John Kent

2papers

2 Papers

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.

CVJul 22, 2017
Automatic Curation of Golf Highlights using Multimodal Excitement Features

Michele Merler, Dhiraj Joshi, Quoc-Bao Nguyen et al.

The production of sports highlight packages summarizing a game's most exciting moments is an essential task for broadcast media. Yet, it requires labor-intensive video editing. We propose a novel approach for auto-curating sports highlights, and use it to create a real-world system for the editorial aid of golf highlight reels. Our method fuses information from the players' reactions (action recognition such as high-fives and fist pumps), spectators (crowd cheering), and commentator (tone of the voice and word analysis) to determine the most interesting moments of a game. We accurately identify the start and end frames of key shot highlights with additional metadata, such as the player's name and the hole number, allowing personalized content summarization and retrieval. In addition, we introduce new techniques for learning our classifiers with reduced manual training data annotation by exploiting the correlation of different modalities. Our work has been demonstrated at a major golf tournament, successfully extracting highlights from live video streams over four consecutive days.