4,588 research outputs found

    EGO-TOPO: Environment Affordances from Egocentric Video

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    First-person video naturally brings the use of a physical environment to the forefront, since it shows the camera wearer interacting fluidly in a space based on his intentions. However, current methods largely separate the observed actions from the persistent space itself. We introduce a model for environment affordances that is learned directly from egocentric video. The main idea is to gain a human-centric model of a physical space (such as a kitchen) that captures (1) the primary spatial zones of interaction and (2) the likely activities they support. Our approach decomposes a space into a topological map derived from first-person activity, organizing an ego-video into a series of visits to the different zones. Further, we show how to link zones across multiple related environments (e.g., from videos of multiple kitchens) to obtain a consolidated representation of environment functionality. On EPIC-Kitchens and EGTEA+, we demonstrate our approach for learning scene affordances and anticipating future actions in long-form video.Comment: Published in CVPR 2020, project page: http://vision.cs.utexas.edu/projects/ego-topo

    Populating 3D Scenes by Learning Human-Scene Interaction

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    Humans live within a 3D space and constantly interact with it to perform tasks. Such interactions involve physical contact between surfaces that is semantically meaningful. Our goal is to learn how humans interact with scenes and leverage this to enable virtual characters to do the same. To that end, we introduce a novel Human-Scene Interaction (HSI) model that encodes proximal relationships, called POSA for "Pose with prOximitieS and contActs". The representation of interaction is body-centric, which enables it to generalize to new scenes. Specifically, POSA augments the SMPL-X parametric human body model such that, for every mesh vertex, it encodes (a) the contact probability with the scene surface and (b) the corresponding semantic scene label. We learn POSA with a VAE conditioned on the SMPL-X vertices, and train on the PROX dataset, which contains SMPL-X meshes of people interacting with 3D scenes, and the corresponding scene semantics from the PROX-E dataset. We demonstrate the value of POSA with two applications. First, we automatically place 3D scans of people in scenes. We use a SMPL-X model fit to the scan as a proxy and then find its most likely placement in 3D. POSA provides an effective representation to search for "affordances" in the scene that match the likely contact relationships for that pose. We perform a perceptual study that shows significant improvement over the state of the art on this task. Second, we show that POSA's learned representation of body-scene interaction supports monocular human pose estimation that is consistent with a 3D scene, improving on the state of the art. Our model and code are available for research purposes at https://posa.is.tue.mpg.de

    Designing a Situational Awareness Information Display: Adopting an Affordance-Based Framework to Amplify User Experience in Environmental Interaction Design

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    User experience remains a crucial consideration when assessing the successfulness of information visualization systems. The theory of affordances provides a robust framework for user experience design. In this article, we demonstrate a design case that employs an affordance-based framework and evaluate the information visualization display design. SolarWheels is an interactive information visualization designed for large display walls in computer network control rooms to help cybersecurity analysts become aware of network status and emerging issues. Given the critical nature of this context, the status and performance of a computer network must be precisely monitored and remedied in real time. In this study, we consider various aspects of affordances in order to amplify the user experience via visualization and interaction design. SolarWheels visualizes the multilayer multidimensional computer network issues with a series of integrated circular visualizations inspired by the metaphor of the solar system. To amplify user interaction and experience, the system provides a three-zone physical interaction that allows multiple users to interact with the system. Users can read details at different levels depending on their distance from the display. An expert evaluation study, based on a four-layer affordance framework, was conducted to assess and improve the interactive visualization design

    Characterizing Objects in Images using Human Context

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    Humans have an unmatched capability of interpreting detailed information about existent objects by just looking at an image. Particularly, they can effortlessly perform the following tasks: 1) Localizing various objects in the image and 2) Assigning functionalities to the parts of localized objects. This dissertation addresses the problem of aiding vision systems accomplish these two goals. The first part of the dissertation concerns object detection in a Hough-based framework. To this end, the independence assumption between features is addressed by grouping them in a local neighborhood. We study the complementary nature of individual and grouped features and combine them to achieve improved performance. Further, we consider the challenging case of detecting small and medium sized household objects under human-object interactions. We first evaluate appearance based star and tree models. While the tree model is slightly better, appearance based methods continue to suffer due to deficiencies caused by human interactions. To this end, we successfully incorporate automatically extracted human pose as a form of context for object detection. The second part of the dissertation addresses the tedious process of manually annotating objects to train fully supervised detectors. We observe that videos of human-object interactions with activity labels can serve as weakly annotated examples of household objects. Since such objects cannot be localized only through appearance or motion, we propose a framework that includes human centric functionality to retrieve the common object. Designed to maximize data utility by detecting multiple instances of an object per video, the framework achieves performance comparable to its fully supervised counterpart. The final part of the dissertation concerns localizing functional regions or affordances within objects by casting the problem as that of semantic image segmentation. To this end, we introduce a dataset involving human-object interactions with strong i.e. pixel level and weak i.e. clickpoint and image level affordance annotations. We propose a framework that utilizes both forms of weak labels and demonstrate that efforts for weak annotation can be further optimized using human context

    On the determination of human affordances

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