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- Title
- Holistic Representations for Activities and Crowd Behaviors.
- Creator
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Solmaz, Berkan, Shah, Mubarak, Da Vitoria Lobo, Niels, Jha, Sumit, Ilie, Marcel, Moore, Brian, University of Central Florida
- Abstract / Description
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In this dissertation, we address the problem of analyzing the activities of people in a variety of scenarios, this is commonly encountered in vision applications. The overarching goal is to devise new representations for the activities, in settings where individuals or a number of people may take a part in specific activities. Different types of activities can be performed by either an individual at the fine level or by several people constituting a crowd at the coarse level. We take into...
Show moreIn this dissertation, we address the problem of analyzing the activities of people in a variety of scenarios, this is commonly encountered in vision applications. The overarching goal is to devise new representations for the activities, in settings where individuals or a number of people may take a part in specific activities. Different types of activities can be performed by either an individual at the fine level or by several people constituting a crowd at the coarse level. We take into account the domain specific information for modeling these activities. The summary of the proposed solutions is presented in the following.The holistic description of videos is appealing for visual detection and classification tasks for several reasons including capturing the spatial relations between the scene components, simplicity, and performance [1, 2, 3]. First, we present a holistic (global) frequency spectrum based descriptor for representing the atomic actions performed by individuals such as: bench pressing, diving, hand waving, boxing, playing guitar, mixing, jumping, horse riding, hula hooping etc. We model and learn these individual actions for classifying complex user uploaded videos. Our method bypasses the detection of interest points, the extraction of local video descriptors and the quantization of local descriptors into a code book; it represents each video sequence as a single feature vector. This holistic feature vector is computed by applying a bank of 3-D spatio-temporal filters on the frequency spectrum of a video sequence; hence it integrates the information about the motion and scene structure. We tested our approach on two of the most challenging datasets, UCF50 [4] and HMDB51 [5], and obtained promising results which demonstrates the robustness and the discriminative power of our holistic video descriptor for classifying videos of various realistic actions.In the above approach, a holistic feature vector of a video clip is acquired by dividing the video into spatio-temporal blocks then concatenating the features of the individual blocks together. However, such a holistic representation blindly incorporates all the video regions regardless of their contribution in classification. Next, we present an approach which improves the performance of the holistic descriptors for activity recognition. In our novel method, we improve the holistic descriptors by discovering the discriminative video blocks. We measure the discriminativity of a block by examining its response to a pre-learned support vector machine model. In particular, a block is considered discriminative if it responds positively for positive training samples, and negatively for negative training samples. We pose the problem of finding the optimal blocks as a problem of selecting a sparse set of blocks, which maximizes the total classifier discriminativity. Through a detailed set of experiments on benchmark datasets [6, 7, 8, 9, 5, 10], we show that our method discovers the useful regions in the videos and eliminates the ones which are confusing for classification, which results in significant performance improvement over the state-of-the-art.In contrast to the scenes where an individual performs a primitive action, there may be scenes with several people, where crowd behaviors may take place. For these types of scenes the traditional approaches for recognition will not work due to severe occlusion and computational requirements. The number of videos is limited and the scenes are complicated, hence learning these behaviors is not feasible. For this problem, we present a novel approach, based on the optical flow in a video sequence, for identifying five specific and common crowd behaviors in visual scenes. In the algorithm, the scene is overlaid by a grid of particles, initializing a dynamical system which is derived from the optical flow. Numerical integration of the optical flow provides particle trajectories that represent the motion in the scene. Linearization of the dynamical system allows a simple and practical analysis and classification of the behavior through the Jacobian matrix. Essentially, the eigenvalues of this matrix are used to determine the dynamic stability of points in the flow and each type of stability corresponds to one of the five crowd behaviors. The identified crowd behaviors are (1) bottlenecks: where many pedestrians/vehicles from various points in the scene are entering through one narrow passage, (2) fountainheads: where many pedestrians/vehicles are emerging from a narrow passage only to separate in many directions, (3) lanes: where many pedestrians/vehicles are moving at the same speeds in the same direction, (4) arches or rings: where the collective motion is curved or circular, and (5) blocking: where there is a opposing motion and desired movement of groups of pedestrians is somehow prohibited. The implementation requires identifying a region of interest in the scene, and checking the eigenvalues of the Jacobian matrix in that region to determine the type of flow, that corresponds to various well-defined crowd behaviors. The eigenvalues are only considered in these regions of interest, consistent with the linear approximation and the implied behaviors. Since changes in eigenvalues can mean changes in stability, corresponding to changes in behavior, we can repeat the algorithm over clips of long video sequences to locate changes in behavior. This method was tested on over real videos representing crowd and traffic scenes.
Show less - Date Issued
- 2013
- Identifier
- CFE0004941, ucf:49638
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004941
- Title
- INELASTIC DYNAMIC BEHAVIOR AND DESIGN OF HYBRID COUPLED WALL SYSTEMS.
- Creator
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Hassan, Mohamed Ali, El-Tawil, Sherif, University of Central Florida
- Abstract / Description
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A key consideration in seismic design of buildings is to ensure that the lateral load resisting system has an appropriate combination of strength, stiffness and energy dissipation capacity. Hybrid coupled wall systems, in which steel beams are used to couple two or more reinforced concrete shear walls in series, can be designed to have these attributes and therefore have the potential to deliver good performance under severe seismic loading. This research presents an investigation of the...
Show moreA key consideration in seismic design of buildings is to ensure that the lateral load resisting system has an appropriate combination of strength, stiffness and energy dissipation capacity. Hybrid coupled wall systems, in which steel beams are used to couple two or more reinforced concrete shear walls in series, can be designed to have these attributes and therefore have the potential to deliver good performance under severe seismic loading. This research presents an investigation of the seismic behavior of this type of structural system. System response of 12- and 18-story high prototypes is studied using transient finite element analyses that accounts for the most important aspects of material nonlinear behavior including concrete cracking, tension stiffening, and compressive behavior for both confined and unconfined concrete as well as steel yielding. The developed finite element models are calibrated using more detailed models developed in previous research and are validated through numerous comparisons with test results of reinforced concrete walls and wall-beam subassemblages. Suites of transient inelastic analyses are conducted to investigate pertinent parameters including hazard level, earthquake record scaling, dynamic base shear magnification, interstory drift, shear distortion, coupling beam plastic rotation, and wall rotation. Different performance measures are proposed to judge and compare the behavior of the various systems. The analyses show that, in general, hybrid coupled walls are particularly well suited for use in regions of high seismic risk. The results of the dynamic analyses are used to judge the validity of and to refine a previously proposed design method based on the capacity design concept and the assumption of behavior dominated by the first vibration mode. The adequacy of design based on the pushover analysis procedure as promoted in FEMA-356 (2000) is also investigated using the dynamic analysis results. Substantial discrepancies between both methods are observed, especially in the case of the 18-story system. A critical assessment of dynamic base shear magnification is also conducted, and a new method for estimating its effects is suggested. The method is based on a modal combination procedure that accounts for presence of a plastic hinge at the wall base. Finally, the validity of limitations in FEMA-368 (2000) on building height, particularly for hybrid coupled wall systems, is discussed.
Show less - Date Issued
- 2004
- Identifier
- CFE0000047, ucf:46086
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000047
- Title
- Biomechanics of Developmental Dysplasia of the Hip - An engineering study of closed reduction utilizing the Pavlik harness for a range of subtle to severe dislocations in infants.
- Creator
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Huayamave, Victor, Divo, Eduardo, Kassab, Alain, Reddi, Lakshmi, University of Central Florida
- Abstract / Description
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Developmental Dysplasia of the Hip (DDH) is an abnormal condition where hip joint dislocation, misalignment, or instability is present in infants. Rates of incidence of DDH in newborn infants have been reported to vary between 1 and 20 per 1000 births, making it the most common congenital malformation of the musculoskeletal system. DDH early detection and treatment is critical to avoid the use of surgical treatment in infants and to prevent future complications such as osteoarthritis in adult...
Show moreDevelopmental Dysplasia of the Hip (DDH) is an abnormal condition where hip joint dislocation, misalignment, or instability is present in infants. Rates of incidence of DDH in newborn infants have been reported to vary between 1 and 20 per 1000 births, making it the most common congenital malformation of the musculoskeletal system. DDH early detection and treatment is critical to avoid the use of surgical treatment in infants and to prevent future complications such as osteoarthritis in adult life. To this day several non-surgical treatments involving the use of harnesses and braces have been proposed to treat DDH in infants, with the Pavlik harness being the current non-surgical standard used to treat DDH at early stages. Although the Pavlik harness has been proven to be successful treating subtle dislocations, severe dislocations do not always reduce. Until now the use of the harness remains an empirical method, and its effectiveness often depends on physician expertise or trial-error procedures; thus a clear guideline has not been established to determine the best optimal harness configuration to treat both subtle and severe dislocations. The goal of this dissertation is to understand the connection between reductions for subtle and severe dislocations and passive muscle forces and moments generated while the harness is used during treatment. While the understanding of DDH biomechanics will provide a valuable clinically applicable approach to optimize and increase harness success rate, it is not without its difficulties. This research has created and developed a three-dimensional based on patient-specific geometry of an infant lower limb. The kinematics and dynamics of the lower limb were defined by modeling the hip, femur, tibia, fibula, ankle, foot, and toe bones. The lines of action of five (5) adductor muscles, namely, the Adductor Brevis, Adductor Longus, Adductor Magnus, Pectineus, and Gracilis were identified as mediators of reduction and its mechanical behavior was characterized using a passive response. Four grades (1-4) of dislocation as specified by the International Hip Dysplasia Institute (IHDI) were considered, and the computer model was computationally manipulated to represent physiological dislocations. To account for proper harness modeling, the femur was restrained to move in an envelope consistent with its constraints. The model of the infant lower limb has been used to analyze subtle and severe dislocations. Results are consistent with previous studies based on a simplified anatomically-consistent synthetic model and clinical reports of very low success of the Pavlik harness for severe dislocations. Furthermore the findings on this work suggest that for severe dislocations, the use of the harness could be optimized to achieve hyperflexion of the lower limb leading to successful reduction for cases where the harness fails.This approach provides three main advantages and innovations: 1) the used of patient-specific geometry to elucidate the biomechanics of DDH; 2) the ability to computationally dislocate the model to represent dislocation severity; and 3) the quantification of external forces needed to accomplish reduction for severe dislocations. This study aims to offer a practical solution to effective treatment that draws from engineering expertise and modeling capabilities and also draws upon medical input. The findings of this work will lay the foundation for future optimization of non-surgical methods critical for the treatment of DDH.
Show less - Date Issued
- 2015
- Identifier
- CFE0005631, ucf:50216
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005631
- Title
- Exploring 3D User Interface Technologies for Improving the Gaming Experience.
- Creator
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Kulshreshth, Arun, Laviola II, Joseph, Hughes, Charles, Da Vitoria Lobo, Niels, Masuch, Maic, University of Central Florida
- Abstract / Description
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3D user interface technologies have the potential to make games more immersive (&) engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve...
Show more3D user interface technologies have the potential to make games more immersive (&) engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve better game play experience.This dissertation seeks to improve the gaming experience by exploring several 3DUI technologies. In this work, we focused on stereoscopic 3D viewing (to improve viewing experience) coupled with motion based control, head tracking (to make games more engaging), and faster gesture based menu selection (to reduce cognitive burden associated with menu interaction while playing). We first studied each of these technologies in isolation to understand their benefits for games. We present the results of our experiments to evaluate benefits of stereoscopic 3D (when coupled with motion based control) and head tracking in games. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of these technologies to enhance gaming experiences. We also present the results of our experiments with finger-based menu selection techniques with an aim to find out the fastest technique. Based on these findings, we custom designed an air-combat game prototype which simultaneously uses stereoscopic 3D, head tracking, and finger-count shortcuts to prove that these technologies could be useful for games if the game is designed with these technologies in mind. Additionally, to enhance depth discrimination and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user's look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall gaming experience and discuss the reasons behind our findings.Our experiments indicate that 3D user interface technologies could make gaming experience better if used effectively. The games must be designed to make use of the 3D user interface technologies available in order to provide a better gaming experience to the user. We explored a few technologies as part of this work and obtained some design guidelines for future game designers. We hope that our work will serve as the framework for the future explorations of making games better using 3D user interface technologies.
Show less - Date Issued
- 2015
- Identifier
- CFE0005643, ucf:50190
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005643