10,003 research outputs found
Attention is All We Need: Nailing Down Object-centric Attention for Egocentric Activity Recognition
In this paper we propose an end-to-end trainable deep neural network model
for egocentric activity recognition. Our model is built on the observation that
egocentric activities are highly characterized by the objects and their
locations in the video. Based on this, we develop a spatial attention mechanism
that enables the network to attend to regions containing objects that are
correlated with the activity under consideration. We learn highly specialized
attention maps for each frame using class-specific activations from a CNN
pre-trained for generic image recognition, and use them for spatio-temporal
encoding of the video with a convolutional LSTM. Our model is trained in a
weakly supervised setting using raw video-level activity-class labels.
Nonetheless, on standard egocentric activity benchmarks our model surpasses by
up to +6% points recognition accuracy the currently best performing method that
leverages hand segmentation and object location strong supervision for
training. We visually analyze attention maps generated by the network,
revealing that the network successfully identifies the relevant objects present
in the video frames which may explain the strong recognition performance. We
also discuss an extensive ablation analysis regarding the design choices.Comment: Accepted to BMVC 201
Digging Deeper into Egocentric Gaze Prediction
This paper digs deeper into factors that influence egocentric gaze. Instead
of training deep models for this purpose in a blind manner, we propose to
inspect factors that contribute to gaze guidance during daily tasks. Bottom-up
saliency and optical flow are assessed versus strong spatial prior baselines.
Task-specific cues such as vanishing point, manipulation point, and hand
regions are analyzed as representatives of top-down information. We also look
into the contribution of these factors by investigating a simple recurrent
neural model for ego-centric gaze prediction. First, deep features are
extracted for all input video frames. Then, a gated recurrent unit is employed
to integrate information over time and to predict the next fixation. We also
propose an integrated model that combines the recurrent model with several
top-down and bottom-up cues. Extensive experiments over multiple datasets
reveal that (1) spatial biases are strong in egocentric videos, (2) bottom-up
saliency models perform poorly in predicting gaze and underperform spatial
biases, (3) deep features perform better compared to traditional features, (4)
as opposed to hand regions, the manipulation point is a strong influential cue
for gaze prediction, (5) combining the proposed recurrent model with bottom-up
cues, vanishing points and, in particular, manipulation point results in the
best gaze prediction accuracy over egocentric videos, (6) the knowledge
transfer works best for cases where the tasks or sequences are similar, and (7)
task and activity recognition can benefit from gaze prediction. Our findings
suggest that (1) there should be more emphasis on hand-object interaction and
(2) the egocentric vision community should consider larger datasets including
diverse stimuli and more subjects.Comment: presented at WACV 201
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
Egocentric Activity Recognition with Multimodal Fisher Vector
With the increasing availability of wearable devices, research on egocentric
activity recognition has received much attention recently. In this paper, we
build a Multimodal Egocentric Activity dataset which includes egocentric videos
and sensor data of 20 fine-grained and diverse activity categories. We present
a novel strategy to extract temporal trajectory-like features from sensor data.
We propose to apply the Fisher Kernel framework to fuse video and temporal
enhanced sensor features. Experiment results show that with careful design of
feature extraction and fusion algorithm, sensor data can enhance
information-rich video data. We make publicly available the Multimodal
Egocentric Activity dataset to facilitate future research.Comment: 5 pages, 4 figures, ICASSP 2016 accepte
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