Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Patrick Dickinson is active.

Publication


Featured researches published by Patrick Dickinson.


Computer Vision and Image Understanding | 2010

Accelerated hardware video object segmentation: From foreground detection to connected components labelling

Kofi Appiah; Andrew Hunter; Patrick Dickinson; Hongying Meng

This paper demonstrates the use of a single-chip FPGA for the segmentation of moving objects in a video sequence. The system maintains highly accurate background models, and integrates the detection of foreground pixels with the labelling of objects using a connected components algorithm. The background models are based on 24-bit RGB values and 8-bit gray scale intensity values. A multimodal background differencing algorithm is presented, using a single FPGA chip and four blocks of RAM. The real-time connected component labelling algorithm, also designed for FPGA implementation, run-length encodes the output of the background subtraction, and performs connected component analysis on this representation. The run-length encoding, together with other parts of the algorithm, is performed in parallel; sequential operations are minimized as the number of run-lengths are typically less than the number of pixels. The two algorithms are pipelined together for maximum efficiency.


field-programmable technology | 2008

A run-length based connected component algorithm for FPGA implementation

Kofi Appiah; Andrew Hunter; Patrick Dickinson; Jonathan D. Owens

This paper introduces a real-time connected component labelling algorithm designed for field programmable gate array (FPGA) implementation. The algorithm run-length encodes the image, and performs connected component analysis on this representation. The run-length encoding, together with other parts of the algorithm, is performed in parallel; sequential operations are minimized as the number of runs are typically less than the number of pixels. The architecture is designed mainly on Block RAM (i.e. internal RAM) of the FPGA. A comparison with the multi-pass algorithm in hardware and software is presented to show the advantages of the algorithm. The algorithm runs comfortably in real-time with reasonably low resource utilization, making integration with other real-time algorithms feasible.


Image and Vision Computing | 2009

A spatially distributed model for foreground segmentation

Patrick Dickinson; Andrew Hunter; Kofi Appiah

Foreground segmentation is a fundamental first processing stage for vision systems which monitor real-world activity. In this paper, we consider the problem of achieving robust segmentation in scenes where the appearance of the background varies unpredictably over time. Variations may be caused by processes such as moving water, or foliage moved by wind, and typically degrade the performance of standard per-pixel background models. Our proposed approach addresses this problem by modeling homogeneous regions of scene pixels as an adaptive mixture of Gaussians in color and space. Model components are used to represent both the scene background and moving foreground objects. Newly observed pixel values are probabilistically classified, such that the spatial variance of the model components supports correct classification even when the background appearance is significantly distorted. We evaluate our method over several challenging video sequences, and compare our results with both per-pixel and Markov Random Field based models. Our results show the effectiveness of our approach in reducing incorrect classifications.


IEEE Transactions on Circuits and Systems for Video Technology | 2012

Implementation and Applications of Tri-State Self-Organizing Maps on FPGA

Kofi Appiah; Andrew Hunter; Patrick Dickinson; Hongying Meng

This paper introduces a tri-state logic self-organizing map (bSOM) designed and implemented on a field programmable gate array (FPGA) chip. The bSOM takes binary inputs and maintains tri-state weights. A novel training rule is presented. The bSOM is well suited to FPGA implementation, trains quicker than the original self-organizing map (SOM), and can be used in clustering and classification problems with binary input data. Two practical applications, character recognition and appearance-based object identification, are used to illustrate the performance of the implementation. The appearance-based object identification forms part of an end-to-end surveillance system implemented wholly on FPGA. In both applications, binary signatures extracted from the objects are processed by the bSOM. The system performance is compared with a traditional SOM with real-valued weights and a strictly binary weighted SOM.


computer vision and pattern recognition | 2011

FPGA implementation of Naive Bayes classifier for visual object recognition

Hongying Meng; Kofi Appiah; Andrew Hunter; Patrick Dickinson

In this paper, a Naive Bayes classifier was simplified and implemented as a multi-class classifier for binary feature vectors. It was designed on FPGA using very limited hardware resources and runs quickly and efficiently in both training and testing phases. It was first tested on a handwriting digital number dataset, and then applied in the visual object recognition on a single FPGA based visual surveillance system. It was compared with a binary Self Organizing Map (bSOM) using tri-states operation on FPGA, and the experimental results demonstrated both its higher performance and lower resource usage on the FPGA chip.


ieee international conference on fuzzy systems | 2014

Human behavioural analysis with self-organizing map for ambient assisted living

Kofi Appiah; Andrew Hunter; Ahmad Lotfi; Chris Waltham; Patrick Dickinson

This paper presents a system for automatically classifying the resting location of a moving object in an indoor environment. The system uses an unsupervised neural network (Self Organising Feature Map) fully implemented on a low-cost, low-power automated home-based surveillance system, capable of monitoring activity level of elders living alone independently. The proposed system runs on an embedded platform with a specialised ceiling-mounted video sensor for intelligent activity monitoring. The system has the ability to learn resting locations, to measure overall activity levels and to detect specific events such as potential falls. First order motion information, including first order moving average smoothing, is generated from the 2D image coordinates (trajectories). A novel edge-based object detection algorithm capable of running at a reasonable speed on the embedded platform has been developed. The classification is dynamic and achieved in real-time. The dynamic classifier is achieved using a SOFM and a probabilistic model. Experimental results show less than 20% classification error, showing the robustness of our approach over others in literature with minimal power consumption. The head location of the subject is also estimated by a novel approach capable of running on any resource limited platform with power constraints.


field-programmable technology | 2005

An FPGA-based infant monitoring system

Patrick Dickinson; Koffi Appiah; Andrew Hunter; Stephen Ormston

We have designed an automated visual surveillance system for monitoring sleeping infants. The low-level image processing is implemented on an embedded Xilinxs Virtex II XC2v6000 FPGA and quantifies the level of scene activity using a specially designed background subtraction algorithm. We present our algorithm and show how we have optimised it for this platform.


international conference on image processing | 2011

Automatic nesting seabird detection based on boosted HOG-LBP descriptors

Chunmei Qing; Patrick Dickinson; Shaun W. Lawson; Robin Freeman

Seabird populations are considered an important and accessible indicator of the health of marine environments: variations have been linked with climate change and pollution [1]. However, manual monitoring of large populations is labour-intensive, and requires significant investment of time and effort. In this paper, we propose a novel detection system for monitoring a specific population of Common Guillemots on Skomer Island, West Wales (UK). We incorporate two types of features, Histograms of Oriented Gradients (HOG) and Local Binary Pattern (LBP), to capture the edge/local shape information and the texture information of nesting seabirds. Optimal features are selected from a large HOG-LBP feature pool by boosting techniques, to calculate a compact representation suitable for the SVM classifier. A comparative study of two kinds of detectors, i.e., whole-body detector, head-beak detector, and their fusion is presented. When the proposed method is applied to the seabird detection, consistent and promising results are achieved.


applied reconfigurable computing | 2009

FPGA-Based Anomalous Trajectory Detection Using SOFM

Kofi Appiah; Andrew Hunter; Tino Kluge; Philip Aiken; Patrick Dickinson

A system for automatically classifying the trajectory of a moving object in a scene as usual or suspicious is presented. The system uses an unsupervised neural network (Self Organising Feature Map) fully implemented on a reconfigurable hardware architecture (Field Programmable Gate Array) to cluster trajectories acquired over a period, in order to detect novel ones. First order motion information, including first order moving average smoothing, is generated from the 2D image coordinates (trajectories). The classification is dynamic and achieved in real-time. The dynamic classifier is achieved using a SOFM and a probabilistic model. Experimental results show less than 15% classification error, showing the robustness of our approach over others in literature and the speed-up over the use of conventional microprocessor as compared to the use of an off-the-shelf FPGA prototyping board.


annual symposium on computer-human interaction in play | 2015

Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins

James Brown; Kathrin Maria Gerling; Patrick Dickinson; Ben Kirman

Uncomfortable interactions are a common aspect of daily life, and have been explored in Human-Computer Interaction; yet little is known about uncomfortable gaming experiences. In this paper, we report on the design and preliminary evaluation of a game in which one player is invited to lie down in a coffin. Results of an exploratory user study suggest that the restricted space of the coffin along with its unsettling cultural connotation led to an engaging, thought provoking experience. By combining the previously separately explored dimensions of physical and psychological discomfort, we hope to better understand the effects that such challenges can have on player experience.

Collaboration


Dive into the Patrick Dickinson's collaboration.

Top Co-Authors

Avatar

Kofi Appiah

Nottingham Trent University

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Hongying Meng

Brunel University London

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge