cvpr cvpr2013 cvpr2013-174 knowledge-graph by maker-knowledge-mining

174 cvpr-2013-Fine-Grained Crowdsourcing for Fine-Grained Recognition


Source: pdf

Author: Jia Deng, Jonathan Krause, Li Fei-Fei

Abstract: Fine-grained recognition concerns categorization at sub-ordinate levels, where the distinction between object classes is highly local. Compared to basic level recognition, fine-grained categorization can be more challenging as there are in general less data and fewer discriminative features. This necessitates the use of stronger prior for feature selection. In this work, we include humans in the loop to help computers select discriminative features. We introduce a novel online game called “Bubbles ” that reveals discriminative features humans use. The player’s goal is to identify the category of a heavily blurred image. During the game, the player can choose to reveal full details of circular regions ( “bubbles”), with a certain penalty. With proper setup the game generates discriminative bubbles with assured quality. We next propose the “BubbleBank” algorithm that uses the human selected bubbles to improve machine recognition performance. Experiments demonstrate that our approach yields large improvements over the previous state of the art on challenging benchmarks.

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 In this work, we include humans in the loop to help computers select discriminative features. [sent-4, score-0.114]

2 We introduce a novel online game called “Bubbles ” that reveals discriminative features humans use. [sent-5, score-0.468]

3 During the game, the player can choose to reveal full details of circular regions ( “bubbles”), with a certain penalty. [sent-7, score-0.231]

4 With proper setup the game generates discriminative bubbles with assured quality. [sent-8, score-1.149]

5 We next propose the “BubbleBank” algorithm that uses the human selected bubbles to improve machine recognition performance. [sent-9, score-0.729]

6 There is in general limited data as fine grained labels are much harder to acquire. [sent-16, score-0.117]

7 In comparison, the difference between fine grained classes can be very subtle and only a few key features matter. [sent-19, score-0.149]

8 Another promising direction is including the crowd in the loop by having humans either label or propose parts and attributes [3, 13, 11, 22, 9, 21]. [sent-30, score-0.156]

9 Specifically, we propose a novel online game called “Bubbles” that reveals the discriminative features. [sent-40, score-0.411]

10 At each round of the game, a player sees example images for two bird species. [sent-42, score-0.267]

11 Regardless of the outcome, the game advances to the next round with a new image and possibly a new pair of bird species. [sent-45, score-0.435]

12 The key twist of the game is that the new image is always heavily blurred so that the player can only see a rough outline of the bird. [sent-46, score-0.553]

13 The player can, however, click to reveal small, circular areas of the image (“bubbles”) to inspect the full details, with a penalty on game points. [sent-47, score-0.63]

14 Through proper setup of reward, the game can guarantee that bubbles selected by a successful human player contain discriminative features. [sent-48, score-1.323]

15 The game enjoys the following advantages: (1) Domain agnostic. [sent-49, score-0.349]

16 The only assumption is that humans can discover discriminative visual features from a handful of examples. [sent-50, score-0.127]

17 The game provides entertainment and people will volunteer to play. [sent-56, score-0.349]

18 Our second contribution is ”BubbleBank”, a new algorithm that uses the crowd-selected bubbles for fine-grained recognition. [sent-58, score-0.729]

19 For each bubble from the game, we generate a “bubble detector” that tries to detect the same pattern from other images. [sent-59, score-0.312]

20 Each image can then be represented by ”BubbleBank”, a collection of max-pooled responses from each bubble detector. [sent-60, score-0.345]

21 During the game, the crowd is allowed to inspect circular regions (“bubbles”), with a penalty of game points. [sent-66, score-0.415]

22 Next, when a computer tries to recognize fine grained categories, it collects the human selected bubbles and detects similar patterns on a image. [sent-68, score-0.846]

23 by asking humans to directly provide annotation rationales [9], to label features in NLP tasks [ 10], to describe the differences between pairs of images [20], or to perform tasks that are parts of the machine pipeline [23]. [sent-73, score-0.167]

24 Our work is different in that we use online games to discover discriminative features for fine grained recognition. [sent-74, score-0.326]

25 The game is named after a well known psychology technique for studying features that humans use for face recognition [14]. [sent-76, score-0.406]

26 Human subjects are shown a face image with random bubbles revealed and asked to identify the gender or expression. [sent-77, score-0.765]

27 Our approach differs in that our bubbles are actively chosen by the player. [sent-78, score-0.729]

28 Another connection to human vision studies is that our game to a certain extent resembles eye tracking, revealing the locations looked at by humans. [sent-79, score-0.349]

29 Our game also draws inspiration from human computation [30, 3 1, 17], especially the seminal “Peekaboom” game [3 1]. [sent-80, score-0.698]

30 In this two player game, player A is given a word (e. [sent-81, score-0.38]

31 First, Peekaboom is not suitable for fine grained image into one of the two categories. [sent-87, score-0.117]

32 The player can click to reveal the area inside the bubble. [sent-89, score-0.241]

33 The more bubbles used, the fewer points the player can earn. [sent-90, score-0.91]

34 recognition because an average player cannot be expected to come up with the same word “Northern Flicker”. [sent-91, score-0.199]

35 In our game, we replace word typing with binary choices and make discovering discriminative visual features between unfamiliar categories part of the game play. [sent-94, score-0.451]

36 Another difference is that our game is for a single-player. [sent-95, score-0.349]

37 This eliminates the need to match two players in real time, making it much easier to deploy on paid crowdsourcing platforms such as Amazon Mechanical Turk (AMT). [sent-96, score-0.152]

38 A player is given example images of two categories. [sent-102, score-0.181]

39 A green “bubble” (size adjustable) follows the mouse cursor as the player hovers over the center image. [sent-105, score-0.181]

40 When the player clicks, the area under the circle is revealed in full detail. [sent-106, score-0.217]

41 If the player answers correctly, she earns new points. [sent-107, score-0.239]

42 Either way, the game then advances to the next round, with a new center image and possibly a new pair of categories. [sent-109, score-0.349]

43 We design the reward of the game such that a player can only earn high scores if she identifies the categories correctly and uses bubbles parsimoniously. [sent-111, score-1.335]

44 , the player is allowed to pass difficult images or categories with no penalty, such that they are not forced to guess. [sent-115, score-0.205]

45 Another issue of game design is determining the amount of blurring for the center image. [sent-121, score-0.376]

46 With insufficient blurring, the player can directly identify the category, whereas too much blurring would obscure the global shape. [sent-122, score-0.208]

47 To address this issue, we start with a small amount of blurring and increase it gradually in new games until the use of bubbles becomes necessary. [sent-123, score-0.895]

48 The game can be enjoyable as it has an engaging challenge-reward setup with instant feedback. [sent-125, score-0.349]

49 To earn high scores, the user needs to discover the differences between highly confusing categories. [sent-126, score-0.122]

50 To further enhance the ex- perience, we can create a sense of time pressure by adding a countdown timer and “freezing” the bubbles for a few seconds once a certain amount of area has been revealed. [sent-129, score-0.751]

51 We finally note that there is nothing specific about birds in the game design. [sent-130, score-0.374]

52 Thus the game can be readily applied in a different domain. [sent-132, score-0.349]

53 AMT Deployment The game is suitable for deployment on paid crowdsourcing platforms such as AMT. [sent-134, score-0.474]

54 The worker must score enough points in order to submit the task, otherwise the games will continue indefinitely. [sent-136, score-0.139]

55 We deployed the game on AMT using the CUB-2002010 bird dataset [35] that contains 200 types of birds. [sent-142, score-0.405]

56 We generate the games from visually confusing category pairs (see Sec. [sent-150, score-0.23]

57 the player correctly identifies the category), 14% failed, and 15% were skipped by passing the image or switching categories. [sent-156, score-0.181]

58 4 shows examples of successful games for four pairs of categories. [sent-158, score-0.183]

59 5 plots the cumulative distribution of the area revealed in successful games — over 90% of the games reveal less than 10% of the object bounding box. [sent-168, score-0.37]

60 This validates our hypothesis that (1) humans can indeed discover the fine differences from a handful of examples and (2) for fine-grained recognition, the key features are highly local. [sent-169, score-0.143]

61 The area revealed in most of the successful games is small. [sent-170, score-0.199]

62 Over 90% of the games use less than 10% of the object bounding box. [sent-171, score-0.139]

63 Finally, we can aggregate the bubbles on the same image from multiple games played by multiple players and obtain a heat map of discriminative regions. [sent-172, score-0.986]

64 It suggests that the game can indeed discover meaningful cues for fine-grained recognition. [sent-175, score-0.379]

65 The BubbleBank Algorithm The Bubbles game reveals discriminative features. [sent-177, score-0.411]

66 In this section we show how to use the human selected bubbles to improve recognition. [sent-178, score-0.729]

67 Our basic idea is to generate a detector for each bubble and represent each image as a collection of responses of the bubble detectors. [sent-179, score-0.689]

68 The Bubble Detectors Since each bubble is drawn in the context of discriminating two classes, we start by assuming 555888113 Figure6. [sent-180, score-0.312]

69 Our intuition is that since each bubble contains discriminative features for recognition, it suffices to detect such patterns in a test image. [sent-183, score-0.352]

70 Since each bubble is usually a small area, it can be represented by a single descriptor such as SIFT, or a concatenation of simple descriptors. [sent-186, score-0.312]

71 Instead of convolving with the entire image, each detector operates on a fixed, rectangular region whose center is determined by the relative location of the bubble in the original image. [sent-189, score-0.344]

72 Note that here we have assumed that the object has been localized, as is standard in the classification task in fine grained recognition [35, 37, 36]. [sent-191, score-0.117]

73 Now, assume that we have collected multiple bubbles, each from a training image of one of the two classes (each training image can have multiple bubbles from a single round of game or multiple games played by different players). [sent-192, score-1.303]

74 We can then form a bank of bubble detectors (“BubbleBank”) and represent the image by a vector of the maxpooled responses from each detector, in a spirit similar to the ObjectBank [18] representation. [sent-193, score-0.381]

75 — Extending to Multiple Classes Extending to multiple classes is straightforward — we can simply obtain bubbles for all pairs of categories and then use all of them to form our the BubbleBank. [sent-197, score-0.805]

76 This, however, does not scale well with the number of classes because we need to run O(K2) games for K classes. [sent-198, score-0.171]

77 Fortunately, obtaining bubbles for every pair of categories is unnecessary in practice. [sent-199, score-0.753]

78 It is likely that a bubble useful for differentiating a class from another very confusing class is also helpful for discriminating the same class against less similar ones. [sent-201, score-0.363]

79 For example, the bubbles selected for “Common Tern” against “Herring Gull” in Fig. [sent-202, score-0.729]

80 Bubble Detectors We implement the bubble detectors using SIFT [27] and color histograms extracted at the bubble locations. [sent-223, score-0.66]

81 To run the bubble detectors, we resize an image to a max dimension of 300 pixels 555888224 tector responses are raised to the power of p > 1, the differences between values in the higher range are amplified. [sent-230, score-0.383]

82 The detector response at each location is the dot product of the image patch descriptor and the bubble descriptor. [sent-232, score-0.363]

83 7 (left) plots the distribution of the maximum bubble detector responses on images from a pair of classes in CUB-14. [sent-250, score-0.409]

84 The red bars correspond to the responses of bubbles on images from the same class (i. [sent-251, score-0.782]

85 Since the 14 classes come from two visually very distinctive subgroups, vireo and woodpecker, we run the bubbles game within each subgroup. [sent-275, score-1.134]

86 We obtained 16336 bubbles from 4101 successful, positively scored games using a total of 210 unflipped training images. [sent-277, score-0.868]

87 The same bubbles can be mirrored on the flipped images, which gives a total of 32672 bubble detectors. [sent-278, score-1.041]

88 As a control experiment, we replace the crowdsourced bubbles with randomly generated ones while keeping everything else exactly the same. [sent-287, score-0.729]

89 This control experiment demonstrates that (1) the Bubbles game is essential and (2) the quality of the bubbles are indeed assured by the game mechanism. [sent-293, score-1.479]

90 8 reports recognition performances using subsampled bubbles (using 1%, 5%, 10%, 20%, 50%, 80% of the full set of 32672 bubbles). [sent-299, score-0.729]

91 Strikingly, using only 1634 human selected bubbles (5% of the entire set), we already outperform CFAF [36] (51. [sent-301, score-0.729]

92 9 shows success and failure cases of classification along with the top bubbles contributing to the predictions, We observe that the correct predictions can indeed be attributed to discriminative bubbles. [sent-310, score-0.769]

93 The first two cases are a result of treating each bubble independently. [sent-312, score-0.312]

94 Often humans draw multiple bubbles on the same image and the bubbles may not be sufficiently discriminative in isolation. [sent-313, score-1.555]

95 Since there are many more classes than CUB-14 and visually confusing pairs of classes are not necessarily from the same subgroup, we use a different approach to select the pairs for crowdsourcing. [sent-318, score-0.155]

96 We then obtain 220242 bubbles through 46958 successful, positively scored games using training images. [sent-321, score-0.868]

97 We also observe that random bubbles causes a large performance drop (from 32. [sent-326, score-0.729]

98 troduce a new online game “Bubbles” that reveals important features humans in fine-grained recognition. [sent-342, score-0.428]

99 The game is domain agnostic and guarantees high quality data. [sent-343, score-0.37]

100 Second, we propose the “BubbleBank” algorithm that uses the human selected bubbles to learn classifiers for fine-grained categories. [sent-344, score-0.729]


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