3,139 research outputs found

    Leveraging triplet loss for unsupervised action segmentation

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    © 2023 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, we propose a novel fully unsupervised framework that learns action representations suitable for the action segmentation task from the single input video itself, without requiring any training data. Our method is a deep metric learning approach rooted in a shallow network with a triplet loss operating on similarity distributions and a novel triplet selection strategy that effectively models temporal and semantic priors to discover actions in the new representational space. Under these circumstances, we successfully recover temporal boundaries in the learned action representations with higher quality compared with existing unsupervised approaches. The proposed method is evaluated on two widely used benchmark datasets for the action segmentation task and it achieves competitive performance by applying a generic clustering algorithm on the learned representations.This work was supported by the project PID2019-110977GA-I00 funded by MCIN/ AEI/ 10.13039/501100011033 and by ”ESF Investing in your future”Peer ReviewedPostprint (author's final draft

    Socio-Cognitive and Affective Computing

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    Social cognition focuses on how people process, store, and apply information about other people and social situations. It focuses on the role that cognitive processes play in social interactions. On the other hand, the term cognitive computing is generally used to refer to new hardware and/or software that mimics the functioning of the human brain and helps to improve human decision-making. In this sense, it is a type of computing with the goal of discovering more accurate models of how the human brain/mind senses, reasons, and responds to stimuli. Socio-Cognitive Computing should be understood as a set of theoretical interdisciplinary frameworks, methodologies, methods and hardware/software tools to model how the human brain mediates social interactions. In addition, Affective Computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects, a fundamental aspect of socio-cognitive neuroscience. It is an interdisciplinary field spanning computer science, electrical engineering, psychology, and cognitive science. Physiological Computing is a category of technology in which electrophysiological data recorded directly from human activity are used to interface with a computing device. This technology becomes even more relevant when computing can be integrated pervasively in everyday life environments. Thus, Socio-Cognitive and Affective Computing systems should be able to adapt their behavior according to the Physiological Computing paradigm. This book integrates proposals from researchers who use signals from the brain and/or body to infer people's intentions and psychological state in smart computing systems. The design of this kind of systems combines knowledge and methods of ubiquitous and pervasive computing, as well as physiological data measurement and processing, with those of socio-cognitive and affective computing
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