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(1)

Ubiquitous  Compu-ng   and  Urban  Organisms    

Nicola Bicocchi – nicola.bicocchi@unimore.it

(2)

“Any technology sufficiently advanced is indistinguishable from magic”

Arthur C. Clarke

“The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they

are indistinguishable from it”

Mark Weiser

Introduc-on  

(3)

Mainframe (Past) 1:N one computer shared by many people

â

Personal Computer (Present) 1:1 one computer, one person

å æ

N:1              *Internet - Widespread

Distributed Computing* Ubiquitous Nk:1  

Computing

Trends  

(4)

Computers were a scarce resource run by experts behind closed doors.

Phase  I  -­‐  Mainframes  

(5)

•  In 1984 the number of people using PCs surpassed that of people using mainframe computers.

•  PC Era: You have your computer, it contains your stuff, and you interact directly and

deeply with it.

•  The PC is most analogous to the automobile.

Phase  II  -­‐  PC  

(6)

The Internet brings together elements of the mainframe

era and the PC era.

Client = PC

Server = Mainframe

Transi-on  –  The  Internet  

(7)

•  The UC era will have lots of computers shared by each one of us.

•  UC is fundamentally characterized by the connection of things in the world with

computation.

•  Frequently used related terms:

Pervasive computing, Wearable computers, Intelligent environment, Things That Think (T³), Wearware, Personal Area Networking (PAN).[3]

Phase  III  –  Ubiquitous  Compu-ng  

(8)

UC  -­‐  Defini-on  

•  Ubiquitous  compu-ng  [4]:  

– Ubiquity/Pervasiveness  –  lots  of  devices  

– Connectedness  –  the  devices  are  networked  

– Context-­‐awareness  –  the  system  is  aware  of  the   context  of  users  

– Invisibility  –  device  effec-vely  becomes  invisible   (implicit  interac-ons)  

(9)

•  UC goal: enhancing computer use by making many computers available throughout the

physical environment, but making them effectively invisible to the user.

•  Ubiquity

– Everywhere

– Adaptation to environment

– Intuitive, transparent, natural interfaces

UC  -­‐  Goal  

(10)

From  UC  to  Urban  Organisms  

(11)

•  Business: estimated 10 T$ worldwide (next 15y) – Motley Fool

•  Personal: increased productivity

•  Health: physical & psychological influence, decreased alienation

•  Privacy and Security: ?!?!?!?

Social  Influence  

(12)

A  vision-­‐based  sensor  

(13)

Mo-va-ons  

•  Pervasive  services  oSen  rely  on  mul--­‐modal  

classifica-on  to  implement  situa-on-­‐recogni-on   capabili-es  (e.g.,  loca-on,  physical  ac-vi-es,  

health  parameters,  daily  rou-nes,  etc.)    

•  Vision  is  an  informa-ve  source  of  informa-on.  

Few  aWempts  have  been  made  to  integrate  it   within  pervasive  scenarios  

•  Is  it  possible  of  make  use  of  visual  data  within   mul5-­‐modal  situa5on  recogni5on  schemes?  

(14)

•  Images  are  extremely  informa-ve  (vast  areas  of  the  human   brain  are  devoted  to  vision)  

•  The  demand  of  life-­‐logging  devices  is  increasing    

•  Decent-­‐quality,  miniaturized  cameras  are  already  affordable  

•  It  is  s-ll  troublesome  to  detect  and  classify  a  wide  range  of   objects,  people,  and  scenes  

•  Many  research  works  focus  on  recognizing  specific  classes  of   en--es  with  complex  parametric  representa-ons  

•  UnaWrac-ve  for  constrained  devices  dealing  with  

unpredictable,  open-­‐ended  environments  (a  common  pervasive   scenario)  

•  Wearable  cameras  frequently  collect  meaningless  shots      

The  good  and  the  bad  

(15)

Goal  

SCENE = Laboratory

Situation Recognition

(16)

Workflow  

1.  Image  acquisi1on   2.  Scene  segmenta1on  

3.  Sub-­‐scenes  classifica1on     4.  Scene  reconstruc1on  

person  

robot   robot   person  

SCENE = Laboratory

(17)

Scene  Segmenta-on  

•  Scene  classifica-on  stage  works  with  32x32  pixels   images  

•  To  avoid  drama-c  informa-on  losses,   segmenta-on  proved  to  be  useful  

(18)

Scene  Segmenta-on  

•  GrabCut  has  been  implemented  to  segment  images  into  a  set  of  sub-­‐images  

containing  foreground  areas.  To  make  it  completely  unsupervised,  border  pixels  have   been  used  as  the  background  model  

C.  Rother,  V.  Kolmogorov,  A.  Blake.  GrabCut:  Interac-ve  Foreground  Extrac-on  using   Iterated  Graph  Cuts.  ACM  Transac5ons  on  Graphics  (SIGGRAPH'04),  2004  

(19)

Neighbors  Search  

•  Data-­‐driven  

•  Neighbors  are  searched  by  execu-ng  an  exhaus-ve   search  on  the  largest  dataset  publicly  available    

•  (images  =  80M,  size  =  0.3TB,  search  -me  =  1h)  

•  Hashing  techniques  can  be  used  to  substan5ally  speed  up   the  process    

•  Images  are  represented  as  ordered  vectors  of  3072  

(32x32x3)  elements  normalized  to  have  zero  mean  and   unit  norm    

•  The  sum  of  squared  differences  is  computed    

•  Each  query  returns  n  nearest  neighbors,  each  one  associated   with  a  WordNet  label  

(20)

Neighbors  Search  

80  Million  Tiny  Images  Dataset  (MIT),  publicly  available.  

(21)

Neighbors  vo-ng  

(22)

ConceptNet  

• The ideal knowledge base should exhibit two main features:

–  it should include a vocabulary covering a wide scope of topics –  it  should  incorporate  seman-c  rela-ons  between  concepts  

• ConceptNet is organized as a massive directed and labelled graph about real world facts and activities

–  300K nodes –  1.7M edges

(23)

Scene  Reconstruc-on  

•  It  is  difficult  to  recognize  a  scene  from  low-­‐quality   images.  However:  

–  mul-ple  images  can  be  collected  

–  scenes  can  be  treated  as  sets  of  keywords   –  similar  scenes  share  a  number  of  keywords  

•  Each  class,  interes-ng  for  classifica-on,  is  marked   on  ConceptNet  as  a  class  node  C    

•  Each  label  is  marked  as  a  label  node  l  

•  For  each  class  node  C,  the  average  shortest  path   AP  to  all  the  label  nodes  is  computed    

•  Scene  reconstruc-on  is  performed  by  assigning  to   the  -me  window  taken  into  account  the  class  C   with  the  shortest  average  path    

Kitchen  (C)  

Park  (C)  

(24)

Scene  Reconstruc-on  

ARMCHAIR

OVEN KNIFE

COUCH

STOVE

TELEVISION

LIVING-ROOM KITCHEN

CURTAIN

GUITAR PILLOW

ROOM SINK

(25)

Scene  Reconstruc-on  

ARMCHAIR

OVEN KNIFE

COUCH

STOVE

TELEVISION

LIVING-ROOM KITCHEN

CURTAIN

GUITAR PILLOW

ROOM SINK

(26)

Experimental  Methodology  

•  GoPro  HD  camera  

•  1920  images  dataset  

•  16h  sampled  every  30s  during  a  realis5c  ordinary  day  

•  Automa-cally  -me  stamped,  manually  annotated  

•  64  neighbors  retrieved  for  each  image  query  

•  300s  -me  window  

•  The  proposed  approach  (segmenta-on,  classifica-on,   reconstruc-on)  has  been  compared  with  a  the  original   WordNet  vo-ng  scheme  along  the  same  -me  window  

(27)

Experimental  Results  

0 0.2 0.4 0.6 0.8 1

0 0.2 0.4 0.6 0.8 1

Precision

Recall

WordNet w/o Grabcut ConceptNet w/ Grabcut

Domes1c  Environments    

(28)

Conclusions  

•  Vision  is  a  rich  source  of  informa-on  for  pervasive  system  

•  Vision  can  be  used  for  situa-on  recogni-on  in  open-­‐ended,   unpredictable  environments  by  combining:  

•  Unsupervised  image  segmenta-on  techniques  

•  Data-­‐driven,  non-­‐parametric  classifica-on  models  

•  Commonsense  knowledge  

•  Commonsense  knowledge  allows  vision-­‐based  sensors  to  be   integrated  with  other  informa-on  sources  for  both:  

•  Improving  classifica-on  accuracy  

•  Dealing  with  missing  labels  

(29)

A  Self-­‐Aware,  Reconfigurable  Architecture    

for  Context  Awareness  

(30)

Mo-va-ons  

•  Autonomous  machines  need  sensors  to  collect  knowledge,   and  mechanisms  to  adapt  their  behavior  to  the  

environment  

•  Collec-ng  knowledge  basically  consists  in  finding  a  paWern   recogni-on  algorithm  delivering  certain  performance  on  a   given  dataset.  

•  Researchers  are  oSen  re-­‐inven-ng  the  wheel  on  each   specific  problem:  

–  Kinect  smart  cameras  

–  Amazon  recommenda-on  systems   –  Shazam  

–  An-  Spam  filters   –  Network  profilers  

30

(31)

Requirements  

•  PaWern  Recogni-on  modules  requirements:  

–  Self-­‐Aware  

–  Environment-­‐aware  

–  Able  to  integrate  a-­‐priori  specifica-ons  (Top-­‐Down  Design)    

•  Architecture  requirements:  

–  Improve  classifica-on  accuracy  

–  Eventually  reduce  energy  consump-on  on  constrained   devices  

–  Simplify  training  setup  

–  Improve  soSware  engineering  

31

(32)

Goal  

•  We  developed  a  general  architecture  enabling   the  development  of  paWern  recogni-on  soSware   modules.  

•  We  made  use  of  reconfigurable  components   (OSGi  containers)  to  enable  self-­‐  and  

environmental-­‐based  adapta-on  

•  We  embedded  well-­‐known  paWern  recogni-on   libraries  (Weka,  Jmir,  OpenCV)  within  OSGi  

containers  

•  We  defined  an  automata-­‐based  meta  language  to   program  internal  reconfigura-ons  

32

(33)

Internal  Architecture  

•  OSGi,  is  a  Java  framework  providing  the  features  of  a  Service  oriented  Component  architecture.  

Components  can  be  installed,  started,  stopped,  updated,  and  uninstalled  without  requiring  a   reboot.    

•  Apache  Felix  iPOJO  is  a  container-­‐based  framework  suppor-ng  some  management  facili-es  like   dynamic  dependency  handling,  component  reconfigura-on,  component  factory,  and  

introspec-on.    

•  Apache  Camel  enables  components  to  process  data  streams  in  an  asynchronous  way  

33

(34)

Internal  Architecture  

34

•  Simplify  training  setup  

•  Improve  soOware  engineering  

(35)

Code  Perspec-ve  

35

(36)

Smart  Camera  Applica-on  

36

(37)

Life-­‐Log  Applica-on  

37

indoor

A Start

B C

outdoor D

fast

slow

other outdoor

car OR train OR bus indoor

indoor

Speed (fast, slow) Location_1 (indoor, outdoor) Activity_1 (walk, run, stand, stair)

Vehicle (car, train, bus, bike, other) Talking(no voice, phone, dialogue, group) Location_1 (indoor, outdoor)

F run

run stand, walk, stair

Activity_1 (walk, run, stand, stair) Location_3 (park, street) Location_1 (indoor, outdoor)

Location_2 (home, office, other)

E

Location_4 (pub, restaurant, concert, gym, stadium, other)

other other

(38)

Life-­‐Log  Applica-on  

– Dataset  collected   by  2  users  for  2   days  

– Improve  

classifica1on  

accuracy  (+10%)   – Eventually  reduce  

energy  

consump1on  on   constrained  

devices  (-­‐50%)  

38

(39)

Conclusion  

•  We  developed  a  general  architecture  capable  of   simplifying  the  development  of  paWern  

recogni-on  modules  able  to:  

–  Improve  classifica1on  accuracy  

–  Reduce  energy  consump1on  on  constrained  devices   –  Simplify  training  setup  

–  Improve  soOware  engineering  

•  Available  on  BitBucket:  

hWps://bitbucket.org/damiano_fontana/

awareness  

39 Nicola  Bicocchi   (UNIMORE)  

(40)

   

Thank  you  for  listening!    

(41)

•  [1] Bruce Sterling speech at the "CRA Conference on Grand Research Challenges in Computer Science and Engineering“, Airlie House,

Warrenton, Virginia June 23, 2002.

•  [2] Jim Morris of Carnegie-Mellon University

•  [3] MIT: http://www.mit.edu, http://oxygen.lcs.mit.edu/

•  [4] Mark Burnett, Chris P. Rainsford, Department of Defense,

Australia, “A Hybrid Evaluation Approach for Ubiquitous Computing Environments”

•  [5] Mark Weiser, “Some Computer Science Issues in Ubiquitous Computing”, July 1993.

•  [6] Mark Weiser, “Ubiquitous Computing” IEEE Computer "Hot Topics", October 1993.

•  [7] Mark Weiser and John Seely Brown, Xerox PARC

The Coming Age of Calm Technology ”, October 1996.

•  [8] Xerox PARC: http://www.xerox.com

•  Ubicomp: http://www.ubiq.com

•  [9] www.cs.hut.fi/Opinnot/Tik-86.161/2001_files/Merviranta.pdf

•  [10] Computer History:

http://www.computersciencelab.com/History.htm

References  

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