715,123 research outputs found
The Evolution of First Person Vision Methods: A Survey
The emergence of new wearable technologies such as action cameras and
smart-glasses has increased the interest of computer vision scientists in the
First Person perspective. Nowadays, this field is attracting attention and
investments of companies aiming to develop commercial devices with First Person
Vision recording capabilities. Due to this interest, an increasing demand of
methods to process these videos, possibly in real-time, is expected. Current
approaches present a particular combinations of different image features and
quantitative methods to accomplish specific objectives like object detection,
activity recognition, user machine interaction and so on. This paper summarizes
the evolution of the state of the art in First Person Vision video analysis
between 1997 and 2014, highlighting, among others, most commonly used features,
methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart
Glasses, Computer Vision, Video Analytics, Human-machine Interactio
Scaling Egocentric Vision: The EPIC-KITCHENS Dataset
First-person vision is gaining interest as it offers a unique viewpoint on
people's interaction with objects, their attention, and even intention.
However, progress in this challenging domain has been relatively slow due to
the lack of sufficiently large datasets. In this paper, we introduce
EPIC-KITCHENS, a large-scale egocentric video benchmark recorded by 32
participants in their native kitchen environments. Our videos depict
nonscripted daily activities: we simply asked each participant to start
recording every time they entered their kitchen. Recording took place in 4
cities (in North America and Europe) by participants belonging to 10 different
nationalities, resulting in highly diverse cooking styles. Our dataset features
55 hours of video consisting of 11.5M frames, which we densely labeled for a
total of 39.6K action segments and 454.3K object bounding boxes. Our annotation
is unique in that we had the participants narrate their own videos (after
recording), thus reflecting true intention, and we crowd-sourced ground-truths
based on these. We describe our object, action and anticipation challenges, and
evaluate several baselines over two test splits, seen and unseen kitchens.
Dataset and Project page: http://epic-kitchens.github.ioComment: European Conference on Computer Vision (ECCV) 2018 Dataset and
Project page: http://epic-kitchens.github.i
Embodied Visual Perception Models For Human Behavior Understanding
Many modern applications require extracting the core attributes of human behavior such as a person\u27s attention, intent, or skill level from the visual data. There are two main challenges related to this problem. First, we need models that can represent visual data in terms of object-level cues. Second, we need models that can infer the core behavioral attributes from the visual data. We refer to these two challenges as ``learning to see\u27\u27, and ``seeing to learn\u27\u27 respectively. In this PhD thesis, we have made progress towards addressing both challenges.
We tackle the problem of ``learning to see\u27\u27 by developing methods that extract object-level information directly from raw visual data. This includes, two top-down contour detectors, DeepEdge and HfL, which can be used to aid high-level vision tasks such as object detection. Furthermore, we also present two semantic object segmentation methods, Boundary Neural Fields (BNFs), and Convolutional Random Walk Networks (RWNs), which integrate low-level affinity cues into an object segmentation process. We then shift our focus to video-level understanding, and present a Spatiotemporal Sampling Network (STSN), which can be used for video object detection, and discriminative motion feature learning.
Afterwards, we transition into the second subproblem of ``seeing to learn\u27\u27, for which we leverage first-person GoPro cameras that record what people see during a particular activity. We aim to infer the core behavior attributes such as a person\u27s attention, intention, and his skill level from such first-person data. To do so, we first propose a concept of action-objects--the objects that capture person\u27s conscious visual (watching a TV) or tactile (taking a cup) interactions. We then introduce two models, EgoNet and Visual-Spatial Network (VSN), which detect action-objects in supervised and unsupervised settings respectively. Afterwards, we focus on a behavior understanding task in a complex basketball activity. We present a method for evaluating players\u27 skill level from their first-person basketball videos, and also a model that predicts a player\u27s future motion trajectory from a single first-person image
Attend and Interact: Higher-Order Object Interactions for Video Understanding
Human actions often involve complex interactions across several inter-related
objects in the scene. However, existing approaches to fine-grained video
understanding or visual relationship detection often rely on single object
representation or pairwise object relationships. Furthermore, learning
interactions across multiple objects in hundreds of frames for video is
computationally infeasible and performance may suffer since a large
combinatorial space has to be modeled. In this paper, we propose to efficiently
learn higher-order interactions between arbitrary subgroups of objects for
fine-grained video understanding. We demonstrate that modeling object
interactions significantly improves accuracy for both action recognition and
video captioning, while saving more than 3-times the computation over
traditional pairwise relationships. The proposed method is validated on two
large-scale datasets: Kinetics and ActivityNet Captions. Our SINet and
SINet-Caption achieve state-of-the-art performances on both datasets even
though the videos are sampled at a maximum of 1 FPS. To the best of our
knowledge, this is the first work modeling object interactions on open domain
large-scale video datasets, and we additionally model higher-order object
interactions which improves the performance with low computational costs.Comment: CVPR 201
PersonRank: Detecting Important People in Images
Always, some individuals in images are more important/attractive than others
in some events such as presentation, basketball game or speech. However, it is
challenging to find important people among all individuals in images directly
based on their spatial or appearance information due to the existence of
diverse variations of pose, action, appearance of persons and various changes
of occasions. We overcome this difficulty by constructing a multiple
Hyper-Interaction Graph to treat each individual in an image as a node and
inferring the most active node referring to interactions estimated by various
types of clews. We model pairwise interactions between persons as the edge
message communicated between nodes, resulting in a bidirectional
pairwise-interaction graph. To enrich the personperson interaction estimation,
we further introduce a unidirectional hyper-interaction graph that models the
consensus of interaction between a focal person and any person in a local
region around. Finally, we modify the PageRank algorithm to infer the
activeness of persons on the multiple Hybrid-Interaction Graph (HIG), the union
of the pairwise-interaction and hyperinteraction graphs, and we call our
algorithm the PersonRank. In order to provide publicable datasets for
evaluation, we have contributed a new dataset called Multi-scene Important
People Image Dataset and gathered a NCAA Basketball Image Dataset from sports
game sequences. We have demonstrated that the proposed PersonRank outperforms
related methods clearly and substantially.Comment: 8 pages, conferenc
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