175 research outputs found

    Time-slice analysis of dyadic human activity

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    La reconnaissance d’activités humaines à partir de données vidéo est utilisée pour la surveillance ainsi que pour des applications d’interaction homme-machine. Le principal objectif est de classer les vidéos dans l’une des k classes d’actions à partir de vidéos entièrement observées. Cependant, de tout temps, les systèmes intelligents sont améliorés afin de prendre des décisions basées sur des incertitudes et ou des informations incomplètes. Ce besoin nous motive à introduire le problème de l’analyse de l’incertitude associée aux activités humaines et de pouvoir passer à un nouveau niveau de généralité lié aux problèmes d’analyse d’actions. Nous allons également présenter le problème de reconnaissance d’activités par intervalle de temps, qui vise à explorer l’activité humaine dans un intervalle de temps court. Il a été démontré que l’analyse par intervalle de temps est utile pour la caractérisation des mouvements et en général pour l’analyse de contenus vidéo. Ces études nous encouragent à utiliser ces intervalles de temps afin d’analyser l’incertitude associée aux activités humaines. Nous allons détailler à quel degré de certitude chaque activité se produit au cours de la vidéo. Dans cette thèse, l’analyse par intervalle de temps d’activités humaines avec incertitudes sera structurée en 3 parties. i) Nous présentons une nouvelle famille de descripteurs spatiotemporels optimisés pour la prédiction précoce avec annotations d’intervalle de temps. Notre représentation prédictive du point d’intérêt spatiotemporel (Predict-STIP) est basée sur l’idée de la contingence entre intervalles de temps. ii) Nous exploitons des techniques de pointe pour extraire des points d’intérêts afin de représenter ces intervalles de temps. iii) Nous utilisons des relations (uniformes et par paires) basées sur les réseaux neuronaux convolutionnels entre les différentes parties du corps de l’individu dans chaque intervalle de temps. Les relations uniformes enregistrent l’apparence locale de la partie du corps tandis que les relations par paires captent les relations contextuelles locales entre les parties du corps. Nous extrayons les spécificités de chaque image dans l’intervalle de temps et examinons différentes façons de les agréger temporellement afin de générer un descripteur pour tout l’intervalle de temps. En outre, nous créons une nouvelle base de données qui est annotée à de multiples intervalles de temps courts, permettant la modélisation de l’incertitude inhérente à la reconnaissance d’activités par intervalle de temps. Les résultats expérimentaux montrent l’efficience de notre stratégie dans l’analyse des mouvements humains avec incertitude.Recognizing human activities from video data is routinely leveraged for surveillance and human-computer interaction applications. The main focus has been classifying videos into one of k action classes from fully observed videos. However, intelligent systems must to make decisions under uncertainty, and based on incomplete information. This need motivates us to introduce the problem of analysing the uncertainty associated with human activities and move to a new level of generality in the action analysis problem. We also present the problem of time-slice activity recognition which aims to explore human activity at a small temporal granularity. Time-slice recognition is able to infer human behaviours from a short temporal window. It has been shown that temporal slice analysis is helpful for motion characterization and for video content representation in general. These studies motivate us to consider timeslices for analysing the uncertainty associated with human activities. We report to what degree of certainty each activity is occurring throughout the video from definitely not occurring to definitely occurring. In this research, we propose three frameworks for time-slice analysis of dyadic human activity under uncertainty. i) We present a new family of spatio-temporal descriptors which are optimized for early prediction with time-slice action annotations. Our predictive spatiotemporal interest point (Predict-STIP) representation is based on the intuition of temporal contingency between time-slices. ii) we exploit state-of-the art techniques to extract interest points in order to represent time-slices. We also present an accumulative uncertainty to depict the uncertainty associated with partially observed videos for the task of early activity recognition. iii) we use Convolutional Neural Networks-based unary and pairwise relations between human body joints in each time-slice. The unary term captures the local appearance of the joints while the pairwise term captures the local contextual relations between the parts. We extract these features from each frame in a time-slice and examine different temporal aggregations to generate a descriptor for the whole time-slice. Furthermore, we create a novel dataset which is annotated at multiple short temporal windows, allowing the modelling of the inherent uncertainty in time-slice activity recognition. All the three methods have been evaluated on TAP dataset. Experimental results demonstrate the effectiveness of our framework in the analysis of dyadic activities under uncertaint

    Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction

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    We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft.Comment: This paper is accepted by CVPR202

    Weakly Labeled Action Recognition and Detection

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    Research in human action recognition strives to develop increasingly generalized methods that are robust to intra-class variability and inter-class ambiguity. Recent years have seen tremendous strides in improving recognition accuracy on ever larger and complex benchmark datasets, comprising realistic actions in the wild videos. Unfortunately, the all-encompassing, dense, global representations that bring about such improvements often benefit from the inherent characteristics, specific to datasets and classes, that do not necessarily reflect knowledge about the entity to be recognized. This results in specific models that perform well within datasets but generalize poorly. Furthermore, training of supervised action recognition and detection methods need several precise spatio-temporal manual annotations to achieve good recognition and detection accuracy. For instance, current deep learning architectures require millions of accurately annotated videos to learn robust action classifiers. However, these annotations are quite difficult to achieve. In the first part of this dissertation, we explore the reasons for poor classifier performance when tested on novel datasets, and quantify the effect of scene backgrounds on action representations and recognition. We attempt to address the problem of recognizing human actions while training and testing on distinct datasets when test videos are neither labeled nor available during training. In this scenario, learning of a joint vocabulary, or domain transfer techniques are not applicable. We perform different types of partitioning of the GIST feature space for several datasets and compute measures of background scene complexity, as well as, for the extent to which scenes are helpful in action classification. We then propose a new process to obtain a measure of confidence in each pixel of the video being a foreground region using motion, appearance, and saliency together in a 3D-Markov Random Field (MRF) based framework. We also propose multiple ways to exploit the foreground confidence: to improve bag-of-words vocabulary, histogram representation of a video, and a novel histogram decomposition based representation and kernel. The above-mentioned work provides probability of each pixel being belonging to the actor, however, it does not give the precise spatio-temporal location of the actor. Furthermore, above framework would require precise spatio-temporal manual annotations to train an action detector. However, manual annotations in videos are laborious, require several annotators and contain human biases. Therefore, in the second part of this dissertation, we propose a weakly labeled approach to automatically obtain spatio-temporal annotations of actors in action videos. We first obtain a large number of action proposals in each video. To capture a few most representative action proposals in each video and evade processing thousands of them, we rank them using optical flow and saliency in a 3D-MRF based framework and select a few proposals using MAP based proposal subset selection method. We demonstrate that this ranking preserves the high-quality action proposals. Several such proposals are generated for each video of the same action. Our next challenge is to iteratively select one proposal from each video so that all proposals are globally consistent. We formulate this as Generalized Maximum Clique Graph problem (GMCP) using shape, global and fine-grained similarity of proposals across the videos. The output of our method is the most action representative proposals from each video. Using our method can also annotate multiple instances of the same action in a video can also be annotated. Moreover, action detection experiments using annotations obtained by our method and several baselines demonstrate the superiority of our approach. The above-mentioned annotation method uses multiple videos of the same action. Therefore, in the third part of this dissertation, we tackle the problem of spatio-temporal action localization in a video, without assuming the availability of multiple videos or any prior annotations. The action is localized by employing images downloaded from the Internet using action label. Given web images, we first dampen image noise using random walk and evade distracting backgrounds within images using image action proposals. Then, given a video, we generate multiple spatio-temporal action proposals. We suppress camera and background generated proposals by exploiting optical flow gradients within proposals. To obtain the most action representative proposals, we propose to reconstruct action proposals in the video by leveraging the action proposals in images. Moreover, we preserve the temporal smoothness of the video and reconstruct all proposal bounding boxes jointly using the constraints that push the coefficients for each bounding box toward a common consensus, thus enforcing the coefficient similarity across multiple frames. We solve this optimization problem using the variant of two-metric projection algorithm. Finally, the video proposal that has the lowest reconstruction cost and is motion salient is used to localize the action. Our method is not only applicable to the trimmed videos, but it can also be used for action localization in untrimmed videos, which is a very challenging problem. Finally, in the third part of this dissertation, we propose a novel approach to generate a few properly ranked action proposals from a large number of noisy proposals. The proposed approach begins with dividing each proposal into sub-proposals. We assume that the quality of proposal remains the same within each sub-proposal. We, then employ a graph optimization method to recombine the sub-proposals in all action proposals in a single video in order to optimally build new action proposals and rank them by the combined node and edge scores. For an untrimmed video, we first divide the video into shots and then make the above-mentioned graph within each shot. Our method generates a few ranked proposals that can be better than all the existing underlying proposals. Our experimental results validated that the properly ranked action proposals can significantly boost action detection results. Our extensive experimental results on different challenging and realistic action datasets, comparisons with several competitive baselines and detailed analysis of each step of proposed methods validate the proposed ideas and frameworks

    Learning representations in the hyperspectral domain in aerial imagery

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    We establish two new datasets with baselines and network architectures for the task of hyperspectral image analysis. The first dataset, AeroRIT, is a moving camera static scene captured from a flight and contains per pixel labeling across five categories for the task of semantic segmentation. The second dataset, RooftopHSI, helps design and interpret learnt features on hyperspectral object detection on scenes captured from an university rooftop. This dataset accounts for static camera, moving scene hyperspectral imagery. We further broaden the scope of our understanding of neural networks with the development of two novel algorithms - S4AL and S4AL+. We develop these frameworks on natural (color) imagery, by combining semi-supervised learning and active learning, and display promising results for learning with limited amount of labeled data, which can be extended to hyperspectral imagery. In this dissertation, we curated two new datasets for hyperspectral image analysis, significantly larger than existing datasets and broader in terms of categories for classification. We then adapt existing neural network architectures to function on the increased channel information, in a smart manner, to leverage all hyperspectral information. We also develop novel active learning algorithms on natural (color) imagery, and discuss the hope for expanding their functionality to hyperspectral imagery

    On discovering and learning structure under limited supervision

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    Les formes, les surfaces, les événements et les objets (vivants et non vivants) constituent le monde. L'intelligence des agents naturels, tels que les humains, va au-delà de la simple reconnaissance de formes. Nous excellons à construire des représentations et à distiller des connaissances pour comprendre et déduire la structure du monde. Spécifiquement, le développement de telles capacités de raisonnement peut se produire même avec une supervision limitée. D'autre part, malgré son développement phénoménal, les succès majeurs de l'apprentissage automatique, en particulier des modèles d'apprentissage profond, se situent principalement dans les tâches qui ont accès à de grands ensembles de données annotées. Dans cette thèse, nous proposons de nouvelles solutions pour aider à combler cette lacune en permettant aux modèles d'apprentissage automatique d'apprendre la structure et de permettre un raisonnement efficace en présence de tâches faiblement supervisés. Le thème récurrent de la thèse tente de s'articuler autour de la question « Comment un système perceptif peut-il apprendre à organiser des informations sensorielles en connaissances utiles sous une supervision limitée ? » Et il aborde les thèmes de la géométrie, de la composition et des associations dans quatre articles distincts avec des applications à la vision par ordinateur (CV) et à l'apprentissage par renforcement (RL). Notre première contribution ---Pix2Shape---présente une approche basée sur l'analyse par synthèse pour la perception. Pix2Shape exploite des modèles génératifs probabilistes pour apprendre des représentations 3D à partir d'images 2D uniques. Le formalisme qui en résulte nous offre une nouvelle façon de distiller l'information d'une scène ainsi qu'une représentation puissantes des images. Nous y parvenons en augmentant l'apprentissage profond non supervisé avec des biais inductifs basés sur la physique pour décomposer la structure causale des images en géométrie, orientation, pose, réflectance et éclairage. Notre deuxième contribution ---MILe--- aborde les problèmes d'ambiguïté dans les ensembles de données à label unique tels que ImageNet. Il est souvent inapproprié de décrire une image avec un seul label lorsqu'il est composé de plus d'un objet proéminent. Nous montrons que l'intégration d'idées issues de la littérature linguistique cognitive et l'imposition de biais inductifs appropriés aident à distiller de multiples descriptions possibles à l'aide d'ensembles de données aussi faiblement étiquetés. Ensuite, nous passons au paradigme d'apprentissage par renforcement, et considérons un agent interagissant avec son environnement sans signal de récompense. Notre troisième contribution ---HaC--- est une approche non supervisée basée sur la curiosité pour apprendre les associations entre les modalités visuelles et tactiles. Cela aide l'agent à explorer l'environnement de manière autonome et à utiliser davantage ses connaissances pour s'adapter aux tâches en aval. La supervision dense des récompenses n'est pas toujours disponible (ou n'est pas facile à concevoir), dans de tels cas, une exploration efficace est utile pour générer un comportement significatif de manière auto-supervisée. Pour notre contribution finale, nous abordons l'information limitée contenue dans les représentations obtenues par des agents RL non supervisés. Ceci peut avoir un effet néfaste sur la performance des agents lorsque leur perception est basée sur des images de haute dimension. Notre approche a base de modèles combine l'exploration et la planification sans récompense pour affiner efficacement les modèles pré-formés non supervisés, obtenant des résultats comparables à un agent entraîné spécifiquement sur ces tâches. Il s'agit d'une étape vers la création d'agents capables de généraliser rapidement à plusieurs tâches en utilisant uniquement des images comme perception.Shapes, surfaces, events, and objects (living and non-living) constitute the world. The intelligence of natural agents, such as humans is beyond pattern recognition. We excel at building representations and distilling knowledge to understand and infer the structure of the world. Critically, the development of such reasoning capabilities can occur even with limited supervision. On the other hand, despite its phenomenal development, the major successes of machine learning, in particular, deep learning models are primarily in tasks that have access to large annotated datasets. In this dissertation, we propose novel solutions to help address this gap by enabling machine learning models to learn the structure and enable effective reasoning in the presence of weakly supervised settings. The recurring theme of the thesis tries to revolve around the question of "How can a perceptual system learn to organize sensory information into useful knowledge under limited supervision?" And it discusses the themes of geometry, compositions, and associations in four separate articles with applications to computer vision (CV) and reinforcement learning (RL). Our first contribution ---Pix2Shape---presents an analysis-by-synthesis based approach(also referred to as inverse graphics) for perception. Pix2Shape leverages probabilistic generative models to learn 3D-aware representations from single 2D images. The resulting formalism allows us to perform a novel view synthesis of a scene and produce powerful representations of images. We achieve this by augmenting unsupervised learning with physically based inductive biases to decompose a scene structure into geometry, pose, reflectance and lighting. Our Second contribution ---MILe--- addresses the ambiguity issues in single-labeled datasets such as ImageNet. It is often inappropriate to describe an image with a single label when it is composed of more than one prominent object. We show that integrating ideas from Cognitive linguistic literature and imposing appropriate inductive biases helps in distilling multiple possible descriptions using such weakly labeled datasets. Next, moving into the RL setting, we consider an agent interacting with its environment without a reward signal. Our third Contribution ---HaC--- is a curiosity based unsupervised approach to learning associations between visual and tactile modalities. This aids the agent to explore the environment in an analogous self-guided fashion and further use this knowledge to adapt to downstream tasks. In the absence of reward supervision, intrinsic movitivation is useful to generate meaningful behavior in a self-supervised manner. In our final contribution, we address the representation learning bottleneck in unsupervised RL agents that has detrimental effect on the performance on high-dimensional pixel based inputs. Our model-based approach combines reward-free exploration and planning to efficiently fine-tune unsupervised pre-trained models, achieving comparable results to task-specific baselines. This is a step towards building agents that can generalize quickly on more than a single task using image inputs alone

    From Constraints to Opportunities: Efficient Object Detection Learning for Humanoid Robots

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    Reliable perception and efficient adaptation to novel conditions are priority skills for robots that function in ever-changing environments. Indeed, autonomously operating in real world scenarios raises the need of identifying different context\u2019s states and act accordingly. Moreover, the requested tasks might not be known a-priori, requiring the system to update on-line. Robotic platforms allow to gather various types of perceptual information due to the multiple sensory modalities they are provided with. Nonetheless, latest results in computer vision motivate a particular interest in visual perception. Specifically, in this thesis, I mainly focused on the object detection task since it can be at the basis of more sophisticated capabilities. The vast advancements in latest computer vision research, brought by deep learning methods, are appealing in a robotic setting. However, their adoption in applied domains is not straightforward since adapting them to new tasks is strongly demanding in terms of annotated data, optimization time and computational resources. These requirements do not generally meet current robotics constraints. Nevertheless, robotic platforms and especially humanoids present opportunities that can be exploited. The sensors they are provided with represent precious sources of additional information. Moreover, their embodiment in the workspace and their motion capabilities allow for a natural interaction with the environment. Motivated by these considerations, in this Ph.D project, I mainly aimed at devising and developing solutions able to integrate the worlds of computer vision and robotics, by focusing on the task of object detection. Specifically, I dedicated a large amount of effort in alleviating state-of-the-art methods requirements in terms of annotated data and training time, preserving their accuracy by exploiting robotics opportunity
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