Partha Pratim Roy

Papers from this author

EEG-Based Cognitive State Assessment Using Deep Ensemble Model and Filter Bank Common Spatial Pattern

Debashis Das Chakladar, Shubhashis Dey, Partha Pratim Roy, Masakazu Iwamura

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Auto-TLDR; A Deep Ensemble Model for Cognitive State Assessment using EEG-based Cognitive State Analysis

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Electroencephalography (EEG) is the most used physiological measure to evaluate the cognitive state of a user efficiently. As EEG inherently suffers from a poor spatial resolution, features extracted from each EEG channel may not efficiently used for cognitive state assessment. In this paper, the EEG-based cognitive state assessment has been performed during the mental arithmetic experiment, which includes two cognitive states (task and rest) of a user. To obtain the temporal as well as spatial resolution of the EEG signal, we combined the Filter Bank Common Spatial Pattern (FBCSP) method and Long Short-Term Memory (LSTM)-based deep ensemble model for classifying the cognitive state of a user. Subject-wise data distribution has been performed due to the execution of a large volume of data in a low computing environment. In the FBCSP method, the input EEG is decomposed into multiple equal-sized frequency bands, and spatial features of each frequency bands are extracted using the Common Spatial Pattern (CSP) algorithm. Next, a feature selection algorithm has been applied to identify the most informative features for classification. The proposed deep ensemble model consists of multiple similar structured LSTM networks that work in parallel. The output of the ensemble model (i.e., the cognitive state of a user) is computed using the average weighted combination of individual model prediction. This proposed model achieves 87\% classification accuracy, and it can also effectively estimate the cognitive state of a user in a low computing environment.

End-To-End Triplet Loss Based Emotion Embedding System for Speech Emotion Recognition

Puneet Kumar, Sidharth Jain, Balasubramanian Raman, Partha Pratim Roy, Masakazu Iwamura

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Auto-TLDR; End-to-End Neural Embedding System for Speech Emotion Recognition

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In this paper, an end-to-end neural embedding system based on triplet loss and residual learning has been proposed for speech emotion recognition. The proposed system learns the embeddings from the emotional information of the speech utterances. The learned embeddings are used to recognize the emotions portrayed by given speech samples of various lengths. The proposed system implements Residual Neural Network architecture. It is trained using softmax pre-training and triplet loss function. The weights between the fully connected and embedding layers of the trained network are used to calculate the embedding values. The embedding representations of various emotions are mapped onto a hyperplane, and the angles among them are computed using the cosine similarity. These angles are utilized to classify a new speech sample into its appropriate emotion class. The proposed system has demonstrated 91.67\% and 64.44\% accuracy while recognizing emotions for RAVDESS and IEMOCAP dataset, respectively.

Modeling Extent-Of-Texture Information for Ground Terrain Recognition

Shuvozit Ghose, Pinaki Nath Chowdhury, Partha Pratim Roy, Umapada Pal

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Auto-TLDR; Extent-of-Texture Guided Inter-domain Message Passing for Ground Terrain Recognition

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Ground Terrain Recognition is a difficult task as the context information varies significantly over the regions of a ground terrain image. In this paper, we propose a novel approach towards ground-terrain recognition via modeling the Extent-of-Texture information to establish a balance between the order-less texture component and ordered-spatial information locally. At first, the proposed method uses a CNN backbone feature extractor network to capture meaningful information of a ground terrain image, and model the extent of texture and shape information locally. Then, the order-less texture information and ordered shape information are encoded in a patch-wise manner, which is utilized by intra-domain message passing module to make every patch aware of each other for rich feature learning. Next, the Extent-of-Texture (EoT) Guided Inter-domain Message Passing module combines the extent of texture and shape information with the encoded texture and shape information in a patch-wise fashion for sharing knowledge to balance out the order-less texture information with ordered shape information. Further, Bilinear model generates a pairwise correlation between the order-less texture information and ordered shape information. Finally, the ground-terrain image classification is performed by a fully connected layer. The experimental results indicate superior performance of the proposed model over existing state-of-the-art techniques on publicly available datasets like DTD, MINC and GTOS-mobile.

UDBNET: Unsupervised Document Binarization Network Via Adversarial Game

Amandeep Kumar, Shuvozit Ghose, Pinaki Nath Chowdhury, Partha Pratim Roy, Umapada Pal

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Auto-TLDR; Three-player Min-max Adversarial Game for Unsupervised Document Binarization

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Degraded document image binarization is one of the most challenging tasks in the domain of document image analysis. In this paper, we present a novel approach towards document image binarization by introducing three-player min-max adversarial game. We train the network in an unsupervised setup by assuming that we do not have any paired-training data. In our approach, an Adversarial Texture Augmentation Network (ATANet) first superimposes the texture of a degraded reference image over a clean image. Later, the clean image along with its generated degraded version constitute the pseudo paired-data which is used to train the Unsupervised Document Binarization Network (UDBNet). Following this approach, we have enlarged the document binarization datasets as it generates multiple images having same content feature but different textual feature. These generated noisy images are then fed into the UDBNet to get back the clean version. The joint discriminator which is the third-player of our three-player min-max adversarial game tries to couple both the ATANet and UDBNet. The three-player min-max adversarial game stops, when the distributions modelled by the ATANet and the UDBNet align to the same joint distribution over time. Thus, the joint discriminator enforces the UDBNet to perform better on real degraded image. The experimental results indicate the superior performance of the proposed model over existing state-of-the-art algorithm on widely used DIBCO datasets. The source code of the proposed system is publicly available at https://github.com/VIROBO-15/UDBNET.