We tackle one-shot visual search by example for arbitrary object categories: Given an example image of a novel reference object, find and segment all object instances of the same category within a scene. To address this problem, we propose Siamese Mask R-CNN. It extends Mask R-CNN by a Siamese backbone encoding both reference image and scene, allowing it to target detection and segmentation towards the reference category. We use Siamese Mask R-CNN to perform one-shot instance segmentation on MS-COCO, demonstrating that it can detect and segment objects of novel categories it was not trained on, and without using mask annotations at test time. Our results highlight challenges of the one-shot setting: while transferring knowledge about instance segmentation to novel object categories not used during training works very well, targeting the detection and segmentation networks towards the reference category appears to be more difficult. Our work provides a first strong baseline for one-shot instance segmentation and will hopefully inspire further research in this relatively unexplored field.
Visual search has a long history in perceptual psychology (reviewed, , by @cite_37 ), although typically with simple visual patterns, while search for arbitrary objects in real scenes has been addressed only recently @cite_45 @cite_29 , and often using a natural language cue @cite_29 .
@cite_29 @cite_37 @cite_45
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A number of psychophysical studies concerning the detection, localization and recognition of objects in the visual field have suggested a two-stage theory of human visual perception. The first stage is the “preattentive” mode, in which simple features are processed rapidly and in parallel over the entire visual field. In the second, “attentive” mode, a specialized processing focus, usually called the focus of attention, is directed to particular locations in the visual field. The analysis of complex forms and the recognition of objects are associated with this second stage.1 The computational justification for such a hypothesis comes from the realization that while it is possible to imagine specific algorithms performing tasks such as shape analysis and recognition at specific locations, it is difficult to imagine these algorithms operating in parallel over the whole visual scene, since such an approach will quickly lead to a combinatorial explosion in terms of required computational resources.2 This is essentially the major critique of Minsky and Papert to a universal application of perceptrons in visual perception.3 Taken together, these empirical and theoretical studies suggest that beyond a certain preprocessing stage, the analysis of visual information proceeds in a sequence of operations, each one applied to a selected location (or locations). An important component of routine visual behavior is the ability to find one item in a visual world filled with other, distracting items. This ability to performvisual search has been the subject of a large body of research in the past 15 years. This paper reviews the visual search literature and presents a model of human search behavior. Built upon the work of Neisser, Treisman, Julesz, and others, the model distinguishes between a preattentive, massively parallel stage that processes information about basic visual features (color, motion, various depth cues, etc.) across large portions of the visual field and a subsequent limited-capacity stage that performs other, more complex operations (e.g., face recognition, reading, object identification) over a limited portion of the visual field. The spatial deployment of the limited-capacity process is under attentional control. The heart of the guided search model is the idea that attentional deployment of limited resources isguided by the output of the earlier parallel processes. Guided Search 2.0 (GS2) is a revision of the model in which virtually all aspects of the model have been made more explicit and or revised in light of new data. The paper is organized into four parts: Part 1 presents the model and the details of its computer simulation. Part 2 reviews the visual search literature on preattentive processing of basic features and shows how the GS2 simulation reproduces those results. Part 3 reviews the literature on the attentional deployment of limited-capacity processes in conjunction and serial searches and shows how the simulation handles those conditions. Finally, Part 4 deals with shortcomings of the model and unresolved issues. By providing substantial amounts of data and standardized evaluation protocols, datasets in computer vision have helped fuel advances across all areas of visual recognition. But even in light of breakthrough results on recent benchmarks, it is still fair to ask if our recognition algorithms are doing as well as we think they are. The vision sciences at large make use of a very different evaluation regime known as Visual Psychophysics to study visual perception. Psychophysics is the quantitative examination of the relationships between controlled stimuli and the behavioral responses they elicit in experimental test subjects. Instead of using summary statistics to gauge performance, psychophysics directs us to construct item-response curves made up of individual stimulus responses to find perceptual thresholds, thus allowing one to identify the exact point at which a subject can no longer reliably recognize the stimulus class. In this article, we introduce a comprehensive evaluation framework for visual recognition models that is underpinned by this methodology. Over millions of procedurally rendered 3D scenes and 2D images, we compare the performance of well-known convolutional neural networks. Our results bring into question recent claims of human-like performance, and provide a path forward for correcting newly surfaced algorithmic deficiencies. How efficient is visual search in real scenes? In searches for targets among arrays of randomly placed distractors, efficiency is often indexed by the slope of the reaction time (RT) × Set Size function. However, it may be impossible to define set size for real scenes. As an approximation, we hand-labeled 100 indoor scenes and used the number of labeled regions as a surrogate for set size. In Experiment 1, observers searched for named objects (a chair, bowl, etc.). With set size defined as the number of labeled regions, search was very efficient ( 5 ms item). When we controlled for a possible guessing strategy in Experiment 2, slopes increased somewhat ( 15 ms item), but they were much shallower than search for a random object among other distinctive objects outside of a scene setting (Exp. 3: 40 ms item). In Experiments 4–6, observers searched repeatedly through the same scene for different objects. Increased familiarity with scenes had modest effects on RTs, while repetition of target items had large effects (>500 ms). We propose that visual search in scenes is efficient because scene-specific forms of attentional guidance can eliminate most regions from the “functional set size” of items that could possibly be the target. One of the most widely used strategies for visual object detection is based on exhaustive spatial hypothesis search. While methods like sliding windows have been successful and effective for many years, they are still brute-force, independent of the image content and the visual category being searched. In this paper we present principled sequential models that accumulate evidence collected at a small set of image locations in order to detect visual objects effectively. By formulating sequential search as reinforcement learning of the search policy (including the stopping condition), our fully trainable model can explicitly balance for each class, specifically, the conflicting goals of exploration – sampling more image regions for better accuracy –, and exploitation – stopping the search efficiently when sufficiently confident about the target's location. The methodology is general and applicable to any detector response function. We report encouraging results in the PASCAL VOC 2012 object detection test set showing that the proposed methodology achieves almost two orders of magnitude speed-up over sliding window methods. Visual attention is the cognitive process of directing our gaze on one aspect of the visual field while ignoring others. The mainstream approach to modeling focal visual attention involves identifying saliencies in the image and applying a search process to the salient regions. However, such inference schemes commonly fail to accurately capture perceptual attractors, require massive computational effort and, generally speaking, are not biologically plausible. This paper introduces a novel approach to the problem of visual search by framing it as an adaptive learning process. In particular, we devise an approximate optimal control framework, based on reinforcement learning, for actively searching a visual field. We apply the method to the problem of face detection and demonstrate that the technique is both accurate and scalable. Moreover, the foundations proposed here pave the way for extending the approach to other large-scale visual perception problems. We assess the applicability of several popular learning methods for the problem of recognizing generic visual categories with invariance to pose, lighting, and surrounding clutter. A large dataset comprising stereo image pairs of 50 uniform-colored toys under 36 azimuths, 9 elevations, and 6 lighting conditions was collected (for a total of 194,400 individual images). The objects were 10 instances of 5 generic categories: four-legged animals, human figures, airplanes, trucks, and cars. Five instances of each category were used for training, and the other five for testing. Low-resolution grayscale images of the objects with various amounts of variability and surrounding clutter were used for training and testing. Nearest neighbor methods, support vector machines, and convolutional networks, operating on raw pixels or on PCA-derived features were tested. Test error rates for unseen object instances placed on uniform backgrounds were around 13 for SVM and 7 for convolutional nets. On a segmentation recognition task with highly cluttered images, SVM proved impractical, while convolutional nets yielded 16 7 error. A real-time version of the system was implemented that can detect and classify objects in natural scenes at around 10 frames per second. SUMMARY Perceptualexperienceconsistsofanenormousnumber of possible states. Previous fMRI studies have predicted a perceptual state by classifying brain activity into prespecified categories. Constraint-free visual image reconstruction is more challenging, as itisimpracticaltospecifybrainactivityforallpossible images.Inthisstudy,wereconstructedvisualimages by combining local image bases of multiple scales, whose contrasts were independently decoded from fMRI activity by automatically selecting relevant voxels and exploiting their correlated patterns. Binarycontrast, 10 3 10-patch images (2 100 possible states) were accurately reconstructed without any image prior on a single trial or volume basis by measuring brain activity only for several hundred random images. Reconstruction was also used to identify the presented image among millions of candidates. Theresultssuggestthatourapproachprovidesaneffective means to read out complex perceptual states from brain activity while discovering information representation in multivoxel patterns. Most models of visual search, whether involving overt eye movements or covert shifts of attention, are based on the concept of a saliency map, that is, an explicit two-dimensional map that encodes the saliency or conspicuity of objects in the visual environment. Competition among neurons in this map gives rise to a single winning location that corresponds to the next attended target. Inhibiting this location automatically allows the system to attend to the next most salient location. We describe a detailed computer implementation of such a scheme, focusing on the problem of combining information across modalities, here orientation, intensity and color information, in a purely stimulus-driven manner. The model is applied to common psychophysical stimuli as well as to a very demanding visual search task. Its successful performance is used to address the extent to which the primate visual system carries out visual search via one or more such saliency maps and how this can be tested. In this thesis visual search experiments are devised to explore the feasibility of an eye gaze driven search mechanism. The thesis first explores gaze behaviour on images possessing different levels of saliency. Eye behaviour was predominantly attracted by salient locations, but appears to also require frequent reference to non-salient background regions which indicated that information from scan paths might prove useful for image search. The thesis then specifically investigates the benefits of eye tracking as an image retrieval interface in terms of speed relative to selection by mouse, and in terms of the efficiency of eye tracking mechanisms in the task of retrieving target images. Results are analysed using ANOVA and significant findings are discussed. Results show that eye selection was faster than a computer mouse and experience gained during visual tasks carried out using a mouse would benefit users if they were subsequently transferred to an eye tracking system. Results on the image retrieval experiments show that users are able to navigate to a target image within a database confirming the feasibility of an eye gaze driven search mechanism. Additional histogram analysis of the fixations, saccades and pupil diameters in the human eye movement data revealed a new method of extracting intentions from gaze behaviour for image search, of which the user was not aware and promises even quicker search performances. The research has two implications for Content Based Image Retrieval: (i) improvements in query formulation for visual search and (ii) new methods for visual search using attentional weighting. Futhermore it was demonstrated that users are able to find target images at sufficient speeds indicating that pre-attentive activity is playing a role in visual search. A current review of eye tracking technology, current applications, visual perception research, and models of visual attention is discussed. A review of the potential of the technology for commercial exploitation is also presented. We address the question of inferring the search target from fixation behavior in visual search. Such inference is possible since during search, our attention and gaze are guided toward visual features similar to those in the search target. We strive to answer two fundamental questions: what are the most powerful algorithmic principles for this task, and how does their performance depend on the amount of available eye movement data and the complexity of the target objects? In the first two experiments, we choose a random-dot search paradigm to eliminate contextual influences on search. We present an algorithm that correctly infers the target pattern up to 50 times as often as a previously employed method and promises sufficient power and robustness for interface control. Moreover, the current data suggest a principal limitation of target inference that is crucial for interface design: if the target pattern exceeds a certain spatial complexity level, only a subpattern tends to guide the observers' eye movements, which drastically impairs target inference. In the third experiment, we show that it is possible to predict search targets in natural scenes using pattern classifiers and classic computer vision features significantly above chance. The availability of compelling inferential algorithms could initiate a new generation of smart, gaze-controlled interfaces and wearable visual technologies that deduce from their users' eye movements the visual information for which they are looking. In a broader perspective, our study shows directions for efficient intent decoding from eye movements. HighlightsProviding a unified theoretical framework for intent decoding using eye movements.Proposing two new algorithms for search target inference from fixations.Studying the impact of target complexity in search performance and target inference.Sharing a large collection of code and data to promote future research in this area. Abstract To support our reasoning abilities perception must recover environmental regularities—e.g., rigidity, “objectness,” axes of symmetry—for later use by cognition. To create a theory of how our perceptual apparatus can produce meaningful cognitive primitives from an array of image intensities we require a representation whose elements may be lawfully related to important physical regularities, and that correctly describes the perceptual organization people impose on the stimulus. Unfortunately, the representations that are currently available were originally developed for other purposes (e.g., physics, engineering) and have so far proven unsuitable for the problems of perception or common-sense reasoning. In answer to this problem we present a representation that has proven competent to accurately describe an extensive variety of natural forms (e.g., people, mountains, clouds, trees), as well as man-made forms, in a succinct and natural manner. The approach taken in this representational system is to describe scene structure at a scale that is similar to our naive perceptual notion of “a part,” by use of descriptions that reflect a possible formative history of the object, e.g., how the object might have been constructed from lumps of clay. For this representation to be useful it must be possible to recover such descriptions from image data; we show that the primitive elements of such descriptions may be recovered in an overconstrained and therefore reliable manner. We believe that this descriptive system makes an important contribution towards solving current problems in perceiving and reasoning about natural forms by allowing us to construct accurate descriptions that are extremely compact and that capture people's intuitive notions about the part structure of three-dimensional forms. Selective visual attention plays an important role in human visual system. In real life, human visual system cannot handle all of the visual information captured by eyes on time. Selective visual attention filters the visual information and selects interesting one for further processing such as object detection. Inspired by this mechanism, we construct an object detection method which can speed up the object detection relative to the methods that search objects by using sliding window. This method firstly extracts saliency map from the origin image, and then gets the candidate detection area from the saliency map by adaptive thresholds. To detect object, we only need to search the candidate detection area with the deformable part model. Since the candidate detection area is much smaller than the whole image, we can speed up the object detection. We evaluate the detection performance of our approach on PASCAL 2008 dataset, INRIA person dataset and Caltech 101 dataset, and the results indicate that our method can speed up the detection without decline in detection accuracy. For many problems in computer vision, human learners are considerably better than machines. Humans possess highly accurate internal recognition and learning mechanisms that are not yet understood, and they frequently have access to more extensive training data through a lifetime of unbiased experience with the visual world. We propose to use visual psychophysics to directly leverage the abilities of human subjects to build better machine learning systems. First, we use an advanced online psychometric testing platform to make new kinds of annotation data available for learning. Second, we develop a technique for harnessing these new kinds of information—“perceptual annotations”—for support vector machines. A key intuition for this approach is that while it may remain infeasible to dramatically increase the amount of data and high-quality labels available for the training of a given system, measuring the exemplar-by-exemplar difficulty and pattern of errors of human annotators can provide important information for regularizing the solution of the system at hand. A case study for the problem face detection demonstrates that this approach yields state-of-the-art results on the challenging FDDB data set. What do we see when we glance at a natural scene and how does it change as the glance becomes longer? We asked naive subjects to report in a free-form format what they saw when looking at briefly presented real-life photographs. Our subjects received no specific information as to the content of each stimulus. Thus, our paradigm differs from previous studies where subjects were cued before a picture was presented and or were probed with multiple-choice questions. In the first stage, 90 novel grayscale photographs were foveally shown to a group of 22 native-English-speaking subjects. The presentation time was chosen at random from a set of seven possible times (from 27 to 500 ms). A perceptual mask followed each photograph immediately. After each presentation, subjects reported what they had just seen as completely and truthfully as possible. In the second stage, another group of naive individuals was instructed to score each of the descriptions produced by the subjects in the first stage. Individual scores were assigned to more than a hundred different attributes. We show that within a single glance, much object- and scene-level information is perceived by human subjects. The richness of our perception, though, seems asymmetrical. Subjects tend to have a propensity toward perceiving natural scenes as being outdoor rather than indoor. The reporting of sensory- or feature-level information of a scene (such as shading and shape) consistently precedes the reporting of the semantic-level information. But once subjects recognize more semantic-level components of a scene, there is little evidence suggesting any bias toward either scene-level or object-level recognition. This paper presents an application of perceptual grouping rules for content-based image retrieval. The semantic interrelationships between different primitive image features are exploited by perceptual grouping to detect the presence of manmade structures. A methodology based on these principles in a Bayesian framework for the retrieval of building images, and the results obtained are presented. The image database consists of monocular grayscale outdoor images taken from a ground-level camera. Many experiments have shown that the human visual system makes extensive use of contextual information for facilitating object search in natural scenes. However, the question of how to formally model contextual influences is still open. On the basis of a Bayesian framework, the authors present an original approach of attentional guidance by global scene context. The model comprises 2 parallel pathways; one pathway computes local features (saliency) and the other computes global (scene-centered) features. The contextual guidance model of attention combines bottom-up saliency, scene context, and top-down mechanisms at an early stage of visual processing and predicts the image regions likely to be fixated by human observers performing natural search tasks in real-world scenes. The challenges in empirical eye-tracking studies of usability or complex problem solving include 1) how to effectively analyze the eye-tracking data, and 2) how to interpret and relate the resulting measures to the user cognitive processing. We conducted a reanalysis of eye-tracking data from a recent study that involved programmers of two experience groups debugging a program with the help of multiple representations. The proportional fixation time on each area of interest (AOI), frequency of visual attention switches between the areas, and the type of switch were investigated during five consequential phases of ten minutes of debugging. We increased the granularity of the focus on the user processing several times, allowing us to construct a better picture of the process. In addition, plotting the areas of interest in time supported a visual analysis and comparison with the quantitative data. We found repetitive patterns of visual attention that were associated with less experience in programming and lower performance. We also discovered that at the beginning of the process programmers made use of both the code and visualization while frequently switching between them. At a later stage of debugging, more experienced programmers began to increasingly integrate also the output of the program and employed a high-frequency of visual attention switching to coordinate the three representations. Visual attention is a process that enables biological and machine vision systems to select the most relevant regions from a scene. Relevance is determined by two components: 1) top-down factors driven by task and 2) bottom-up factors that highlight image regions that are different from their surroundings. The latter are often referred to as “visual saliency.” Modeling bottom-up visual saliency has been the subject of numerous research efforts during the past 20 years, with many successful applications in computer vision and robotics. Available models have been tested with different datasets (e.g., synthetic psychological search arrays, natural images or videos) using different evaluation scores (e.g., search slopes, comparison to human eye tracking) and parameter settings. This has made direct comparison of models difficult. Here, we perform an exhaustive comparison of 35 state-of-the-art saliency models over 54 challenging synthetic patterns, three natural image datasets, and two video datasets, using three evaluation scores. We find that although model rankings vary, some models consistently perform better. Analysis of datasets reveals that existing datasets are highly center-biased, which influences some of the evaluation scores. Computational complexity analysis shows that some models are very fast, yet yield competitive eye movement prediction accuracy. Different models often have common easy difficult stimuli. Furthermore, several concerns in visual saliency modeling, eye movement datasets, and evaluation scores are discussed and insights for future work are provided. Our study allows one to assess the state-of-the-art, helps to organizing this rapidly growing field, and sets a unified comparison framework for gauging future efforts, similar to the PASCAL VOC challenge in the object recognition and detection domains. We introduce a model of eye movements during categorical search, the task of finding and recognizing categorically defined targets. It extends a previous model of eye movements during search (target acquisition model, TAM) by using distances from an support vector machine classification boundary to create probability maps indicating pixel-by-pixel evidence for the target category in search images. Other additions include functionality enabling target-absent searches, and a fixation-based blurring of the search images now based on a mapping between visual and collicular space. We tested this model on images from a previously conducted variable set-size (6 13 20) present absent search experiment where participants searched for categorically defined teddy bear targets among random category distractors. The model not only captured target-present absent set-size effects, but also accurately predicted for all conditions the numbers of fixations made prior to search judgements. It also predicted the percentages of first eye movements during search landing on targets, a conservative measure of search guidance. Effects of set size on false negative and false positive errors were also captured, but error rates in general were overestimated. We conclude that visual features discriminating a target category from non-targets can be learned and used to guide eye movements during categorical search.