have been widely used to learn compact and informative representations from high-dimensional complex data. In many computer vision tasks, such as image classification, such methods achieve state-of-the-art results that surpass supervised learning approaches. In this paper, we investigate whether SSL methods can be leveraged for the task of learning accurate state representations of games, and if so, to what extent. For this purpose, we collect game footage frames and corresponding sequences of games' internal state from three different 3D games: VizDoom, the CARLA racing simulator and the Google Research Football Environment. We train an image encoder with three widely used SSL algorithms using solely the raw frames, and then attempt to recover the internal state variables from the learned representations. Our results across all three games showcase significantly higher correlation between SSL representations and the game's internal state compared to pre-trained baseline models such as ImageNet. Such findings suggest that SSL-based visual encoders can yield general -- not tailored to a specific task -- yet informative game representations solely from game pixel information. Such representations can, in turn, form the basis for boosting the performance of downstream learning tasks in games, including gameplaying, content generation and player modeling.

NEApr 14, 2022
RankNEAT: Outperforming Stochastic Gradient Search in Preference Learning Tasks

Kosmas Pinitas, Konstantinos Makantasis, Antonios Liapis et al.

Stochastic gradient descent (SGD) is a premium optimization method for training neural networks, especially for learning objectively defined labels such as image objects and events. When a neural network is instead faced with subjectively defined labels--such as human demonstrations or annotations--SGD may struggle to explore the deceptive and noisy loss landscapes caused by the inherent bias and subjectivity of humans. While neural networks are often trained via preference learning algorithms in an effort to eliminate such data noise, the de facto training methods rely on gradient descent. Motivated by the lack of empirical studies on the impact of evolutionary search to the training of preference learners, we introduce the RankNEAT algorithm which learns to rank through neuroevolution of augmenting topologies. We test the hypothesis that RankNEAT outperforms traditional gradient-based preference learning within the affective computing domain, in particular predicting annotated player arousal from the game footage of three dissimilar games. RankNEAT yields superior performances compared to the gradient-based preference learner (RankNet) in the majority of experiments since its architecture optimization capacity acts as an efficient feature selection mechanism, thereby, eliminating overfitting. Results suggest that RankNEAT is a viable and highly efficient evolutionary alternative to preference learning.

AIOct 14, 2022
The Invariant Ground Truth of Affect

Konstantinos Makantasis, Kosmas Pinitas, Antonios Liapis et al.

Affective computing strives to unveil the unknown relationship between affect elicitation, manifestation of affect and affect annotations. The ground truth of affect, however, is predominately attributed to the affect labels which inadvertently include biases inherent to the subjective nature of emotion and its labeling. The response to such limitations is usually augmenting the dataset with more annotations per data point; however, this is not possible when we are interested in self-reports via first-person annotation. Moreover, outlier detection methods based on inter-annotator agreement only consider the annotations themselves and ignore the context and the corresponding affect manifestation. This paper reframes the ways one may obtain a reliable ground truth of affect by transferring aspects of causation theory to affective computing. In particular, we assume that the ground truth of affect can be found in the causal relationships between elicitation, manifestation and annotation that remain \emph{invariant} across tasks and participants. To test our assumption we employ causation inspired methods for detecting outliers in affective corpora and building affect models that are robust across participants and tasks. We validate our methodology within the domain of digital games, with experimental results showing that it can successfully detect outliers and boost the accuracy of affect models. To the best of our knowledge, this study presents the first attempt to integrate causation tools in affective computing, making a crucial and decisive step towards general affect modeling.

CVJul 5, 2022
Automatic inspection of cultural monuments using deep and tensor-based learning on hyperspectral imagery

Ioannis N. Tzortzis, Ioannis Rallis, Konstantinos Makantasis et al.

In Cultural Heritage, hyperspectral images are commonly used since they provide extended information regarding the optical properties of materials. Thus, the processing of such high-dimensional data becomes challenging from the perspective of machine learning techniques to be applied. In this paper, we propose a Rank-$R$ tensor-based learning model to identify and classify material defects on Cultural Heritage monuments. In contrast to conventional deep learning approaches, the proposed high order tensor-based learning demonstrates greater accuracy and robustness against overfitting. Experimental results on real-world data from UNESCO protected areas indicate the superiority of the proposed scheme compared to conventional deep learning models.

HCSep 19, 2024
Across-Game Engagement Modelling via Few-Shot Learning

Kosmas Pinitas, Konstantinos Makantasis, Georgios N. Yannakakis

Domain generalisation involves learning artificial intelligence (AI) models that can maintain high performance across diverse domains within a specific task. In video games, for instance, such AI models can supposedly learn to detect player actions across different games. Despite recent advancements in AI, domain generalisation for modelling the users' experience remains largely unexplored. While video games present unique challenges and opportunities for the analysis of user experience -- due to their dynamic and rich contextual nature -- modelling such experiences is limited by generally small datasets. As a result, conventional modelling methods often struggle to bridge the domain gap between users and games due to their reliance on large labelled training data and assumptions of common distributions of user experience. In this paper, we tackle this challenge by introducing a framework that decomposes the general domain-agnostic modelling of user experience into several domain-specific and game-dependent tasks that can be solved via few-shot learning. We test our framework on a variation of the publicly available GameVibe corpus, designed specifically to test a model's ability to predict user engagement across different first-person shooter games. Our findings demonstrate the superior performance of few-shot learners over traditional modelling methods and thus showcase the potential of few-shot learning for robust experience modelling in video games and beyond.

CVJul 20, 2023
Towards General Game Representations: Decomposing Games Pixels into Content and Style

Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis et al.

On-screen game footage contains rich contextual information that players process when playing and experiencing a game. Learning pixel representations of games can benefit artificial intelligence across several downstream tasks including game-playing agents, procedural content generation, and player modelling. The generalizability of these methods, however, remains a challenge, as learned representations should ideally be shared across games with similar game mechanics. This could allow, for instance, game-playing agents trained on one game to perform well in similar games with no re-training. This paper explores how generalizable pre-trained computer vision encoders can be for such tasks, by decomposing the latent space into content embeddings and style embeddings. The goal is to minimize the domain gap between games of the same genre when it comes to game content critical for downstream tasks, and ignore differences in graphical style. We employ a pre-trained Vision Transformer encoder and a decomposition technique based on game genres to obtain separate content and style embeddings. Our findings show that the decomposed embeddings achieve style invariance across multiple games while still maintaining strong content extraction capabilities. We argue that the proposed decomposition of content and style offers better generalization capacities across game environments independently of the downstream task.

CVJul 4, 2022
Game State Learning via Game Scene Augmentation

Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis et al.

Having access to accurate game state information is of utmost importance for any artificial intelligence task including game-playing, testing, player modeling, and procedural content generation. Self-Supervised Learning (SSL) techniques have shown to be capable of inferring accurate game state information from the high-dimensional pixel input of game footage into compressed latent representations. Contrastive Learning is a popular SSL paradigm where the visual understanding of the game's images comes from contrasting dissimilar and similar game states defined by simple image augmentation methods. In this study, we introduce a new game scene augmentation technique -- named GameCLR -- that takes advantage of the game-engine to define and synthesize specific, highly-controlled renderings of different game states, thereby, boosting contrastive learning performance. We test our GameCLR technique on images of the CARLA driving simulator environment and compare it against the popular SimCLR baseline SSL method. Our results suggest that GameCLR can infer the game's state information from game footage more accurately compared to the baseline. Our proposed approach allows us to conduct game artificial intelligence research by directly utilizing screen pixels as input.

LGJun 20, 2022
Revisiting lp-constrained Softmax Loss: A Comprehensive Study

Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis et al.

Normalization is a vital process for any machine learning task as it controls the properties of data and affects model performance at large. The impact of particular forms of normalization, however, has so far been investigated in limited domain-specific classification tasks and not in a general fashion. Motivated by the lack of such a comprehensive study, in this paper we investigate the performance of lp-constrained softmax loss classifiers across different norm orders, magnitudes, and data dimensions in both proof-of-concept classification problems and real-world popular image classification tasks. Experimental results suggest collectively that lp-constrained softmax loss classifiers not only can achieve more accurate classification results but, at the same time, appear to be less prone to overfitting. The core findings hold across the three popular deep learning architectures tested and eight datasets examined, and suggest that lp normalization is a recommended data representation practice for image classification in terms of performance and convergence, and against overfitting.

CVFeb 2, 2024Code
BehAVE: Behaviour Alignment of Video Game Encodings

Nemanja Rašajski, Chintan Trivedi, Konstantinos Makantasis et al.

Domain randomisation enhances the transferability of vision models across visually distinct domains with similar content. However, current methods heavily depend on intricate simulation engines, hampering feasibility and scalability. This paper introduces BehAVE, a video understanding framework that utilises existing commercial video games for domain randomisation without accessing their simulation engines. BehAVE taps into the visual diversity of video games for randomisation and uses textual descriptions of player actions to align videos with similar content. We evaluate BehAVE across 25 first-person shooter (FPS) games using various video and text foundation models, demonstrating its robustness in domain randomisation. BehAVE effectively aligns player behavioural patterns and achieves zero-shot transfer to multiple unseen FPS games when trained on just one game. In a more challenging scenario, BehAVE enhances the zero-shot transferability of foundation models to unseen FPS games, even when trained on a game of a different genre, with improvements of up to 22%. BehAVE is available online at https://github.com/nrasajski/BehAVE.

CVJan 5
Enhancing Object Detection with Privileged Information: A Model-Agnostic Teacher-Student Approach

Matthias Bartolo, Dylan Seychell, Gabriel Hili et al.

This paper investigates the integration of the Learning Using Privileged Information (LUPI) paradigm in object detection to exploit fine-grained, descriptive information available during training but not at inference. We introduce a general, model-agnostic methodology for injecting privileged information-such as bounding box masks, saliency maps, and depth cues-into deep learning-based object detectors through a teacher-student architecture. Experiments are conducted across five state-of-the-art object detection models and multiple public benchmarks, including UAV-based litter detection datasets and Pascal VOC 2012, to assess the impact on accuracy, generalization, and computational efficiency. Our results demonstrate that LUPI-trained students consistently outperform their baseline counterparts, achieving significant boosts in detection accuracy with no increase in inference complexity or model size. Performance improvements are especially marked for medium and large objects, while ablation studies reveal that intermediate weighting of teacher guidance optimally balances learning from privileged and standard inputs. The findings affirm that the LUPI framework provides an effective and practical strategy for advancing object detection systems in both resource-constrained and real-world settings.

CVAug 6, 2025
Learning Using Privileged Information for Litter Detection

Matthias Bartolo, Konstantinos Makantasis, Dylan Seychell

As litter pollution continues to rise globally, developing automated tools capable of detecting litter effectively remains a significant challenge. This study presents a novel approach that combines, for the first time, privileged information with deep learning object detection to improve litter detection while maintaining model efficiency. We evaluate our method across five widely used object detection models, addressing challenges such as detecting small litter and objects partially obscured by grass or stones. In addition to this, a key contribution of our work can also be attributed to formulating a means of encoding bounding box information as a binary mask, which can be fed to the detection model to refine detection guidance. Through experiments on both within-dataset evaluation on the renowned SODA dataset and cross-dataset evaluation on the BDW and UAVVaste litter detection datasets, we demonstrate consistent performance improvements across all models. Our approach not only bolsters detection accuracy within the training sets but also generalises well to other litter detection contexts. Crucially, these improvements are achieved without increasing model complexity or adding extra layers, ensuring computational efficiency and scalability. Our results suggest that this methodology offers a practical solution for litter detection, balancing accuracy and efficiency in real-world applications.

LGJul 30, 2025
Privileged Contrastive Pretraining for Multimodal Affect Modelling

Kosmas Pinitas, Konstantinos Makantasis, Georgios N. Yannakakis

Affective Computing (AC) has made significant progress with the advent of deep learning, yet a persistent challenge remains: the reliable transfer of affective models from controlled laboratory settings (in-vitro) to uncontrolled real-world environments (in-vivo). To address this challenge we introduce the Privileged Contrastive Pretraining (PriCon) framework according to which models are first pretrained via supervised contrastive learning (SCL) and then act as teacher models within a Learning Using Privileged Information (LUPI) framework. PriCon both leverages privileged information during training and enhances the robustness of derived affect models via SCL. Experiments conducted on two benchmark affective corpora, RECOLA and AGAIN, demonstrate that models trained using PriCon consistently outperform LUPI and end to end models. Remarkably, in many cases, PriCon models achieve performance comparable to models trained with access to all modalities during both training and testing. The findings underscore the potential of PriCon as a paradigm towards further bridging the gap between in-vitro and in-vivo affective modelling, offering a scalable and practical solution for real-world applications.

HCJun 17, 2024
GameVibe: A Multimodal Affective Game Corpus

Matthew Barthet, Maria Kaselimi, Kosmas Pinitas et al.

As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with high-quality audiovisual stimuli. In this paper, we present GameVibe, a novel affect corpus which consists of multimodal audiovisual stimuli, including in-game behavioural observations and third-person affect traces for viewer engagement. The corpus consists of videos from a diverse set of publicly available gameplay sessions across 30 games, with particular attention to ensure high-quality stimuli with good audiovisual and gameplay diversity. Furthermore, we present an analysis on the reliability of the annotators in terms of inter-annotator agreement.

CVFeb 9, 2024
Learning using privileged information for segmenting tumors on digital mammograms

Ioannis N. Tzortzis, Konstantinos Makantasis, Ioannis Rallis et al.

Limited amount of data and data sharing restrictions, due to GDPR compliance, constitute two common factors leading to reduced availability and accessibility when referring to medical data. To tackle these issues, we introduce the technique of Learning Using Privileged Information. Aiming to substantiate the idea, we attempt to build a robust model that improves the segmentation quality of tumors on digital mammograms, by gaining privileged information knowledge during the training procedure. Towards this direction, a baseline model, called student, is trained on patches extracted from the original mammograms, while an auxiliary model with the same architecture, called teacher, is trained on the corresponding enhanced patches accessing, in this way, privileged information. We repeat the student training procedure by providing the assistance of the teacher model this time. According to the experimental results, it seems that the proposed methodology performs better in the most of the cases and it can achieve 10% higher F1 score in comparison with the baseline.

HCMay 18, 2023
From the Lab to the Wild: Affect Modeling via Privileged Information

Konstantinos Makantasis, Kosmas Pinitas, Antonios Liapis et al.

How can we reliably transfer affect models trained in controlled laboratory conditions (in-vitro) to uncontrolled real-world settings (in-vivo)? The information gap between in-vitro and in-vivo applications defines a core challenge of affective computing. This gap is caused by limitations related to affect sensing including intrusiveness, hardware malfunctions and availability of sensors. As a response to these limitations, we introduce the concept of privileged information for operating affect models in real-world scenarios (in the wild). Privileged information enables affect models to be trained across multiple modalities available in a lab, and ignore, without significant performance drops, those modalities that are not available when they operate in the wild. Our approach is tested in two multimodal affect databases one of which is designed for testing models of affect in the wild. By training our affect models using all modalities and then using solely raw footage frames for testing the models, we reach the performance of models that fuse all available modalities for both training and testing. The results are robust across both classification and regression affect modeling tasks which are dominant paradigms in affective computing. Our findings make a decisive step towards realizing affect interaction in the wild.

LGAug 12, 2021
AffRankNet+: Ranking Affect Using Privileged Information

Konstantinos Makantasis

Many of the affect modelling tasks present an asymmetric distribution of information between training and test time; additional information is given about the training data, which is not available at test time. Learning under this setting is called Learning Under Privileged Information (LUPI). At the same time, due to the ordinal nature of affect annotations, formulating affect modelling tasks as supervised learning ranking problems is gaining ground within the Affective Computing research community. Motivated by the two facts above, in this study, we introduce a ranking model that treats additional information about the training data as privileged information to accurately rank affect states. Our ranking model extends the well-known RankNet model to the LUPI paradigm, hence its name AffRankNet+. To the best of our knowledge, it is the first time that a ranking model based on neural networks exploits privileged information. We evaluate the performance of the proposed model on the public available Afew-VA dataset and compare it against the RankNet model, which does not use privileged information. Experimental evaluation indicates that the AffRankNet+ model can yield significantly better performance.

HCJul 22, 2021
Privileged Information for Modeling Affect In The Wild

Konstantinos Makantasis, David Melhart, Antonios Liapis et al.

A key challenge of affective computing research is discovering ways to reliably transfer affect models that are built in the laboratory to real world settings, namely in the wild. The existing gap between in vitro and in vivo affect applications is mainly caused by limitations related to affect sensing including intrusiveness, hardware malfunctions, availability of sensors, but also privacy and security. As a response to these limitations in this paper we are inspired by recent advances in machine learning and introduce the concept of privileged information for operating affect models in the wild. The presence of privileged information enables affect models to be trained across multiple modalities available in a lab setting and ignore modalities that are not available in the wild with no significant drop in their modeling performance. The proposed privileged information framework is tested in a game arousal corpus that contains physiological signals in the form of heart rate and electrodermal activity, game telemetry, and pixels of footage from two dissimilar games that are annotated with arousal traces. By training our arousal models using all modalities (in vitro) and using solely pixels for testing the models (in vivo), we reach levels of accuracy obtained from models that fuse all modalities both for training and testing. The findings of this paper make a decisive step towards realizing affect interaction in the wild.

LGApr 11, 2021
Rank-R FNN: A Tensor-Based Learning Model for High-Order Data Classification

Konstantinos Makantasis, Alexandros Georgogiannis, Athanasios Voulodimos et al.

An increasing number of emerging applications in data science and engineering are based on multidimensional and structurally rich data. The irregularities, however, of high-dimensional data often compromise the effectiveness of standard machine learning algorithms. We hereby propose the Rank-R Feedforward Neural Network (FNN), a tensor-based nonlinear learning model that imposes Canonical/Polyadic decomposition on its parameters, thereby offering two core advantages compared to typical machine learning methods. First, it handles inputs as multilinear arrays, bypassing the need for vectorization, and can thus fully exploit the structural information along every data dimension. Moreover, the number of the model's trainable parameters is substantially reduced, making it very efficient for small sample setting problems. We establish the universal approximation and learnability properties of Rank-R FNN, and we validate its performance on real-world hyperspectral datasets. Experimental evaluations show that Rank-R FNN is a computationally inexpensive alternative of ordinary FNN that achieves state-of-the-art performance on higher-order tensor data.

HCJan 26, 2021
The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games

Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis

What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video? In this paper we address the above questions by evaluating the capacity of deep learned representations to predict affect by relying only on audiovisual information of videos. We assume that the pixels and audio of an interactive session embed the necessary information required to detect affect. We test our hypothesis in the domain of digital games and evaluate the degree to which deep classifiers and deep preference learning algorithms can learn to predict the arousal of players based only on the video footage of their gameplay. Our results from four dissimilar games suggest that general-purpose representations can be built across games as the arousal models obtain average accuracies as high as 85% using the challenging leave-one-video-out cross-validation scheme. The dissimilar audiovisual characteristics of the tested games showcase the strengths and limitations of the proposed method.

LGApr 17, 2020
Space-Time Domain Tensor Neural Networks: An Application on Human Pose Classification

Konstantinos Makantasis, Athanasios Voulodimos, Anastasios Doulamis et al.

Recent advances in sensing technologies require the design and development of pattern recognition models capable of processing spatiotemporal data efficiently. In this study, we propose a spatially and temporally aware tensor-based neural network for human pose classification using three-dimensional skeleton data. Our model employs three novel components. First, an input layer capable of constructing highly discriminative spatiotemporal features. Second, a tensor fusion operation that produces compact yet rich representations of the data, and third, a tensor-based neural network that processes data representations in their original tensor form. Our model is end-to-end trainable and characterized by a small number of trainable parameters making it suitable for problems where the annotated data is limited. Experimental evaluation of the proposed model indicates that it can achieve state-of-the-art performance.

ROJul 10, 2019
Deep Reinforcement-Learning-based Driving Policy for Autonomous Road Vehicles

Konstantinos Makantasis, Maria Kontorinaki, Ioannis Nikolos

In this work the problem of path planning for an autonomous vehicle that moves on a freeway is considered. The most common approaches that are used to address this problem are based on optimal control methods, which make assumptions about the model of the environment and the system dynamics. On the contrary, this work proposes the development of a driving policy based on reinforcement learning. In this way, the proposed driving policy makes minimal or no assumptions about the environment, since a priori knowledge about the system dynamics is not required. Driving scenarios where the road is occupied both by autonomous and manual driving vehicles are considered. To the best of our knowledge, this is one of the first approaches that propose a reinforcement learning driving policy for mixed driving environments. The derived reinforcement learning policy, firstly, is compared against an optimal policy derived via dynamic programming, and, secondly, its efficiency is evaluated under realistic scenarios generated by the established SUMO microscopic traffic flow simulator. Finally, some initial results regarding the effect of autonomous vehicles' behavior on the overall traffic flow are presented.

HCJul 4, 2019
From Pixels to Affect: A Study on Games and Player Experience

Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis

Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address these questions by employing three dissimilar deep convolutional neural network architectures in our attempt to learn the underlying mapping between video streams of gameplay and the player's arousal. We test the algorithms in an annotated dataset of 50 gameplay videos of a survival shooter game and evaluate the deep learned models' capacity to classify high vs low arousal levels. Our key findings with the demanding leave-one-video-out validation method reveal accuracies of over 78% on average and 98% at best. While this study focuses on games and player experience as a test domain, the findings and methodology are directly relevant to any affective computing area, introducing a general and user-agnostic approach for modeling affect.

ROMay 22, 2019
A Deep Reinforcement Learning Driving Policy for Autonomous Road Vehicles

Konstantinos Makantasis, Maria Kontorinaki, Ioannis Nikolos

This work regards our preliminary investigation on the problem of path planning for autonomous vehicles that move on a freeway. We approach this problem by proposing a driving policy based on Reinforcement Learning. The proposed policy makes minimal or no assumptions about the environment, since no a priori knowledge about the system dynamics is required. We compare the performance of the proposed policy against an optimal policy derived via Dynamic Programming and against manual driving simulated by SUMO traffic simulator.

LGFeb 6, 2019
Common Mode Patterns for Supervised Tensor Subspace Learning

Konstantinos Makantasis, Anastasios Doulamis, Nikolaos Doulamis et al.

In this work we propose a method for reducing the dimensionality of tensor objects in a binary classification framework. The proposed Common Mode Patterns method takes into consideration the labels' information, and ensures that tensor objects that belong to different classes do not share common features after the reduction of their dimensionality. We experimentally validate the proposed supervised subspace learning technique and compared it against Multilinear Principal Component Analysis using a publicly available hyperspectral imaging dataset. Experimental results indicate that the proposed CMP method can efficiently reduce the dimensionality of tensor objects, while, at the same time, increasing the inter-class separability.

LGFeb 15, 2018
Tensor-based Nonlinear Classifier for High-Order Data Analysis

Konstantinos Makantasis, Anastasios Doulamis, Nikolaos Doulamis et al.

In this paper we propose a tensor-based nonlinear model for high-order data classification. The advantages of the proposed scheme are that (i) it significantly reduces the number of weight parameters, and hence of required training samples, and (ii) it retains the spatial structure of the input samples. The proposed model, called \textit{Rank}-1 FNN, is based on a modification of a feedforward neural network (FNN), such that its weights satisfy the {\it rank}-1 canonical decomposition. We also introduce a new learning algorithm to train the model, and we evaluate the \textit{Rank}-1 FNN on third-order hyperspectral data. Experimental results and comparisons indicate that the proposed model outperforms state of the art classification methods, including deep learning based ones, especially in cases with small numbers of available training samples.

CVSep 24, 2017
Tensor-Based Classifiers for Hyperspectral Data Analysis

Konstantinos Makantasis, Anastasios Doulamis, Nikolaos Doulamis et al.

In this work, we present tensor-based linear and nonlinear models for hyperspectral data classification and analysis. By exploiting principles of tensor algebra, we introduce new classification architectures, the weight parameters of which satisfies the {\it rank}-1 canonical decomposition property. Then, we introduce learning algorithms to train both the linear and the non-linear classifier in a way to i) to minimize the error over the training samples and ii) the weight coefficients satisfies the {\it rank}-1 canonical decomposition property. The advantages of the proposed classification model is that i) it reduces the number of parameters required and thus reduces the respective number of training samples required to properly train the model, ii) it provides a physical interpretation regarding the model coefficients on the classification output and iii) it retains the spatial and spectral coherency of the input samples. To address issues related with linear classification, characterizing by low capacity, since it can produce rules that are linear in the input space, we introduce non-linear classification models based on a modification of a feedforward neural network. We call the proposed architecture {\it rank}-1 Feedfoward Neural Network (FNN), since their weights satisfy the {\it rank}-1 caconical decomposition property. Appropriate learning algorithms are also proposed to train the network. Experimental results and comparisons with state of the art classification methods, either linear (e.g., SVM) and non-linear (e.g., deep learning) indicates the outperformance of the proposed scheme, especially in cases where a small number of training samples are available. Furthermore, the proposed tensor-based classfiers are evaluated against their capabilities in dimensionality reduction.

CVJul 31, 2016
Data-Driven Background Subtraction Algorithm for in-Camera Acceleration in Thermal Imagery

Konstantinos Makantasis, Antonis Nikitakis, Anastasios Doulamis et al.

Detection of moving objects in videos is a crucial step towards successful surveillance and monitoring applications. A key component for such tasks is called background subtraction and tries to extract regions of interest from the image background for further processing or action. For this reason, its accuracy and real-time performance is of great significance. Although, effective background subtraction methods have been proposed, only a few of them take into consideration the special characteristics of thermal imagery. In this work, we propose a background subtraction scheme, which models the thermal responses of each pixel as a mixture of Gaussians with unknown number of components. Following a Bayesian approach, our method automatically estimates the mixture structure, while simultaneously it avoids over/under fitting. The pixel density estimate is followed by an efficient and highly accurate updating mechanism, which permits our system to be automatically adapted to dynamically changing operation conditions. We propose a reference implementation of our method in reconfigurable hardware achieving both adequate performance and low power consumption. Adopting a High Level Synthesis design, demanding floating point arithmetic operations are mapped in reconfigurable hardware; demonstrating fast-prototyping and on-field customization at the same time.

CVJun 29, 2015
Variational Inference for Background Subtraction in Infrared Imagery

Konstantinos Makantasis, Anastasios Doulamis, Nikolaos Doulamis

We propose a Gaussian mixture model for background subtraction in infrared imagery. Following a Bayesian approach, our method automatically estimates the number of Gaussian components as well as their parameters, while simultaneously it avoids over/under fitting. The equations for estimating model parameters are analytically derived and thus our method does not require any sampling algorithm that is computationally and memory inefficient. The pixel density estimate is followed by an efficient and highly accurate updating mechanism, which permits our system to be automatically adapted to dynamically changing operation conditions. Experimental results and comparisons with other methods show that our method outperforms, in terms of precision and recall, while at the same time it keeps computational cost suitable for real-time applications.