A case study in using human similarity measure for automated object recognition

Author(s):  
Behrooz Kamgar-Parsi ◽  
Behzad Kamgar-Parsi ◽  
A.K. Jain
2021 ◽  
Vol 7 (4) ◽  
pp. 65
Author(s):  
Daniel Silva ◽  
Armando Sousa ◽  
Valter Costa

Object recognition represents the ability of a system to identify objects, humans or animals in images. Within this domain, this work presents a comparative analysis among different classification methods aiming at Tactode tile recognition. The covered methods include: (i) machine learning with HOG and SVM; (ii) deep learning with CNNs such as VGG16, VGG19, ResNet152, MobileNetV2, SSD and YOLOv4; (iii) matching of handcrafted features with SIFT, SURF, BRISK and ORB; and (iv) template matching. A dataset was created to train learning-based methods (i and ii), and with respect to the other methods (iii and iv), a template dataset was used. To evaluate the performance of the recognition methods, two test datasets were built: tactode_small and tactode_big, which consisted of 288 and 12,000 images, holding 2784 and 96,000 regions of interest for classification, respectively. SSD and YOLOv4 were the worst methods for their domain, whereas ResNet152 and MobileNetV2 showed that they were strong recognition methods. SURF, ORB and BRISK demonstrated great recognition performance, while SIFT was the worst of this type of method. The methods based on template matching attained reasonable recognition results, falling behind most other methods. The top three methods of this study were: VGG16 with an accuracy of 99.96% and 99.95% for tactode_small and tactode_big, respectively; VGG19 with an accuracy of 99.96% and 99.68% for the same datasets; and HOG and SVM, which reached an accuracy of 99.93% for tactode_small and 99.86% for tactode_big, while at the same time presenting average execution times of 0.323 s and 0.232 s on the respective datasets, being the fastest method overall. This work demonstrated that VGG16 was the best choice for this case study, since it minimised the misclassifications for both test datasets.


Author(s):  
Amir Dirin ◽  
Nicolas Delbiaggio ◽  
Janne Kauttonen

<p class="affiliations"><strong>Abstract— </strong>Computer visions and their applications have become important in contemporary life. Hence, researches on facial and object recognition have become increasingly important both from academicians and practitioners. Smart gadgets such as smartphones are nowadays capable of high processing power, memory capacity, along with high resolutions camera. Furthermore, the connectivity bandwidth and the speed of the interaction have significantly impacted the popularity of mobile object recognition applications. These developments in addition to computer vision’s algorithms advancement have transferred object’s recognitions from desktop environments to the mobile world. The aim of this paper to reveal the efficiency and accuracy of the existing open-source facial recognition algorithms in real-life settings. We use the following popular open-source algorithms for efficiency evaluations: Eigenfaces, Fisherfaces, Local Binary Pattern Histogram, the deep convolutional neural network algorithm, and OpenFace. The evaluations of the test cases indicate that among the compared facial recognition algorithms the OpenFace algorithm has the highest accuracy to identify faces. The findings of this study help the practitioner on their decision of the algorithm selections and the academician on how to improve the accuracy of the current algorithms even further.</p>


Author(s):  
Daniel A. McAdams ◽  
Kristin L. Wood

Abstract In this paper a quantitative measure for design-by-analogy is developed. This measure is based on the functional similarity of products. By using this product similarity measure, designers are able to formalize and quantify design-by-analogy techniques during concept and layout design. The similarity measure and its application is clarified and validated through a case study. The case study is the original design of a pickup winder.


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