\documentclass[conference]{IEEEtran} \usepackage{cite} \usepackage{amsmath,amssymb,amsfonts} \usepackage{algorithmic} \usepackage{graphicx} \usepackage{textcomp} \usepackage{xcolor} \def\BibTeX{{\rm B\kern-.05em{\sc i\kern-.025em b}\kern-.08em T\kern-.1667em\lower.7ex\hbox{E}\kern-.125emX}} \begin{document} \title{Similarity Modeling 1/2 Abstracts} \author{\IEEEauthorblockN{Tobias Eidelpes} \IEEEauthorblockA{\textit{TU Wien}\\ Vienna, Austria \\ e1527193@student.tuwien.ac.at} } \maketitle % \begin{abstract} % \end{abstract} % \begin{IEEEkeywords} % component, formatting, style, styling, insert % \end{IEEEkeywords} \section{Setting} To understand the term \emph{Similarity Modeling} and what it encompasses, it is first important to know how we as humans perceive and understand the things we pick up. An illustrative example for this process is the process of seeing (\emph{detecting}) a face, \emph{recognizing} it and deriving the emotion attached to it. These three steps are placed on a figurative \emph{semantic ladder}, where detecting a face sits on the bottom and recognizing emotion on the top. Face detection thus carries a relatively low semantic meaning, whereas recognizing emotion is a much more sophisticated process. All three steps are only possible to be carried out by humans, because they have internal models for the faces they see, whether they have seen them before and if there is a known emotion attached to how the face looks. These models are acquired from a young age through the process of learning. Visual stimuli and models alone are not enough to be able to conclude that a certain face appears similar or not. The process connecting stimuli and models is comparing the two, also called \emph{looking for similarities}. Together, modeling and looking for similarities, they can be summarized under the term \emph{Similarity Modeling}. The goal of Similarity Modeling is usually to find a \emph{class} for the object of interest. The flow of information thus starts with the stimulus, continues on to the modeling part, where we derive a model of the stimulus and—after finding similarities to existing knowledge—ends in a class or label. As mentioned previously, the existing knowledge is fed during the modeling process which describes the feedback loop we call learning. The difficult part lies in properly modeling the input stimulus. It is impossible to store every stimulus verbatim into our existing knowledge base, because it would be too much data if every variety of a stimulus would have to be saved. Therefore, classification systems need the modeling step to \emph{break down} the stimulus into small components which generalize well. The similarity part is generally the same for various domains. Once a proper model of a stimulus exists, checking for similarities in the preexisting knowledge base follows the same patterns, regardless of the type of stimulus. Common problems that arise when engineers try to model and classify stimuli come from the fact that there is a wide variety of input signals. This variety is represented by signals which can be local and have large and sudden increases or drops. Others are smooth and the defining characteristic is the absence of sudden variations. Still different signals can have recurring patterns (e.g. EEG) or none at all (e.g. stocks). After detection the most crucial problem remains, which is understanding semantics (also known as the \emph{semantic gap}). The next problem is getting away from the individual samples to be able to construct a model. This is known as the \emph{gravity of the sample}. Another problem is commonly referred to as the \emph{curse of dimensionality}, where we end up with a huge parameter space and have to optimize those parameters to find good models. The last problem is bad data. This can be missing data, misleading data or noisy data. \section{Similarity Measurement} The artificial process of measuring similarity in computers is shaped by the same rules and fundamentals which are governing similarity measurements in humans. Understanding how similarity measurements work in humans is thus invaluable for any kind of measurement done using computers. A concept which appears in both domains is the \emph{feature space}. An example for a feature space is one where we have two characteristics of humans, gender and age, which we want to explore with regards to their relation to each other. Gender exists on a continuum which goes from male to female. Age, on the other hand, goes from young to old. Because we are only concerned with two characteristics, we have a \mbox{two-dimensional} feature space. Theoretically, a feature space can be $n$-dimensional, where increasing values for $n$ result in increasing complexity. In our brains processing of inputs happens in neurons which receive weighted signals from synapses. The neuron contains a summarization operation and a comparison to a threshold. If the threshold is exceeded, the neuron fires and sends the information to an axon. The weights constitute the dimensions of the feature space. In computers we can populate the feature space with samples and then do either a distance (negative convolution) or a cosine similarity measurement (positive convolution). Since the cosine similarity measurement uses the product of two vectors, it is at its maximum when the two factors are the same. It is much more discriminatory than the distance measurement. Distance measurements are also called \emph{thematic} or \emph{integral}, whereas cosine similarity measurements are called \emph{taxonomic} or \emph{separable}. Due to the latter exhibiting highly taxonomic traits, questions of high semantics such as ``is this person old?'', which require a \emph{true} (1) or \emph{false} (0) answer, fit the discriminatory properties of cosine similarity. The relationship between distance and similarity measurements is described by the \emph{Generalization} function. Whenever the distance is zero, the similarity measurement is one. Conversely, similarity is at its lowest when the distance is at its highest. The relationship in-between the extremes is nonlinear and described by the function $g(d)=s=e^{-d}$, which means that only small increases in distance disproportionately affect similarity. Generalization allows us to convert distance measurements to similarity measurements and vice-versa. \begin{equation} \label{eq:dpm} \mathrm{dpm} = \alpha\cdot\vec{s} + (1-\alpha)\cdot g(\vec{d})\quad\mathrm{with}\quad\alpha\in[0,1] \end{equation} Both, cosine similarity and distance measurements, can be combined to form \emph{Dual Process Models of Similarity} (DPMs). One such example is given in \eqref{eq:dpm} where both measurements are weighted and the distance measurement is expressed as a similarity measure using the generalization function. DPMs model humans' perception particularly well, but are not widely used in the computer science domain. \section{Feature Engineering} Contrary to popular opinion, the rise of deep learning methods in areas such as object recognition has not superseded the classical approach of feature engineering in other areas. Particularly in the audio domain and for motion detection in videos for example, feature engineering is still the dominant method. This is highlighted by the fact that classical methods require much less processing which can be beneficial or even crucial for certain applications (e.g. edge computing). Feature engineering is part of the pipeline which transforms input data into classes and labels for that data. After modeling comes feature extraction so that these features can be mapped in the feature space. After the classification step, we end up with labels corresponding to the input data and the features we want. In practice, feature engineering deals with analyzing input signals. Common features one might be interested in during analysis is the loudness (amplitude), rhythm or motion of a signal. There are four main features of interest when analyzing visual data: color, texture, shape and foreground versus background. Starting with color, the first thing that springs to mind is to use the RGB color space to detect specific colors. Depending on the application, this might not be the best choice due to the three colors being represented by their \emph{pure} versions and different hues of a color requiring a change of all three parameters (red, green and blue). Other color spaces such as hue, saturation and value (HSV) are better suited for color recognition, since we are usually only interested in the hue of a color and can therefore better generalize the detection space. Another option is posed by the \emph{CIE XYZ} color space which is applicable to situations where adherence to how the human vision works is beneficial. For broadcasting applications, color is often encoded using \emph{YCrCb}, where \emph{Y} represents lightness and \emph{Cr} and \emph{Cb} represent $Y-R$ and $Y-B$ respectively. To find a dominant color within an image, we can choose to only look at certain sections of the frame, e.g. the center or the largest continuous region of color. Another approach is to use a color histogram to count the number of different hues within the frame. Recognizing objects by their texture can be divided into three different methods. One approach is to look at the direction pixels are oriented towards to get a measure of \emph{directionality}. Secondly, \emph{rhythm} allows us to detect if a patch of information (micro block) is repeated in its neighborhood through \emph{autocorrelation}. Autocorrelation takes one neighborhood and compares it—usually using a generalized distance measure—to all other neighborhoods. If the similarity exceeds a certain threshold, there is a high probability that a rhythm exists. Third, coarseness can be detected by applying a similar process, but by looking at different window sizes to determine if there is any loss of information. If there is no loss of information in the compressed (smaller) window, the image information is coarse. Shape detection can be realized using \emph{kernels} of different sizes and with different values. An edge detection algorithm might use a sobel matrix to compare neighborhoods of an image. If the similarity is high, there is a high probability of there being an edge in that neighborhood. Foreground and background detection relies on the assumption that the coarseness is on average higher for the background than for the foreground. This only makes sense if videos have been properly recorded using depth of field so that the background is much more blurred out than the foreground. For audio feature extraction, three properties are of relevance: loudness, fundamental frequency and rhythm. Specific audio sources have a distinct loudness to them where for example classical music has a higher standard deviation of loudness than metal. The fundamental frequency can be particularly helpful in distinguishing speech from music by analyzing the \emph{zero crossings rate} (ZCR). Speech has a lower ZCR than music, because there is a limit on how fast humans can speak. Audio signals can often times be made up of distinct patterns which are described by the attack, sustain, decay and release model. This model is effective in rhythm detection. Motion in videos is easily detected using crosscorrelation between previous or subsequent frames. Similarly to crosscorrelation in other domains, a similarity measure is calculated from two frames and if the result exceeds a threshold, there is movement. The similarity measurements can be aggregated to provide a robust detection of camera movement. \section{Classification 500 words} \section{Evaluation 200 words} \section{Perception and Psychophysics 600 words} \section{Spectral Features 600 words} \section{Semantic Modeling 200 words} \section{Learning over Time 600 words} \section*{References} Please number citations consecutively within brackets \cite{b1}. The sentence punctuation follows the bracket \cite{b2}. Refer simply to the reference number, as in \cite{b3}---do not use ``Ref. \cite{b3}'' or ``reference \cite{b3}'' except at the beginning of a sentence: ``Reference \cite{b3} was the first $\ldots$'' Number footnotes separately in superscripts. Place the actual footnote at the bottom of the column in which it was cited. Do not put footnotes in the abstract or reference list. Use letters for table footnotes. Unless there are six authors or more give all authors' names; do not use ``et al.''. Papers that have not been published, even if they have been submitted for publication, should be cited as ``unpublished'' \cite{b4}. Papers that have been accepted for publication should be cited as ``in press'' \cite{b5}. Capitalize only the first word in a paper title, except for proper nouns and element symbols. 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