37 research outputs found

    On the determination of human affordances

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    Egocentric Action Understanding by Learning Embodied Attention

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    Videos captured from wearable cameras, known as egocentric videos, create a continuous record of human daily visual experience, and thereby offer a new perspective for human activity understanding. Importantly, egocentric video aligns gaze, embodied movement, and action in the same “first-person” coordinate system. The rich egocentric cues reflect the attended scene context of an action, and thereby provide novel means for reasoning human daily routines. In my thesis work, I describe my efforts on developing novel computational models that learn the embodied egocentric attention for the automatic analysis of egocentric actions. First, I introduce a probabilistic model for learning gaze and actions in egocentric video and further demonstrate that attention can serve as a robust tool for learning motion-aware video representation. Second, I develop a novel deep model to address the challenging problem of jointly recognizing and localizing actions of a mobile user on a known 3D map from egocentric videos. Third, I present a novel deep latent variable model that makes use of human intentional body movement (motor attention) as a key representation for forecasting human-object interaction in egocentric video. Finally, I propose a novel task of future hand segmentation from egocentric videos, and show how explicitly modeling the future head motion can facilitate future hand movement forecasting.Ph.D

    PLACE: Proximity Learning of Articulation and Contact in 3D Environments

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    High fidelity digital 3D environments have been proposed in recent years, however, it remains extremely challenging to automatically equip such environment with realistic human bodies. Existing work utilizes images, depth or semantic maps to represent the scene, and parametric human models to represent 3D bodies. While being straightforward, their generated human-scene interactions are often lack of naturalness and physical plausibility. Our key observation is that humans interact with the world through body-scene contact. To synthesize realistic human-scene interactions, it is essential to effectively represent the physical contact and proximity between the body and the world. To that end, we propose a novel interaction generation method, named PLACE (Proximity Learning of Articulation and Contact in 3D Environments), which explicitly models the proximity between the human body and the 3D scene around it. Specifically, given a set of basis points on a scene mesh, we leverage a conditional variational autoencoder to synthesize the minimum distances from the basis points to the human body surface. The generated proximal relationship exhibits which region of the scene is in contact with the person. Furthermore, based on such synthesized proximity, we are able to effectively obtain expressive 3D human bodies that interact with the 3D scene naturally. Our perceptual study shows that PLACE significantly improves the state-of-the-art method, approaching the realism of real human-scene interaction. We believe our method makes an important step towards the fully automatic synthesis of realistic 3D human bodies in 3D scenes. The code and model are available for research at https://sanweiliti.github.io/PLACE/PLACE.html.Comment: Accepted by 3DV 2020, camera ready version with appendi

    An Outlook into the Future of Egocentric Vision

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    What will the future be? We wonder! In this survey, we explore the gap between current research in egocentric vision and the ever-anticipated future, where wearable computing, with outward facing cameras and digital overlays, is expected to be integrated in our every day lives. To understand this gap, the article starts by envisaging the future through character-based stories, showcasing through examples the limitations of current technology. We then provide a mapping between this future and previously defined research tasks. For each task, we survey its seminal works, current state-of-the-art methodologies and available datasets, then reflect on shortcomings that limit its applicability to future research. Note that this survey focuses on software models for egocentric vision, independent of any specific hardware. The paper concludes with recommendations for areas of immediate explorations so as to unlock our path to the future always-on, personalised and life-enhancing egocentric vision.Comment: We invite comments, suggestions and corrections here: https://openreview.net/forum?id=V3974SUk1

    Graph learning in robotics: a survey

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    Deep neural networks for graphs have emerged as a powerful tool for learning on complex non-euclidean data, which is becoming increasingly common for a variety of different applications. Yet, although their potential has been widely recognised in the machine learning community, graph learning is largely unexplored for downstream tasks such as robotics applications. To fully unlock their potential, hence, we propose a review of graph neural architectures from a robotics perspective. The paper covers the fundamentals of graph-based models, including their architecture, training procedures, and applications. It also discusses recent advancements and challenges that arise in applied settings, related for example to the integration of perception, decision-making, and control. Finally, the paper provides an extensive review of various robotic applications that benefit from learning on graph structures, such as bodies and contacts modelling, robotic manipulation, action recognition, fleet motion planning, and many more. This survey aims to provide readers with a thorough understanding of the capabilities and limitations of graph neural architectures in robotics, and to highlight potential avenues for future research

    Embodied Visual Perception Models For Human Behavior Understanding

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    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

    Action-oriented Scene Understanding

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    In order to allow robots to act autonomously it is crucial that they do not only describe their environment accurately but also identify how to interact with their surroundings. While we witnessed tremendous progress in descriptive computer vision, approaches that explicitly target action are scarcer. This cumulative dissertation approaches the goal of interpreting visual scenes “in the wild” with respect to actions implied by the scene. We call this approach action-oriented scene understanding. It involves identifying and judging opportunities for interaction with constituents of the scene (e.g. objects and their parts) as well as understanding object functions and how interactions will impact the future. All of these aspects are addressed on three levels of abstraction: elements, perception and reasoning. On the elementary level, we investigate semantic and functional grouping of objects by analyzing annotated natural image scenes. We compare object label-based and visual context definitions with respect to their suitability for generating meaningful object class representations. Our findings suggest that representations generated from visual context are on-par in terms of semantic quality with those generated from large quantities of text. The perceptive level concerns action identification. We propose a system to identify possible interactions for robots and humans with the environment (affordances) on a pixel level using state-of-the-art machine learning methods. Pixel-wise part annotations of images are transformed into 12 affordance maps. Using these maps, a convolutional neural network is trained to densely predict affordance maps from unknown RGB images. In contrast to previous work, this approach operates exclusively on RGB images during both, training and testing, and yet achieves state-of-the-art performance. At the reasoning level, we extend the question from asking what actions are possible to what actions are plausible. For this, we gathered a dataset of household images associated with human ratings of the likelihoods of eight different actions. Based on the judgement provided by the human raters, we train convolutional neural networks to generate plausibility scores from unseen images. Furthermore, having considered only static scenes previously in this thesis, we propose a system that takes video input and predicts plausible future actions. Since this requires careful identification of relevant features in the video sequence, we analyze this particular aspect in detail using a synthetic dataset for several state-of-the-art video models. We identify feature learning as a major obstacle for anticipation in natural video data. The presented projects analyze the role of action in scene understanding from various angles and in multiple settings while highlighting the advantages of assuming an action-oriented perspective. We conclude that action-oriented scene understanding can augment classic computer vision in many real-life applications, in particular robotics

    Grounded Semantic Reasoning for Robotic Interaction with Real-World Objects

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    Robots are increasingly transitioning from specialized, single-task machines to general-purpose systems that operate in unstructured environments, such as homes, offices, and warehouses. In these real-world domains, robots need to manipulate novel objects while adapting to changes in environments and goals. Semantic knowledge, which concisely describes target domains with symbols, can potentially reveal the meaningful patterns shared between problems and environments. However, existing robots are yet to effectively reason about semantic data encoding complex relational knowledge or jointly reason about symbolic semantic data and multimodal data pertinent to robotic manipulation (e.g., object point clouds, 6-DoF poses, and attributes detected with multimodal sensing). This dissertation develops semantic reasoning frameworks capable of modeling complex semantic knowledge grounded in robot perception and action. We show that grounded semantic reasoning enables robots to more effectively perceive, model, and interact with objects in real-world environments. Specifically, this dissertation makes the following contributions: (1) a survey providing a unified view for the diversity of works in the field by formulating semantic reasoning as the integration of knowledge sources, computational frameworks, and world representations; (2) a method for predicting missing relations in large-scale knowledge graphs by leveraging type hierarchies of entities, effectively avoiding ambiguity while maintaining generalization of multi-hop reasoning patterns; (3) a method for predicting unknown properties of objects in various environmental contexts, outperforming prior knowledge graph and statistical relational learning methods due to the use of n-ary relations for modeling object properties; (4) a method for purposeful robotic grasping that accounts for a broad range of contexts (including object visual affordance, material, state, and task constraint), outperforming existing approaches in novel contexts and for unknown objects; (5) a systematic investigation into the generalization of task-oriented grasping that includes a benchmark dataset of 250k grasps, and a novel graph neural network that incorporates semantic relations into end-to-end learning of 6-DoF grasps; (6) a method for rearranging novel objects into semantically meaningful spatial structures based on high-level language instructions, more effectively capturing multi-object spatial constraints than existing pairwise spatial representations; (7) a novel planning-inspired approach that iteratively optimizes placements of partially observed objects subject to both physical constraints and semantic constraints inferred from language instructions.Ph.D
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