Research Projects

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Media Adaptation in Biofeedback System
 
 

In this project, we present a media adaptation framework for an immersive biofeedback system for stroke patient rehabilitation. In our biofeedback system, media adaptation refers to changes in audio/visual feedback as well as changes in physical environment. Effective media adaptation frameworks help patients recover generative plans for arm movement with potential for significantly shortened therapeutic time. The media adaptation problem has significant challenges – (a) high dimensionality of adaptation parameter space (b) variability in the patient performance across and within sessions (c) the actual rehabilitation plan is typically a non first-order Markov process, making the learning task hard.

Our key insight is to understand media adaptation as a real-time feedback control problem. We use a mixture-of-experts based Dynamic Decision Network (DDN) for online media adaptation. We train DDN mixtures per patient, per session. The mixture models address two basic questions – (a) given a specific adaptation suggested by the domain expert, predict patient performance and (b) given an expected performance, determine optimal adaptation decision. The questions are answered through an optimality criterion based search on DDN models trained in previous sessions. We have also developed new validation metrics and have very good results for both questions on actual stroke rehabilitation data.

 
Biofeedback

The goal of this project is to design a real time multimodal biofeedback system for stroke patient rehabilitation. The problem is important as traditional mechanisms of rehabilitation are monotonous and do not incorporate detailed quantitative assessment of recovery in addition to traditional clinical schemes. We have been working on developing an experiential media system that integrates task dependent physical therapy and cognitive stimuli within an interactive, multimodal environment. The environment provides a purposeful, engaging, visual and auditory scene in which patients can practice functional therapeutic reaching tasks while receiving different types of simultaneous feedback indicating measures of both performance and results. In this project, I focus on three parts: (a) real-time motion analysis, (b) new metrics to validate the ability of the system to promote learnability, stylization and engagement and (c) human-computer joint multimodal adaptation.

 
Linear Transform Approximation

This project aims to develop a novel framework to systematically trade-off computational complexity with output distortion in linear multimedia transforms, in an optimal manner. The problem is important in real-time systems where the computational resources available are time-dependent. We solve the real-time adaptation problem by developing an approximate transform framework. There are three key contributions of this paper – (a) a fast basis approximation framework that allows us to store signal independent partial transform results to be used in real-time, (b) estimating the complexity distortion curve for the linear transform using a basis set approximation and (c) determining optimal operating points and a meta-data embedding algorithm for images that allows for real-time adaptation. We have applied this approach on the FFT and DCT transform using Haar wavelet basis. Our results validate our theoretical approach by showing that we can reduce transform computational complexity significantly while minimizing distortion.

 

 
Shape Complexity

This project deals with the problem of estimating 2D shape complexity. This has important applications in computer vision as well as in developing efficient shape classification algorithms. We define shape complexity using correlates of Kolmogorov complexity – entropy measures of global distance and local angle, and a measure of shape randomness. We tested our algorithm on synthetic and real world datasets with excellent results. We also conducted user studies that indicate that our measure is highly correlated with human perception. They also reveal an intuitive shape sensitivity curve – simple shapes are easily distinguished by small complexity variations, while complex shapes require significant complexity differences to be differentiated.

 
 
Effort in Human Pose

This project deals with the problem of estimating the effort required to maintain a static pose by human beings. The problem is important in developing dance summarization and rehabilitation applications. We estimate the human pose effort using two kinds of body constraints – skeletal constraints and gravitational constraints. The extracted features are combined together using SVM regression to estimate the pose effort. We tested our algorithm on 55 dance poses with different annotated efforts with excellent results. Our user studies additionally validate our approach.

 

 
Approximate Pattern Classification

In this project, we present an efficient 3D shape rejection algorithm for unlabeled 3D markers. The problem is important in domains such as rehabilitation and the performing arts. There are three key innovations in our approach – (a) a multi-resolution shape representation using Haar wavelets for unlabeled markers, (b) a multi-resolution shape metric and (c) a shape rejection algorithm that is predicated on the simple idea that we do not need to compute the entire distance to conclude that two shapes are dissimilar. We tested the approach on a real-world pose classification problem with excellent results. We achieved a classification accuracy of 98% with an order of magnitude improvement in terms of computational complexity over a baseline shape matching algorithm.