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Dicky N. Sihite

dblp:116/6482 · DBLP profile ↗
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8ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6Graphics, computer vision, multimedia, augmented reality and games · 6Systems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
5 papers
Image recognition and object detection · 24% Trustworthy machine learning · 23% Deep learning architectures and training · 22%
Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 77% Games and playful interaction · 23%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning
interpretability
0.322013
Analysis of Scores, Datasets, and Models in Visual Saliency Prediction · ICCV 2013
Probabilistic learning of task-specific visual attention · CVPR 2012
Computer vision › Segmentation and scene understanding › saliency detection
salient object detection
0.322013
Quantitative Analysis of Human-Model Agreement in Visual Saliency Modeling: A Comparative Study · IEEE Trans. Image Process. 2013
Salient Object Detection: A Benchmark · ECCV (2) 2012
Computer vision › Image recognition and object detection
saliency prediction
0.212013
Analysis of Scores, Datasets, and Models in Visual Saliency Prediction · ICCV 2013
Machine learning › Probabilistic and Bayesian machine learning › structured models › graphical models › bayesian network
dynamic bayesian network
0.112012
An Object-Based Bayesian Framework for Top-Down Visual Attention · AAAI 2012
Machine learning › Probabilistic and Bayesian machine learning › structured models
graphical models
0.112012
An Object-Based Bayesian Framework for Top-Down Visual Attention · AAAI 2012
Computer vision › Image recognition and object detection › object detection › object detection evaluation
object detection benchmark
0.112012
Salient Object Detection: A Benchmark · ECCV (2) 2012
Machine learning › Deep learning architectures and training › attention mechanism
task-specific attention
0.112012
Probabilistic learning of task-specific visual attention · CVPR 2012
Machine learning › Deep learning architectures and training › attention mechanism › selective attention
top-down attention
0.112012
An Object-Based Bayesian Framework for Top-Down Visual Attention · AAAI 2012
Machine learning › Deep learning architectures and training › attention mechanism
visual attention
0.112012
An Object-Based Bayesian Framework for Top-Down Visual Attention · AAAI 2012
Machine learning › Trustworthy machine learning › interpretability
visual saliency estimation
0.112012
Probabilistic learning of task-specific visual attention · CVPR 2012
Computer vision › 3D vision › biological vision modeling
scanpath prediction
0.012013
Analysis of Scores, Datasets, and Models in Visual Saliency Prediction · ICCV 2013

Methods — techniques the papers use, named apart from their topics

eye-tracking · 0.3evaluation metrics · 0.3shuffled AUC · 0.2eye movement datasets · 0.2object detection · 0.1multi-modal state representation · 0.1gaze prediction · 0.1dynamic bayesian network · 0.1benchmarking · 0.1bayesian model · 0.1
YearPublicationVenuePosition
2014 What/Where to Look Next? Modeling Top-Down Visual Attention in Complex Interactive Environments
abstract
Several visual attention models have been proposed for describing eye movements over simple stimuli and tasks such as free viewing or visual search. Yet, to date, there exists no computational framework that can reliably mimic human gaze behavior in more complex environments and tasks such as urban driving. In addition, benchmark datasets, scoring techniques, and top-down model architectures are not yet well understood. In this paper, we describe new task-dependent approaches for modeling top-down overt visual attention based on graphical models for probabilistic inference and reasoning. We describe a dynamic Bayesian network that infers probability distributions over attended objects and spatial locations directly from observed data. Probabilistic inference in our model is performed over object-related functions that are fed from manual annotations of objects in video scenes or by state-of-the-art object detection/recognition algorithms. Evaluating over approximately 3 h (approximately 315 000 eye fixations and 12 000 saccades) of observers playing three video games (time-scheduling, driving, and flight combat), we show that our approach is significantly more predictive of eye fixations compared to: 1) simpler classifier-based models also developed here that map a signature of a scene (multimodal information from gist, bottom-up saliency, physical actions, and events) to eye positions; 2) 14 state-of-the-art bottom-up saliency models; and 3) brute-force algorithms such as mean eye position. Our results show that the proposed model is more effective in employing and reasoning over spatio-temporal visual data compared with the state-of-the-art.
Ali Borji, Dicky N. Sihite, Laurent Itti
IEEE Trans. Syst. Man Cybern. Syst.2
2013 Analysis of Scores, Datasets, and Models in Visual Saliency Prediction
abstract
Significant recent progress has been made in developing high-quality saliency models. However, less effort has been undertaken on fair assessment of these models, over large standardized datasets and correctly addressing confounding factors. In this study, we pursue a critical and quantitative look at challenges (e.g., center-bias, map smoothing) in saliency modeling and the way they affect model accuracy. We quantitatively compare 32 state-of-the-art models (using the shuffled AUC score to discount center-bias) on 4 benchmark eye movement datasets, for prediction of human fixation locations and scan path sequence. We also account for the role of map smoothing. We find that, although model rankings vary, some (e.g., AWS, LG, AIM, and HouNIPS) consistently outperform other models over all datasets. Some models work well for prediction of both fixation locations and scan path sequence (e.g., Judd, GBVS). Our results show low prediction accuracy for models over emotional stimuli from the NUSEF dataset. Our last benchmark, for the first time, gauges the ability of models to decode the stimulus category from statistics of fixations, saccades, and model saliency values at fixated locations. In this test, ITTI and AIM models win over other models. Our benchmark provides a comprehensive high-level picture of the strengths and weaknesses of many popular models, and suggests future research directions in saliency modeling.
Ali Borji, Hamed Rezazadegan Tavakoli, Dicky N. Sihite, Laurent Itti
ICCV3
2013 Quantitative Analysis of Human-Model Agreement in Visual Saliency Modeling: A Comparative Study
abstract
Visual attention is a process that enables biological and machine vision systems to select the most relevant regions from a scene. Relevance is determined by two components: 1) top-down factors driven by task and 2) bottom-up factors that highlight image regions that are different from their surroundings. The latter are often referred to as "visual saliency." Modeling bottom-up visual saliency has been the subject of numerous research efforts during the past 20 years, with many successful applications in computer vision and robotics. Available models have been tested with different datasets (e.g., synthetic psychological search arrays, natural images or videos) using different evaluation scores (e.g., search slopes, comparison to human eye tracking) and parameter settings. This has made direct comparison of models difficult. Here, we perform an exhaustive comparison of 35 state-of-the-art saliency models over 54 challenging synthetic patterns, three natural image datasets, and two video datasets, using three evaluation scores. We find that although model rankings vary, some models consistently perform better. Analysis of datasets reveals that existing datasets are highly center-biased, which influences some of the evaluation scores. Computational complexity analysis shows that some models are very fast, yet yield competitive eye movement prediction accuracy. Different models often have common easy/difficult stimuli. Furthermore, several concerns in visual saliency modeling, eye movement datasets, and evaluation scores are discussed and insights for future work are provided. Our study allows one to assess the state-of-the-art, helps to organizing this rapidly growing field, and sets a unified comparison framework for gauging future efforts, similar to the PASCAL VOC challenge in the object recognition and detection domains.
Ali Borji, Dicky N. Sihite, Laurent Itti
IEEE Trans. Image Process.2
2012 An Object-Based Bayesian Framework for Top-Down Visual Attention
abstract
We introduce a new task-independent framework to model top-down overt visual attention based on graph-ical models for probabilistic inference and reasoning. We describe a Dynamic Bayesian Network (DBN) that infers probability distributions over attended objects and spatial locations directly from observed data. Probabilistic inference in our model is performed over object-related functions which are fed from manual annotations of objects in video scenes or by state-of-the-art object detection models. Evaluating over ∼3 hours (appx. 315,000 eye fixations and 12,600 saccades) of observers playing 3 video games (time-scheduling, driving, and flight combat), we show that our approach is significantly more predictive of eye fixations compared to: 1) simpler classifier-based models also developed here that map a signature of a scene (multi-modal information from gist, bottom-up saliency, physical actions, and events) to eye positions, 2) 14 state-of-the-art bottom-up saliency models, and 3) brute-force algorithms such as mean eye position. Our results show that the proposed model is more effective in employing and reasoning over spatio-temporal visual data.
Ali Borji, Dicky N. Sihite, Laurent Itti
AAAI2
2012 Probabilistic learning of task-specific visual attention
abstract
Despite a considerable amount of previous work on bottom-up saliency modeling for predicting human fixations over static and dynamic stimuli, few studies have thus far attempted to model top-down and task-driven influences of visual attention. Here, taking advantage of the sequential nature of real-world tasks, we propose a unified Bayesian approach for modeling task-driven visual attention. Several sources of information, including global context of a scene, previous attended locations, and previous motor actions, are integrated over time to predict the next attended location. Recording eye movements while subjects engage in 5 contemporary 2D and 3D video games, as modest counterparts of everyday tasks, we show that our approach is able to predict human attention and gaze better than the state-of-the-art, with a large margin (about 15% increase in prediction accuracy). The advantage of our approach is that it is automatic and applicable to arbitrary visual tasks.
Ali Borji, Dicky N. Sihite, Laurent Itti
CVPR2
2012 Salient Object Detection: A Benchmark
Ali Borji, Dicky N. Sihite, Laurent Itti
ECCV (2)2
2012 Modeling the influence of action on spatial attention in visual interactive environments
abstract
A large number of studies have been reported on top-down influences of visual attention. However, less progress have been made in understanding and modeling its mechanisms in real-world tasks. In this paper, we propose an approach for learning spatial attention taking into account influences of physical actions on top-down attention. For this purpose, we focus on interactive visual environments (video games) which are modest real-world simulations, where a player has to attend to certain aspects of visual stimuli and perform actions to achieve a goal. The basic idea is to learn a mapping from current mental state of the game player, represented by past actions and observations, to its gaze fixation. A data-driven approach is followed where we train a model from the data of some players and test it over a new subject. In particular, two contributions this paper makes are: 1) employing multi-modal information including mean eye position, gist of a scene, physical actions, bottom-up saliency, and tagged events for state representation and 2) analysis of different methods of combining bottom-up and top-down influences. Comparing with other top-down task-driven and bottom-up spatio-temporal models, our approach shows higher NSS scores in predicting eye positions.
Ali Borji, Dicky N. Sihite, Laurent Itti
ICRA2
2011 Computational Modeling of Top-down Visual Attention in Interactive Environments
abstract
Modeling how visual saliency guides the deployment of attention over visual scenes has attracted much interest recently — among both computer vision and experimental/computational researchers — since visual attention is a key function of both machine and biological vision systems. Research efforts in computer vision have mostly been focused on modeling bottom-up saliency. Strong influences o n attention and eye movements, however, come from instantaneous task demands. Here, we propose models of top-down visual guidance considering task influences. The n ew models estimate the state of a human subject performing a task (here, playing video games), and map that state to an eye position. Factors influencing state come from scene gi st, physical actions, events, and bottom-up saliency. Proposed models fall into two categories. In the first category, we use classical discriminative classifiers, including Reg ression, kNN and SVM. In the second category, we use Bayesian Networks to combine all the multi-modal factors in a unified framework. Our approaches significantly outperfor m 15 competing bottom-up and top-down attention models in predicting future eye fixat ions on 18,000 and 75,00 video frames and eye movement samples from a driving and a flig ht combat video game, respectively. We further test and validate our approaches on 1.4M video frames and 11M fixations samples and in all cases obtain higher prediction s cores that reference models.
Ali Borji, Dicky N. Sihite, Laurent Itti
BMVC2