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Using	
  games	
  to	
  improve	
  	
  
computer	
  vision	
  solu1ons	
  
	
  
	
  
Dr.	
  Oge	
  Marques	
  
May	
  21,	
  2013	
  
Take-­‐home	
  message	
  
Solu1ons	
  to	
  many	
  problems	
  in	
  computer	
  
vision	
  can	
  be	
  improved	
  using	
  human	
  
computa1on,	
  par1cularly	
  through	
  properly	
  
designed	
  games	
  (with	
  a	
  purpose).	
  
	
  
	
  
Oge Marques
Related	
  work	
  
•  Luis	
  von	
  Ahn	
  (hKp://gwap.com)	
  	
  
Oge Marques
Related	
  work	
  
•  ESP	
  
Oge Marques
10 Axel Carlier, Oge Marques, Vincent Charvillat
6 Conclusions
This paper proposed a novel approach to solving a selected subset of computer vi-
sion problems using games and described Ask’nSeek, a novel, simple, fun, web-based
guessing game based on images, their most relevant regions, and the spatial relation-
ships among them. Two noteworthy aspects of the proposed game are: (i) it does in one
game what ESP [2] and Peekaboom [3] do in two games (namely, collecting labels and
locating the objects associated with those labels); and (ii) it avoids explicitly asking the
user to map labels and regions thanks to our novel semi-supervised learning algorithm.
We also described how the information collected from very few game logs per image
was used to feed a machine learning algorithm, which in turn produces the outline of
the most relevant regions within the image and their labels.
Our game can also be extended and improved in several directions, among them:
different game modes, timer(s), addition of a social component (e.g., play against your
Facebook friends), extending the interface to allow touchscreen gestures for tablet-
based play, and incorporation of incentives to the game, e.g., badges or coins, which
should – among other things – encourage switching roles (master-seeker) periodically.
References
1. von Ahn, L., Dabbish, L.: Designing games with a purpose. Commun. ACM 51 (2008) 58–67
2. von Ahn, L., Dabbish, L.: Esp: Labeling images with a computer game. In: AAAI Spring
Symposium: Knowledge Collection from Volunteer Contributors. (2005) 91–98
3. von Ahn, L., Liu, R., Blum, M.: Peekaboom: a game for locating objects in images. In: CHI.
(2006) 55–64
4. Ho, C.J., Chang, T.H., Lee, J.C., jen Hsu, J.Y., Chen, K.T.: Kisskissban: a competitive human
computation game for image annotation. SIGKDD Expl. 12 (2010) 21–24
Related	
  work	
  
•  Peekaboom	
  
Oge Marques
10 Axel Carlier, Oge Marques, Vincent Charvillat
6 Conclusions
This paper proposed a novel approach to solving a selected subset of computer vi-
sion problems using games and described Ask’nSeek, a novel, simple, fun, web-based
guessing game based on images, their most relevant regions, and the spatial relation-
ships among them. Two noteworthy aspects of the proposed game are: (i) it does in one
game what ESP [2] and Peekaboom [3] do in two games (namely, collecting labels and
locating the objects associated with those labels); and (ii) it avoids explicitly asking the
user to map labels and regions thanks to our novel semi-supervised learning algorithm.
We also described how the information collected from very few game logs per image
was used to feed a machine learning algorithm, which in turn produces the outline of
the most relevant regions within the image and their labels.
Our game can also be extended and improved in several directions, among them:
different game modes, timer(s), addition of a social component (e.g., play against your
Facebook friends), extending the interface to allow touchscreen gestures for tablet-
based play, and incorporation of incentives to the game, e.g., badges or coins, which
should – among other things – encourage switching roles (master-seeker) periodically.
References
1. von Ahn, L., Dabbish, L.: Designing games with a purpose. Commun. ACM 51 (2008) 58–67
2. von Ahn, L., Dabbish, L.: Esp: Labeling images with a computer game. In: AAAI Spring
Symposium: Knowledge Collection from Volunteer Contributors. (2005) 91–98
3. von Ahn, L., Liu, R., Blum, M.: Peekaboom: a game for locating objects in images. In: CHI.
(2006) 55–64
4. Ho, C.J., Chang, T.H., Lee, J.C., jen Hsu, J.Y., Chen, K.T.: Kisskissban: a competitive human
computation game for image annotation. SIGKDD Expl. 12 (2010) 21–24
5. Steggink, J., Snoek, C.G.M.: Adding semantics to image-region annotations with the name-
Our	
  work	
  
•  Ask’nSeek	
  	
  
(with	
  Vincent	
  Charvillat	
  and	
  Axel	
  Carlier,	
  ECCV	
  2012)	
  
– A	
  two-­‐player	
  guessing	
  game	
  that	
  helps	
  solving	
  the	
  
problems	
  of	
  	
  
	
  
object	
  	
  
detec/on	
  and	
  	
  
labeling	
  	
  
	
  
and	
  	
  
	
  
seman/c	
  scene	
  	
  
segmenta/on.	
  
Oge Marques
Ask'nSeek	
  
•  Contribu1ons	
  
– It	
  solves	
  two	
  computer	
  vision	
  problems	
  –	
  object	
  
detec1on	
  and	
  labeling	
  –	
  in	
  a	
  single	
  game	
  
– It	
  learns	
  spa1al	
  rela1onships	
  within	
  the	
  image	
  
from	
  game	
  logs.	
  	
  
Oge Marques
Ask'nSeek	
  
•  The	
  basics	
  
– Ask’nSeek	
  is	
  a	
  two-­‐player,	
  web-­‐based,	
  game	
  that	
  
can	
  be	
  played	
  on	
  a	
  contemporary	
  browser	
  
without	
  any	
  need	
  for	
  plug-­‐ins.	
  	
  
– One	
  player,	
  the	
  master,	
  hides	
  a	
  rectangular	
  region	
  
somewhere	
  within	
  a	
  randomly	
  chosen	
  image.	
  	
  
– The	
  second	
  player	
  (seeker)	
  tries	
  to	
  guess	
  the	
  
loca1on	
  of	
  the	
  hidden	
  region	
  through	
  a	
  series	
  of	
  
successive	
  guesses,	
  expressed	
  by	
  clicking	
  at	
  some	
  
point	
  in	
  the	
  image.	
  	
  
Oge Marques
Ask'nSeek	
  
•  Master	
  and	
  seeker	
  
Oge Marques
Ask'nSeek	
  
•  Master	
  and	
  seeker	
  
Oge Marques
Ask'nSeek	
  -­‐	
  terminology	
  
•  According	
  to	
  the	
  classifica1on	
  in	
  [von	
  Ahn,	
  
CACM	
  2008],	
  Ask’nSeek	
  is	
  an	
  Inversion-­‐
Problem	
  game,	
  because	
  “given	
  an	
  input,	
  
Player	
  1	
  (in	
  our	
  case,	
  called	
  master)	
  produces	
  
an	
  output,	
  and	
  Player	
  2	
  (the	
  seeker)	
  guesses	
  
the	
  input”.	
  	
  
– More	
  specifically,	
  the	
  input	
  in	
  ques1on	
  is	
  the	
  
loca1on	
  of	
  the	
  hidden	
  region	
  within	
  an	
  image	
  and	
  
the	
  outputs	
  produced	
  by	
  Player	
  1	
  are	
  what	
  we	
  call	
  
indica/ons.	
  	
  
Oge Marques
Ask'nSeek	
  -­‐	
  terminology	
  
•  Ini*al	
  Setup:	
  Two	
  players	
  are	
  randomly	
  chosen	
  by	
  the	
  
game	
  itself.	
  
	
  
•  Rules:	
  The	
  master	
  produces	
  an	
  input	
  (by	
  hiding	
  a	
  
rectangular	
  region	
  within	
  an	
  image).	
  Based	
  on	
  this	
  
input,	
  the	
  master	
  produces	
  outputs	
  (spa1al	
  clues,	
  i.e.,	
  
indica1ons)	
  that	
  are	
  sent	
  to	
  the	
  seeker.	
  The	
  outputs	
  
from	
  the	
  master	
  should	
  help	
  the	
  seeker	
  produce	
  the	
  
original	
  input,	
  i.e.,	
  locate	
  the	
  hidden	
  box.	
  
	
  
•  Winning	
  Condi*on:	
  The	
  seeker	
  produces	
  the	
  input	
  
that	
  was	
  originally	
  produced	
  by	
  the	
  master,	
  i.e.,	
  
guesses	
  the	
  correct	
  loca1on	
  by	
  clicking	
  on	
  any	
  pixel	
  
within	
  the	
  hidden	
  bounding	
  box.	
  	
  
Oge Marques
Ask'nSeek	
  
•  Game	
  logs	
  
– The	
  game	
  logs	
  contain	
  labels	
  (oaen	
  in	
  mul1ple	
  
languages)	
  as	
  well	
  as	
  ‘on’,	
  ‘par1ally	
  on’	
  and	
  ‘lea-­‐
right-­‐above-­‐below’	
  rela1ons.	
  	
  
•  Examples	
  of	
  labels	
  include	
  foreground	
  objects	
  (e.g.,	
  
dog,	
  bus)	
  as	
  well	
  as	
  other	
  seman1cally	
  meaningful	
  
regions	
  within	
  the	
  image	
  (e.g.,	
  sky,	
  road).	
  	
  
Oge Marques
Ask'nSeek	
  
•  Game	
  logs	
  
– Very	
  few	
  (~	
  7)	
  games	
  per	
  image	
  are	
  needed!	
  
Oge Marques
we considered only the game logs that use the spatial relations “abo
the left of” and “on the right of”. We then used that information t
g box limiting the region that respects all the constraints defined by t
hin which the object must reside. Figure 3(a) plots in black all the p
de this bounding box for the ‘dog’ object.
(a) (b)
alysis of simulation logs with different number of simulated games: (a) 10,0
Ask'nSeek	
  "under	
  the	
  hood"	
  
•  Super-­‐pixel	
  segmenta1on	
  using	
  SLIC	
  	
  
Oge Marques
Ask'nSeek	
  "under	
  the	
  hood"	
  
•  Learning	
  strategy:	
  GMM	
  +	
  EM	
  
•  Crosses:	
  candidate	
  super-­‐pixels	
  
•  Red:	
  ON	
  points	
  
•  Blue:	
  PARTIALLY	
  ON	
  points	
  
•  Green:	
  LEFT-­‐RIGHT-­‐ABOVE-­‐BELOW	
  bounding	
  box	
  
Oge Marques
Ask'nSeek	
  
•  Examples	
  of	
  results	
  
Oge Marques
Ask'nSeek	
  
•  Examples	
  of	
  results	
  
Oge Marques
Ask'nSeek	
  
•  Examples	
  of	
  results	
  
Oge Marques
Ask'nSeek	
  
•  Comparison	
  against	
  baseline	
  detector	
  (*)	
  
Oge Marques
Ask’nSeek: a new game for object detection and labeling 9
(a) (b)
(c) (d)
Fig. 5. Representative representative results: (a) baseline dog detector from [9]; (b) result from
our approach for label ‘dog’; (c) baseline cat detector from [9]; (d) result from our approach for
label ‘cat’.
(1 a)eµl
(k)
and S
b
l = b bSl
(k 1)
+ (1 b) eSl
(k)
ac-
tually improve the likelihood:
a⇤
,b⇤
= argmax
a,b
P(X,R |µa
l ,S
b
l ,g(k)
) (11)
q(k) is updated with K new clusters locations
bµl
(k)
µa⇤
l and covariances bSl
(k)
S
b⇤
l , pro-
duced by K optimizations (equation 11 for l =
1,.,K) that make the likelihood monotonically in-
creasing.
Until P(X,R |q(k),g(k)) converge.
8. REFERENCES
[1] R. Achanta, A. Shaji, K. Smith, A. Lucchi, P. Fua, and
S. Susstrunk. Slic superpixels. Technical report, EPFL, 2010.
[2] D. Batra, A. Kowdle, D. Parikh, J. Luo, and T. Chen.
Interactively co-segmentating topically related images with
intelligent scribble guidance. IJCV, 93(3):273–292, 2011.
[3] S. Branson, P. Perona, and S. Belongie. Strong supervision
from weak annotation: Interactive training of deformable
part models. In ICCV, Barcelona, 2011.
[4] S. Branson, C. Wah, B. Babenko, F. Schroff, P. Welinder,
P. Perona, and S. Belongie. Visual recognition with humans
in the loop. In ECCV, Heraklion, 2010.
[5] A. Carlier, G. Ravindra, V. Charvillat, and W. T. Ooi.
Combining content-based analysis and crowdsourcing to
improve user interaction with zoomable video. In ACM
MM’11, pages 43–52, 2011.
[6] O. Chapelle, B. Schölkopf, and A. Zien, editors.
Semi-Supervised Learning. MIT Press, Cambridge, 2006.
[7] D. Comaniciu and P. Meer. Mean shift: A robust approach
toward feature space analysis. IEEE Trans. PAMI,
24(5):603–619, 2002.
[8] S. Cooper, F. Khatib, A. Treuille, J. Barbero, J. Lee,
M. Beenen, A. Leaver-Fay, D. Baker, Z. Popovic, and
F. Players. Predicting protein structures with a multiplayer
online game. Nature, 466(7307):756–760, Aug. 2010.
[9] P. Felzenszwalb, R. Girshick, and D. McAllester.
Discriminatively trained deformable part models, release 4.
http://people.cs.uchicago.edu/ pff/latent-release4/.
[10] P. Felzenszwalb, R. Girshick, D. McAllester, and
D. Ramanan. Object detection with discriminatively trained
part-based models. IEEE Trans. PAMI, 32:1627–1645, 2010.
Tagcaptcha: annotating images with captchas. In ACM
MM’10, pages 1557–1558, 2010.
[18] Y. Ni, J. Dong, J. Feng, and S. Yan. Purposive
hidden-object-game: embedding human computation in
popular game. In ACM MM’11, pages 1121–1124, 2011.
[19] A. J. Quinn and B. B. Bederson. Human computation: a
survey and taxonomy of a growing field. In CHI’11, pages
1403–1412, 2011.
[20] B. C. Russell, A. Torralba, K. P. Murphy, and W. T. Freeman.
Labelme: A database and web-based tool for image
annotation. IJCV, 77(1-3):157–173, 2008.
[21] N. Savage. Gaining wisdom from crowds. Commun. ACM,
55(3):13–15, Mar. 2012.
[22] S. Seung. Eyewire. http://eyewire.org/, 2012.
[23] J. Steggink and C. G. M. Snoek. Adding semantics to
image-region annotations with the name-it-game.
Multimedia Systems, 17(5):367–378, October 2011.
[24] A. Vedaldi and B. Fulkerson. VLFeat: An open and portable
library of computer vision algorithms.
http://www.vlfeat.org/, 2008.
[25] S. Vijayanarasimhan and K. Grauman. Cost-sensitive active
visual category learning. IJCV, 91(1):24–44, 2011.
[26] L. von Ahn and L. Dabbish. Esp: Labeling images with a
computer game. In AAAI Spring Symposium: Knowledge
Collection from Volunteer Contributors, pages 91–98, 2005.
[27] L. von Ahn and L. Dabbish. Designing games with a
purpose. Commun. ACM, 51(8):58–67, 2008.
[28] L. von Ahn, R. Liu, and M. Blum. Peekaboom: a game for
locating objects in images. In CHI, pages 55–64, 2006.
[29] C. Wah, S. Branson, P. Perona, and S. Belongie. Multiclass
recognition and part localization with humans in the loop. In
ICCV, Barcelona, 2011.
[30] W. Wu and J. Yang. Smartlabel: an object labeling tool using
iterated harmonic energy minimization. In ACM MM’06,
pages 891–900, 2006.
[31] J. Yuen, B. C. Russell, C. Liu, and A. Torralba. Labelme
video: Building a video database with human annotations. In
ICCV, pages 1451–1458, 2009.
[32] M.-C. Yuen, L.-J. Chen, and I. King. A survey of human
computation systems. In Computational Science and
Engineering, 2009. CSE ’09. International Conference on,
volume 4, pages 723 –728, aug. 2009.
[33] X. Zhu and A. B. Goldberg. Introduction to Semi-Supervised
Learning. Synthesis Lectures on Artificial Intelligence and
Machine Learning. Morgan & Claypool Publishers, 2009.
Ask'nSeek	
  
•  Comparison	
  against	
  saliency	
  map	
  results	
  
– (e):	
  Harel's	
  implementa1on	
  of	
  In	
  et	
  al.	
  
– (f):	
  results	
  from	
  our	
  game	
  
Oge Marques
uc-
ed,
the
me-
ow
ate
and
ing
1],
sed
1].
l to
on-
(c) (d)
(e) (f)
Figure 7: Representative representative results: (a) baseline
dog detector from [9]; (b) result from our approach for la-
bel ‘dog’; (c) baseline cat detector from [9]; (d) result from our
approach for label ‘cat’; (e) saliency map produced by [11]; (f)
comparable result from our approach.
Ask'nSeek	
  
•  Final	
  remarks	
  
– It	
  does	
  in	
  one	
  game	
  what	
  ESP	
  and	
  Peekaboom	
  do	
  
in	
  two	
  games	
  (namely,	
  collec1ng	
  labels	
  and	
  
loca1ng	
  the	
  objects	
  associated	
  with	
  those	
  labels).	
  
– It	
  avoids	
  explicitly	
  asking	
  the	
  user	
  to	
  map	
  labels	
  
and	
  regions	
  thanks	
  to	
  our	
  novel	
  semi-­‐supervised	
  
learning	
  algorithm.	
  	
  
– It	
  requires	
  very	
  few	
  game	
  logs	
  per	
  image	
  to	
  feed	
  a	
  
machine	
  learning	
  algorithm,	
  which	
  in	
  turn	
  
produces	
  the	
  outline	
  of	
  the	
  most	
  relevant	
  regions	
  
within	
  the	
  image	
  and	
  their	
  labels.	
  	
  
Oge Marques
Ask'nSeek	
  
•  Ongoing	
  work	
  
– Different	
  segmenta1on	
  algorithms	
  and	
  figures	
  of	
  
merit	
  
•  Joint	
  work	
  with	
  UPC	
  (Barcelona)	
  
– Extensive	
  evalua1on	
  against	
  PASCAL	
  VOC	
  dataset	
  
Oge Marques
Ask'nSeek	
  
•  Many	
  possibili1es	
  
– Different	
  segmenta1on	
  algorithms	
  
– (Mul1-­‐language)	
  text-­‐based	
  processing	
  
– "Objects	
  in	
  context"	
  
•  Biggest	
  challenge	
  
– Making	
  the	
  game	
  fun!	
  
– Increasing	
  player	
  base	
  
Oge Marques
Ask'nSeek	
  
•  Let's	
  play!	
  
•  hKp://1nyurl.com/asknseek	
  	
  
Oge Marques
Our	
  work	
  
•  Guess	
  That	
  Face	
  	
  
(with	
  Mathias	
  Lux	
  and	
  Justyn	
  Snyder,	
  CHI	
  2013)	
  
– a	
  face	
  recogni1on	
  game	
  that	
  reverse	
  engineers	
  
the	
  human	
  biological	
  threshold	
  for	
  accurately	
  
recognizing	
  blurred	
  faces	
  of	
  celebri1es	
  under	
  
1me-­‐varying	
  condi1ons.	
  
Oge Marques
! ! !
•  Mo1va1on:	
  
– Human	
  vision:	
  we	
  are	
  remarkably	
  good	
  at	
  
recognizing	
  (severely	
  blurred)	
  famous	
  faces	
  	
  
Oge MarquesFig. 1. Unlike current machine-based systems, human observers are able to handle significant degradations in face images. For instance,
subjects are able to recognize more than half of all familiar faces shown to them at the resolution depicted here. Individuals shown in
order are: Michael Jordan, Woody Allen, Goldie Hawn, Bill Clinton, Tom Hanks, Saddam Hussein, Elvis Presley, Jay Leno,
Sinha et al.: Face Recognition by Humans: Nineteen Results Researchers Should Know About
Sinha et al.: Face Recognition by Humans: Nineteen Results Researchers Should Know About
•  Mo1va1on:	
  
– Computer	
  vision:	
  face	
  recogni1on	
  s1ll	
  not	
  mature	
  
– Machine	
  learning:	
  what	
  if	
  we	
  train	
  algorithms	
  
with	
  blurry	
  faces	
  instead?	
  
– Game	
  play:	
  SongPop	
  and	
  Facebook	
  
Oge Marques
•  The	
  game:	
  
–  Player	
  must	
  analyze	
  a	
  series	
  of	
  
randomly-­‐generated	
  images	
  of	
  
celebri1es	
  while	
  the	
  images	
  
transi1on	
  from	
  an	
  ini1ally	
  severely-­‐
blurred	
  state	
  to	
  their	
  original	
  state	
  
over	
  a	
  constant	
  interval	
  of	
  1me.	
  	
  
–  While	
  the	
  image	
  is	
  being	
  
progressively	
  de-­‐blurred	
  on	
  the	
  
screen,	
  players	
  are	
  prompted	
  to	
  
select	
  the	
  name	
  of	
  the	
  celebrity	
  
who	
  they	
  believe	
  is	
  correct,	
  which	
  
they	
  do	
  once	
  they	
  have	
  confidence	
  
in	
  their	
  answer.	
  	
  
Oge Marques
!
•  Dataset	
  (original):	
  
– 48	
  popular	
  celebri1es	
  +	
  2	
  poli1cians	
  
– Each	
  image	
  in	
  the	
  dataset	
  also	
  has	
  two	
  varia1ons:	
  
de-­‐saturated	
  and	
  horizontally-­‐flipped	
  
Oge Marques
•  Game	
  logs:	
  
–  the	
  image	
  iden1fier	
  in	
  the	
  dataset	
  that	
  contained	
  the	
  
correct	
  answer,	
  	
  
–  the	
  varia1on	
  of	
  the	
  image	
  (normal,	
  de-­‐saturated,	
  or	
  
horizontally	
  flipped),	
  	
  
–  the	
  degree	
  of	
  blurring	
  (ranging	
  from	
  0	
  to	
  65),	
  	
  
–  the	
  answer	
  the	
  user	
  selected	
  (or	
  the	
  1me-­‐out),	
  	
  
–  the	
  orienta1on	
  of	
  both	
  the	
  correct	
  answer	
  and	
  the	
  
selected	
  answer,	
  	
  
–  the	
  1me	
  stamp,	
  	
  
–  the	
  round	
  number.	
  	
  
Oge Marques
•  Terminology:	
  
–  Guess	
  That	
  Face	
  is	
  an	
  inversion-­‐problem	
  game,	
  where	
  
one	
  player	
  provides	
  output	
  while	
  the	
  second	
  player	
  
guesses	
  the	
  input	
  provided	
  by	
  the	
  first	
  player.	
  	
  
–  Specifically,	
  for	
  Guess	
  That	
  Face,	
  the	
  “player”	
  who	
  
generates	
  the	
  random	
  output	
  is	
  a	
  computer,	
  while	
  the	
  
player	
  who	
  guesses	
  the	
  correct	
  input	
  is	
  a	
  human.	
  	
  
–  The	
  output	
  in	
  ques1on	
  is	
  both	
  the	
  image	
  of	
  the	
  
celebrity	
  and	
  the	
  set	
  of	
  op1ons	
  and	
  the	
  input	
  is	
  	
  
the	
  correct	
  answer	
  selected	
  by	
  the	
  player.	
  	
  
Oge Marques
•  User	
  studies:	
  
– 28	
  undergraduate	
  students	
  at	
  FAU	
  par1cipated.	
  	
  
– The	
  mean	
  age	
  is	
  21.	
  	
  
– 82%	
  are	
  male	
  and	
  18%	
  are	
  female.	
  	
  	
  
– Many	
  strongly	
  agreed	
  on	
  “I	
  found	
  the	
  game	
  to	
  be	
  
very	
  easy	
  to	
  understand,”	
  with	
  a	
  mean	
  of	
  4.93	
  on	
  
a	
  5-­‐point	
  Likert	
  scale	
  [1	
  ..	
  5].	
  
Oge Marques
•  User	
  studies:	
  
– 33.3%	
  of	
  the	
  students	
  answered	
  that	
  they	
  
confessed	
  to	
  random	
  guessing.	
  S1ll,	
  80%	
  of	
  the	
  
students	
  played	
  at	
  least	
  one	
  game	
  without	
  using	
  
an	
  exploit	
  or	
  randomly	
  guessing.	
  
– 80%	
  of	
  the	
  par1cipants	
  saw	
  poten1al	
  for	
  broader	
  
deployment,	
  i.e.,	
  as	
  a	
  social	
  media	
  applica1on.	
  
– 80%	
  of	
  the	
  players	
  would	
  recommend	
  the	
  game	
  
to	
  their	
  friends.	
  
Oge Marques
•  Deblurring	
  method	
  	
  
– StackBlur	
  Gaussian	
  blurring	
  algorithm	
  	
  
– Blurring	
  radius	
  ranging	
  from	
  0	
  to	
  65.	
  
– Total	
  de-­‐blurring	
  1me	
  =	
  8.125	
  seconds.	
  	
  
	
  
Oge Marques
•  Results:	
  
	
  
Oge Marques
•  Conclusions:	
  
– Promising	
  preliminary	
  results	
  
– Work	
  in	
  Progress	
  
– Poten1al	
  to	
  extend	
  to	
  other	
  areas	
  and	
  age	
  groups	
  
Oge Marques
Guess	
  That	
  Face	
  
•  Let's	
  play!	
  
•  hKp://1nyurl.com/guessthazace	
  	
  	
  
Oge Marques
Ongoing	
  and	
  future	
  work	
  
•  Build	
  a	
  framework	
  for	
  development	
  of	
  games	
  
for	
  vision	
  problems	
  
•  Extend	
  work	
  of	
  Ask'nSeek	
  and	
  GTF	
  to	
  other	
  
vision	
  problems,	
  e.g.,	
  scene	
  classifica1on,	
  
object	
  recogni1on	
  
•  Develop	
  mobile	
  games	
  for	
  children	
  to	
  help	
  
human	
  vision	
  scien1sts	
  study	
  developmental	
  
aspects	
  of	
  vision	
  
Oge Marques
Concluding	
  remarks	
  
•  "Recipe	
  for	
  success"	
  
– Games	
  that	
  are	
  well-­‐designed	
  (look	
  like	
  games,	
  
have	
  a	
  certain	
  addic1ve	
  component,	
  make	
  you	
  
want	
  to	
  share	
  with	
  friends,	
  have	
  a	
  long	
  shelf	
  life)	
  
– Games	
  that	
  are	
  fun	
  to	
  play	
  
– Game	
  logs	
  that	
  convey	
  useful	
  informa1on	
  that	
  
would	
  not	
  be	
  easily	
  obtained	
  otherwise	
  
– Meaningful	
  (open)	
  computer	
  vision	
  problems	
  
– Sound	
  machine	
  learning	
  strategies	
  to	
  leverage	
  the	
  
knowledge	
  acquired	
  through	
  game	
  logs.	
  
Oge Marques
Discussion	
  
•  Which	
  (types	
  of)	
  games?	
  
	
  
•  Which	
  (group	
  of)	
  vision	
  problems?	
  
•  How	
  to	
  avoid	
  the	
  trap	
  of	
  "games	
  that	
  aren't"?	
  
•  How	
  to	
  make	
  a	
  game	
  "go	
  viral"?	
  	
  
•  What	
  else	
  can	
  go	
  wrong?	
  
Oge Marques
Let's	
  get	
  to	
  work!	
  
•  Which	
  computer	
  vision	
  problem	
  would	
  you	
  
like	
  to	
  solve	
  using	
  games?	
  
•  Contact	
  me	
  with	
  ideas:	
  omarques@fau.edu	
  	
  
Oge Marques

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Using games to improve computer vision solutions

  • 1. Using  games  to  improve     computer  vision  solu1ons       Dr.  Oge  Marques   May  21,  2013  
  • 2. Take-­‐home  message   Solu1ons  to  many  problems  in  computer   vision  can  be  improved  using  human   computa1on,  par1cularly  through  properly   designed  games  (with  a  purpose).       Oge Marques
  • 3. Related  work   •  Luis  von  Ahn  (hKp://gwap.com)     Oge Marques
  • 4. Related  work   •  ESP   Oge Marques 10 Axel Carlier, Oge Marques, Vincent Charvillat 6 Conclusions This paper proposed a novel approach to solving a selected subset of computer vi- sion problems using games and described Ask’nSeek, a novel, simple, fun, web-based guessing game based on images, their most relevant regions, and the spatial relation- ships among them. Two noteworthy aspects of the proposed game are: (i) it does in one game what ESP [2] and Peekaboom [3] do in two games (namely, collecting labels and locating the objects associated with those labels); and (ii) it avoids explicitly asking the user to map labels and regions thanks to our novel semi-supervised learning algorithm. We also described how the information collected from very few game logs per image was used to feed a machine learning algorithm, which in turn produces the outline of the most relevant regions within the image and their labels. Our game can also be extended and improved in several directions, among them: different game modes, timer(s), addition of a social component (e.g., play against your Facebook friends), extending the interface to allow touchscreen gestures for tablet- based play, and incorporation of incentives to the game, e.g., badges or coins, which should – among other things – encourage switching roles (master-seeker) periodically. References 1. von Ahn, L., Dabbish, L.: Designing games with a purpose. Commun. ACM 51 (2008) 58–67 2. von Ahn, L., Dabbish, L.: Esp: Labeling images with a computer game. In: AAAI Spring Symposium: Knowledge Collection from Volunteer Contributors. (2005) 91–98 3. von Ahn, L., Liu, R., Blum, M.: Peekaboom: a game for locating objects in images. In: CHI. (2006) 55–64 4. Ho, C.J., Chang, T.H., Lee, J.C., jen Hsu, J.Y., Chen, K.T.: Kisskissban: a competitive human computation game for image annotation. SIGKDD Expl. 12 (2010) 21–24
  • 5. Related  work   •  Peekaboom   Oge Marques 10 Axel Carlier, Oge Marques, Vincent Charvillat 6 Conclusions This paper proposed a novel approach to solving a selected subset of computer vi- sion problems using games and described Ask’nSeek, a novel, simple, fun, web-based guessing game based on images, their most relevant regions, and the spatial relation- ships among them. Two noteworthy aspects of the proposed game are: (i) it does in one game what ESP [2] and Peekaboom [3] do in two games (namely, collecting labels and locating the objects associated with those labels); and (ii) it avoids explicitly asking the user to map labels and regions thanks to our novel semi-supervised learning algorithm. We also described how the information collected from very few game logs per image was used to feed a machine learning algorithm, which in turn produces the outline of the most relevant regions within the image and their labels. Our game can also be extended and improved in several directions, among them: different game modes, timer(s), addition of a social component (e.g., play against your Facebook friends), extending the interface to allow touchscreen gestures for tablet- based play, and incorporation of incentives to the game, e.g., badges or coins, which should – among other things – encourage switching roles (master-seeker) periodically. References 1. von Ahn, L., Dabbish, L.: Designing games with a purpose. Commun. ACM 51 (2008) 58–67 2. von Ahn, L., Dabbish, L.: Esp: Labeling images with a computer game. In: AAAI Spring Symposium: Knowledge Collection from Volunteer Contributors. (2005) 91–98 3. von Ahn, L., Liu, R., Blum, M.: Peekaboom: a game for locating objects in images. In: CHI. (2006) 55–64 4. Ho, C.J., Chang, T.H., Lee, J.C., jen Hsu, J.Y., Chen, K.T.: Kisskissban: a competitive human computation game for image annotation. SIGKDD Expl. 12 (2010) 21–24 5. Steggink, J., Snoek, C.G.M.: Adding semantics to image-region annotations with the name-
  • 6. Our  work   •  Ask’nSeek     (with  Vincent  Charvillat  and  Axel  Carlier,  ECCV  2012)   – A  two-­‐player  guessing  game  that  helps  solving  the   problems  of       object     detec/on  and     labeling       and       seman/c  scene     segmenta/on.   Oge Marques
  • 7. Ask'nSeek   •  Contribu1ons   – It  solves  two  computer  vision  problems  –  object   detec1on  and  labeling  –  in  a  single  game   – It  learns  spa1al  rela1onships  within  the  image   from  game  logs.     Oge Marques
  • 8. Ask'nSeek   •  The  basics   – Ask’nSeek  is  a  two-­‐player,  web-­‐based,  game  that   can  be  played  on  a  contemporary  browser   without  any  need  for  plug-­‐ins.     – One  player,  the  master,  hides  a  rectangular  region   somewhere  within  a  randomly  chosen  image.     – The  second  player  (seeker)  tries  to  guess  the   loca1on  of  the  hidden  region  through  a  series  of   successive  guesses,  expressed  by  clicking  at  some   point  in  the  image.     Oge Marques
  • 9. Ask'nSeek   •  Master  and  seeker   Oge Marques
  • 10. Ask'nSeek   •  Master  and  seeker   Oge Marques
  • 11. Ask'nSeek  -­‐  terminology   •  According  to  the  classifica1on  in  [von  Ahn,   CACM  2008],  Ask’nSeek  is  an  Inversion-­‐ Problem  game,  because  “given  an  input,   Player  1  (in  our  case,  called  master)  produces   an  output,  and  Player  2  (the  seeker)  guesses   the  input”.     – More  specifically,  the  input  in  ques1on  is  the   loca1on  of  the  hidden  region  within  an  image  and   the  outputs  produced  by  Player  1  are  what  we  call   indica/ons.     Oge Marques
  • 12. Ask'nSeek  -­‐  terminology   •  Ini*al  Setup:  Two  players  are  randomly  chosen  by  the   game  itself.     •  Rules:  The  master  produces  an  input  (by  hiding  a   rectangular  region  within  an  image).  Based  on  this   input,  the  master  produces  outputs  (spa1al  clues,  i.e.,   indica1ons)  that  are  sent  to  the  seeker.  The  outputs   from  the  master  should  help  the  seeker  produce  the   original  input,  i.e.,  locate  the  hidden  box.     •  Winning  Condi*on:  The  seeker  produces  the  input   that  was  originally  produced  by  the  master,  i.e.,   guesses  the  correct  loca1on  by  clicking  on  any  pixel   within  the  hidden  bounding  box.     Oge Marques
  • 13. Ask'nSeek   •  Game  logs   – The  game  logs  contain  labels  (oaen  in  mul1ple   languages)  as  well  as  ‘on’,  ‘par1ally  on’  and  ‘lea-­‐ right-­‐above-­‐below’  rela1ons.     •  Examples  of  labels  include  foreground  objects  (e.g.,   dog,  bus)  as  well  as  other  seman1cally  meaningful   regions  within  the  image  (e.g.,  sky,  road).     Oge Marques
  • 14. Ask'nSeek   •  Game  logs   – Very  few  (~  7)  games  per  image  are  needed!   Oge Marques we considered only the game logs that use the spatial relations “abo the left of” and “on the right of”. We then used that information t g box limiting the region that respects all the constraints defined by t hin which the object must reside. Figure 3(a) plots in black all the p de this bounding box for the ‘dog’ object. (a) (b) alysis of simulation logs with different number of simulated games: (a) 10,0
  • 15. Ask'nSeek  "under  the  hood"   •  Super-­‐pixel  segmenta1on  using  SLIC     Oge Marques
  • 16. Ask'nSeek  "under  the  hood"   •  Learning  strategy:  GMM  +  EM   •  Crosses:  candidate  super-­‐pixels   •  Red:  ON  points   •  Blue:  PARTIALLY  ON  points   •  Green:  LEFT-­‐RIGHT-­‐ABOVE-­‐BELOW  bounding  box   Oge Marques
  • 17. Ask'nSeek   •  Examples  of  results   Oge Marques
  • 18. Ask'nSeek   •  Examples  of  results   Oge Marques
  • 19. Ask'nSeek   •  Examples  of  results   Oge Marques
  • 20. Ask'nSeek   •  Comparison  against  baseline  detector  (*)   Oge Marques Ask’nSeek: a new game for object detection and labeling 9 (a) (b) (c) (d) Fig. 5. Representative representative results: (a) baseline dog detector from [9]; (b) result from our approach for label ‘dog’; (c) baseline cat detector from [9]; (d) result from our approach for label ‘cat’. (1 a)eµl (k) and S b l = b bSl (k 1) + (1 b) eSl (k) ac- tually improve the likelihood: a⇤ ,b⇤ = argmax a,b P(X,R |µa l ,S b l ,g(k) ) (11) q(k) is updated with K new clusters locations bµl (k) µa⇤ l and covariances bSl (k) S b⇤ l , pro- duced by K optimizations (equation 11 for l = 1,.,K) that make the likelihood monotonically in- creasing. Until P(X,R |q(k),g(k)) converge. 8. REFERENCES [1] R. Achanta, A. Shaji, K. Smith, A. Lucchi, P. Fua, and S. Susstrunk. Slic superpixels. Technical report, EPFL, 2010. [2] D. Batra, A. Kowdle, D. Parikh, J. Luo, and T. Chen. Interactively co-segmentating topically related images with intelligent scribble guidance. IJCV, 93(3):273–292, 2011. [3] S. Branson, P. Perona, and S. Belongie. Strong supervision from weak annotation: Interactive training of deformable part models. In ICCV, Barcelona, 2011. [4] S. Branson, C. Wah, B. Babenko, F. Schroff, P. Welinder, P. Perona, and S. Belongie. Visual recognition with humans in the loop. In ECCV, Heraklion, 2010. [5] A. Carlier, G. Ravindra, V. Charvillat, and W. T. Ooi. Combining content-based analysis and crowdsourcing to improve user interaction with zoomable video. In ACM MM’11, pages 43–52, 2011. [6] O. Chapelle, B. Schölkopf, and A. Zien, editors. Semi-Supervised Learning. MIT Press, Cambridge, 2006. [7] D. Comaniciu and P. Meer. Mean shift: A robust approach toward feature space analysis. IEEE Trans. PAMI, 24(5):603–619, 2002. [8] S. Cooper, F. Khatib, A. Treuille, J. Barbero, J. Lee, M. Beenen, A. Leaver-Fay, D. Baker, Z. Popovic, and F. Players. Predicting protein structures with a multiplayer online game. Nature, 466(7307):756–760, Aug. 2010. [9] P. Felzenszwalb, R. Girshick, and D. McAllester. Discriminatively trained deformable part models, release 4. http://people.cs.uchicago.edu/ pff/latent-release4/. [10] P. Felzenszwalb, R. Girshick, D. McAllester, and D. Ramanan. Object detection with discriminatively trained part-based models. IEEE Trans. PAMI, 32:1627–1645, 2010. Tagcaptcha: annotating images with captchas. In ACM MM’10, pages 1557–1558, 2010. [18] Y. Ni, J. Dong, J. Feng, and S. Yan. Purposive hidden-object-game: embedding human computation in popular game. In ACM MM’11, pages 1121–1124, 2011. [19] A. J. Quinn and B. B. Bederson. Human computation: a survey and taxonomy of a growing field. In CHI’11, pages 1403–1412, 2011. [20] B. C. Russell, A. Torralba, K. P. Murphy, and W. T. Freeman. Labelme: A database and web-based tool for image annotation. IJCV, 77(1-3):157–173, 2008. [21] N. Savage. Gaining wisdom from crowds. Commun. ACM, 55(3):13–15, Mar. 2012. [22] S. Seung. Eyewire. http://eyewire.org/, 2012. [23] J. Steggink and C. G. M. Snoek. Adding semantics to image-region annotations with the name-it-game. Multimedia Systems, 17(5):367–378, October 2011. [24] A. Vedaldi and B. Fulkerson. VLFeat: An open and portable library of computer vision algorithms. http://www.vlfeat.org/, 2008. [25] S. Vijayanarasimhan and K. Grauman. Cost-sensitive active visual category learning. IJCV, 91(1):24–44, 2011. [26] L. von Ahn and L. Dabbish. Esp: Labeling images with a computer game. In AAAI Spring Symposium: Knowledge Collection from Volunteer Contributors, pages 91–98, 2005. [27] L. von Ahn and L. Dabbish. Designing games with a purpose. Commun. ACM, 51(8):58–67, 2008. [28] L. von Ahn, R. Liu, and M. Blum. Peekaboom: a game for locating objects in images. In CHI, pages 55–64, 2006. [29] C. Wah, S. Branson, P. Perona, and S. Belongie. Multiclass recognition and part localization with humans in the loop. In ICCV, Barcelona, 2011. [30] W. Wu and J. Yang. Smartlabel: an object labeling tool using iterated harmonic energy minimization. In ACM MM’06, pages 891–900, 2006. [31] J. Yuen, B. C. Russell, C. Liu, and A. Torralba. Labelme video: Building a video database with human annotations. In ICCV, pages 1451–1458, 2009. [32] M.-C. Yuen, L.-J. Chen, and I. King. A survey of human computation systems. In Computational Science and Engineering, 2009. CSE ’09. International Conference on, volume 4, pages 723 –728, aug. 2009. [33] X. Zhu and A. B. Goldberg. Introduction to Semi-Supervised Learning. Synthesis Lectures on Artificial Intelligence and Machine Learning. Morgan & Claypool Publishers, 2009.
  • 21. Ask'nSeek   •  Comparison  against  saliency  map  results   – (e):  Harel's  implementa1on  of  In  et  al.   – (f):  results  from  our  game   Oge Marques uc- ed, the me- ow ate and ing 1], sed 1]. l to on- (c) (d) (e) (f) Figure 7: Representative representative results: (a) baseline dog detector from [9]; (b) result from our approach for la- bel ‘dog’; (c) baseline cat detector from [9]; (d) result from our approach for label ‘cat’; (e) saliency map produced by [11]; (f) comparable result from our approach.
  • 22. Ask'nSeek   •  Final  remarks   – It  does  in  one  game  what  ESP  and  Peekaboom  do   in  two  games  (namely,  collec1ng  labels  and   loca1ng  the  objects  associated  with  those  labels).   – It  avoids  explicitly  asking  the  user  to  map  labels   and  regions  thanks  to  our  novel  semi-­‐supervised   learning  algorithm.     – It  requires  very  few  game  logs  per  image  to  feed  a   machine  learning  algorithm,  which  in  turn   produces  the  outline  of  the  most  relevant  regions   within  the  image  and  their  labels.     Oge Marques
  • 23. Ask'nSeek   •  Ongoing  work   – Different  segmenta1on  algorithms  and  figures  of   merit   •  Joint  work  with  UPC  (Barcelona)   – Extensive  evalua1on  against  PASCAL  VOC  dataset   Oge Marques
  • 24. Ask'nSeek   •  Many  possibili1es   – Different  segmenta1on  algorithms   – (Mul1-­‐language)  text-­‐based  processing   – "Objects  in  context"   •  Biggest  challenge   – Making  the  game  fun!   – Increasing  player  base   Oge Marques
  • 25. Ask'nSeek   •  Let's  play!   •  hKp://1nyurl.com/asknseek     Oge Marques
  • 26. Our  work   •  Guess  That  Face     (with  Mathias  Lux  and  Justyn  Snyder,  CHI  2013)   – a  face  recogni1on  game  that  reverse  engineers   the  human  biological  threshold  for  accurately   recognizing  blurred  faces  of  celebri1es  under   1me-­‐varying  condi1ons.   Oge Marques ! ! !
  • 27. •  Mo1va1on:   – Human  vision:  we  are  remarkably  good  at   recognizing  (severely  blurred)  famous  faces     Oge MarquesFig. 1. Unlike current machine-based systems, human observers are able to handle significant degradations in face images. For instance, subjects are able to recognize more than half of all familiar faces shown to them at the resolution depicted here. Individuals shown in order are: Michael Jordan, Woody Allen, Goldie Hawn, Bill Clinton, Tom Hanks, Saddam Hussein, Elvis Presley, Jay Leno, Sinha et al.: Face Recognition by Humans: Nineteen Results Researchers Should Know About Sinha et al.: Face Recognition by Humans: Nineteen Results Researchers Should Know About
  • 28. •  Mo1va1on:   – Computer  vision:  face  recogni1on  s1ll  not  mature   – Machine  learning:  what  if  we  train  algorithms   with  blurry  faces  instead?   – Game  play:  SongPop  and  Facebook   Oge Marques
  • 29. •  The  game:   –  Player  must  analyze  a  series  of   randomly-­‐generated  images  of   celebri1es  while  the  images   transi1on  from  an  ini1ally  severely-­‐ blurred  state  to  their  original  state   over  a  constant  interval  of  1me.     –  While  the  image  is  being   progressively  de-­‐blurred  on  the   screen,  players  are  prompted  to   select  the  name  of  the  celebrity   who  they  believe  is  correct,  which   they  do  once  they  have  confidence   in  their  answer.     Oge Marques !
  • 30. •  Dataset  (original):   – 48  popular  celebri1es  +  2  poli1cians   – Each  image  in  the  dataset  also  has  two  varia1ons:   de-­‐saturated  and  horizontally-­‐flipped   Oge Marques
  • 31. •  Game  logs:   –  the  image  iden1fier  in  the  dataset  that  contained  the   correct  answer,     –  the  varia1on  of  the  image  (normal,  de-­‐saturated,  or   horizontally  flipped),     –  the  degree  of  blurring  (ranging  from  0  to  65),     –  the  answer  the  user  selected  (or  the  1me-­‐out),     –  the  orienta1on  of  both  the  correct  answer  and  the   selected  answer,     –  the  1me  stamp,     –  the  round  number.     Oge Marques
  • 32. •  Terminology:   –  Guess  That  Face  is  an  inversion-­‐problem  game,  where   one  player  provides  output  while  the  second  player   guesses  the  input  provided  by  the  first  player.     –  Specifically,  for  Guess  That  Face,  the  “player”  who   generates  the  random  output  is  a  computer,  while  the   player  who  guesses  the  correct  input  is  a  human.     –  The  output  in  ques1on  is  both  the  image  of  the   celebrity  and  the  set  of  op1ons  and  the  input  is     the  correct  answer  selected  by  the  player.     Oge Marques
  • 33. •  User  studies:   – 28  undergraduate  students  at  FAU  par1cipated.     – The  mean  age  is  21.     – 82%  are  male  and  18%  are  female.       – Many  strongly  agreed  on  “I  found  the  game  to  be   very  easy  to  understand,”  with  a  mean  of  4.93  on   a  5-­‐point  Likert  scale  [1  ..  5].   Oge Marques
  • 34. •  User  studies:   – 33.3%  of  the  students  answered  that  they   confessed  to  random  guessing.  S1ll,  80%  of  the   students  played  at  least  one  game  without  using   an  exploit  or  randomly  guessing.   – 80%  of  the  par1cipants  saw  poten1al  for  broader   deployment,  i.e.,  as  a  social  media  applica1on.   – 80%  of  the  players  would  recommend  the  game   to  their  friends.   Oge Marques
  • 35. •  Deblurring  method     – StackBlur  Gaussian  blurring  algorithm     – Blurring  radius  ranging  from  0  to  65.   – Total  de-­‐blurring  1me  =  8.125  seconds.       Oge Marques
  • 36. •  Results:     Oge Marques
  • 37. •  Conclusions:   – Promising  preliminary  results   – Work  in  Progress   – Poten1al  to  extend  to  other  areas  and  age  groups   Oge Marques
  • 38. Guess  That  Face   •  Let's  play!   •  hKp://1nyurl.com/guessthazace       Oge Marques
  • 39. Ongoing  and  future  work   •  Build  a  framework  for  development  of  games   for  vision  problems   •  Extend  work  of  Ask'nSeek  and  GTF  to  other   vision  problems,  e.g.,  scene  classifica1on,   object  recogni1on   •  Develop  mobile  games  for  children  to  help   human  vision  scien1sts  study  developmental   aspects  of  vision   Oge Marques
  • 40. Concluding  remarks   •  "Recipe  for  success"   – Games  that  are  well-­‐designed  (look  like  games,   have  a  certain  addic1ve  component,  make  you   want  to  share  with  friends,  have  a  long  shelf  life)   – Games  that  are  fun  to  play   – Game  logs  that  convey  useful  informa1on  that   would  not  be  easily  obtained  otherwise   – Meaningful  (open)  computer  vision  problems   – Sound  machine  learning  strategies  to  leverage  the   knowledge  acquired  through  game  logs.   Oge Marques
  • 41. Discussion   •  Which  (types  of)  games?     •  Which  (group  of)  vision  problems?   •  How  to  avoid  the  trap  of  "games  that  aren't"?   •  How  to  make  a  game  "go  viral"?     •  What  else  can  go  wrong?   Oge Marques
  • 42. Let's  get  to  work!   •  Which  computer  vision  problem  would  you   like  to  solve  using  games?   •  Contact  me  with  ideas:  omarques@fau.edu     Oge Marques