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arXiv:2307.16415공식 코드 · Papers with Code

DDG-Net: Discriminability-Driven Graph Network for Weakly-supervised Temporal Action Localization

Weakly-supervised temporal action localization (WTAL) is a practical yet challenging task. Due to large-scale datasets, most existing methods use a network pretrained in other datasets to extract features, which are not suitable enough for WTAL. To address this problem, researchers design several modules for feature enhancement, which improve the performance of the localization module, especially modeling the temporal relationship between snippets. However, all of them neglect the adverse effects of ambiguous information, which would reduce the discriminability of others. Considering this phenomenon, we propose Discriminability-Driven Graph Network (DDG-Net), which explicitly models ambiguous snippets and discriminative snippets with well-designed connections, preventing the transmission of ambiguous information and enhancing the discriminability of snippet-level representations. Additionally, we propose feature consistency loss to prevent the assimilation of features and drive the graph convolution network to generate more discriminative representations. Extensive experiments on THUMOS14 and ActivityNet1.2 benchmarks demonstrate the effectiveness of DDG-Net, establishing new state-of-the-art results on both datasets. Source code is available at \url{https://github.com/XiaojunTang22/ICCV2023-DDGNet}.

arXiv:2307.14866공식 코드 · Papers with Code

Sample Less, Learn More: Efficient Action Recognition via Frame Feature Restoration

Training an effective video action recognition model poses significant computational challenges, particularly under limited resource budgets. Current methods primarily aim to either reduce model size or utilize pre-trained models, limiting their adaptability to various backbone architectures. This paper investigates the issue of over-sampled frames, a prevalent problem in many approaches yet it has received relatively little attention. Despite the use of fewer frames being a potential solution, this approach often results in a substantial decline in performance. To address this issue, we propose a novel method to restore the intermediate features for two sparsely sampled and adjacent video frames. This feature restoration technique brings a negligible increase in computational requirements compared to resource-intensive image encoders, such as ViT. To evaluate the effectiveness of our method, we conduct extensive experiments on four public datasets, including Kinetics-400, ActivityNet, UCF-101, and HMDB-51. With the integration of our method, the efficiency of three commonly used baselines has been improved by over 50%, with a mere 0.5% reduction in recognition accuracy. In addition, our method also surprisingly helps improve the generalization ability of the models under zero-shot settings.

arXiv:2307.11973

Two-stream Multi-level Dynamic Point Transformer for Two-person Interaction Recognition

As a fundamental aspect of human life, two-person interactions contain meaningful information about people's activities, relationships, and social settings. Human action recognition serves as the foundation for many smart applications, with a strong focus on personal privacy. However, recognizing two-person interactions poses more challenges due to increased body occlusion and overlap compared to single-person actions. In this paper, we propose a point cloud-based network named Two-stream Multi-level Dynamic Point Transformer for two-person interaction recognition. Our model addresses the challenge of recognizing two-person interactions by incorporating local-region spatial information, appearance information, and motion information. To achieve this, we introduce a designed frame selection method named Interval Frame Sampling (IFS), which efficiently samples frames from videos, capturing more discriminative information in a relatively short processing time. Subsequently, a frame features learning module and a two-stream multi-level feature aggregation module extract global and partial features from the sampled frames, effectively representing the local-region spatial information, appearance information, and motion information related to the interactions. Finally, we apply a transformer to perform self-attention on the learned features for the final classification. Extensive experiments are conducted on two large-scale datasets, the interaction subsets of NTU RGB+D 60 and NTU RGB+D 120. The results show that our network outperforms state-of-the-art approaches in most standard evaluation settings.

arXiv:2307.12853

Spatiotemporal Modeling Encounters 3D Medical Image Analysis: Slice-Shift UNet with Multi-View Fusion

As a fundamental part of computational healthcare, Computer Tomography (CT) and Magnetic Resonance Imaging (MRI) provide volumetric data, making the development of algorithms for 3D image analysis a necessity. Despite being computationally cheap, 2D Convolutional Neural Networks can only extract spatial information. In contrast, 3D CNNs can extract three-dimensional features, but they have higher computational costs and latency, which is a limitation for clinical practice that requires fast and efficient models. Inspired by the field of video action recognition we propose a new 2D-based model dubbed Slice SHift UNet (SSH-UNet) which encodes three-dimensional features at 2D CNN's complexity. More precisely multi-view features are collaboratively learned by performing 2D convolutions along the three orthogonal planes of a volume and imposing a weights-sharing mechanism. The third dimension, which is neglected by the 2D convolution, is reincorporated by shifting a portion of the feature maps along the slices' axis. The effectiveness of our approach is validated in Multi-Modality Abdominal Multi-Organ Segmentation (AMOS) and Multi-Atlas Labeling Beyond the Cranial Vault (BTCV) datasets, showing that SSH-UNet is more efficient while on par in performance with state-of-the-art architectures.

arXiv:2307.08779

Similarity Min-Max: Zero-Shot Day-Night Domain Adaptation

Low-light conditions not only hamper human visual experience but also degrade the model's performance on downstream vision tasks. While existing works make remarkable progress on day-night domain adaptation, they rely heavily on domain knowledge derived from the task-specific nighttime dataset. This paper challenges a more complicated scenario with border applicability, i.e., zero-shot day-night domain adaptation, which eliminates reliance on any nighttime data. Unlike prior zero-shot adaptation approaches emphasizing either image-level translation or model-level adaptation, we propose a similarity min-max paradigm that considers them under a unified framework. On the image level, we darken images towards minimum feature similarity to enlarge the domain gap. Then on the model level, we maximize the feature similarity between the darkened images and their normal-light counterparts for better model adaptation. To the best of our knowledge, this work represents the pioneering effort in jointly optimizing both aspects, resulting in a significant improvement of model generalizability. Extensive experiments demonstrate our method's effectiveness and broad applicability on various nighttime vision tasks, including classification, semantic segmentation, visual place recognition, and video action recognition. Code and pre-trained models are available at https://red-fairy.github.io/ZeroShotDayNightDA-Webpage/.

arXiv:2307.09238

Fusing Hand and Body Skeletons for Human Action Recognition in Assembly

As collaborative robots (cobots) continue to gain popularity in industrial manufacturing, effective human-robot collaboration becomes crucial. Cobots should be able to recognize human actions to assist with assembly tasks and act autonomously. To achieve this, skeleton-based approaches are often used due to their ability to generalize across various people and environments. Although body skeleton approaches are widely used for action recognition, they may not be accurate enough for assembly actions where the worker's fingers and hands play a significant role. To address this limitation, we propose a method in which less detailed body skeletons are combined with highly detailed hand skeletons. We investigate CNNs and transformers, the latter of which are particularly adept at extracting and combining important information from both skeleton types using attention. This paper demonstrates the effectiveness of our proposed approach in enhancing action recognition in assembly scenarios.

arXiv:2307.08994

Human Action Recognition in Still Images Using ConViT

Understanding the relationship between different parts of an image is crucial in a variety of applications, including object recognition, scene understanding, and image classification. Despite the fact that Convolutional Neural Networks (CNNs) have demonstrated impressive results in classifying and detecting objects, they lack the capability to extract the relationship between different parts of an image, which is a crucial factor in Human Action Recognition (HAR). To address this problem, this paper proposes a new module that functions like a convolutional layer that uses Vision Transformer (ViT). In the proposed model, the Vision Transformer can complement a convolutional neural network in a variety of tasks by helping it to effectively extract the relationship among various parts of an image. It is shown that the proposed model, compared to a simple CNN, can extract meaningful parts of an image and suppress the misleading parts. The proposed model has been evaluated on the Stanford40 and PASCAL VOC 2012 action datasets and has achieved 95.5% mean Average Precision (mAP) and 91.5% mAP results, respectively, which are promising compared to other state-of-the-art methods.

arXiv:2307.07791공식 코드 · Papers with Code

Cross-Model Cross-Stream Learning for Self-Supervised Human Action Recognition

Considering the instance-level discriminative ability, contrastive learning methods, including MoCo and SimCLR, have been adapted from the original image representation learning task to solve the self-supervised skeleton-based action recognition task. These methods usually use multiple data streams (i.e., joint, motion, and bone) for ensemble learning, meanwhile, how to construct a discriminative feature space within a single stream and effectively aggregate the information from multiple streams remains an open problem. To this end, this paper first applies a new contrastive learning method called BYOL to learn from skeleton data, and then formulate SkeletonBYOL as a simple yet effective baseline for self-supervised skeleton-based action recognition. Inspired by SkeletonBYOL, this paper further presents a Cross-Model and Cross-Stream (CMCS) framework. This framework combines Cross-Model Adversarial Learning (CMAL) and Cross-Stream Collaborative Learning (CSCL). Specifically, CMAL learns single-stream representation by cross-model adversarial loss to obtain more discriminative features. To aggregate and interact with multi-stream information, CSCL is designed by generating similarity pseudo label of ensemble learning as supervision and guiding feature generation for individual streams. Extensive experiments on three datasets verify the complementary properties between CMAL and CSCL and also verify that the proposed method can achieve better results than state-of-the-art methods using various evaluation protocols.

arXiv:2307.06947공식 코드 · Papers with Code

Video-FocalNets: Spatio-Temporal Focal Modulation for Video Action Recognition

Recent video recognition models utilize Transformer models for long-range spatio-temporal context modeling. Video transformer designs are based on self-attention that can model global context at a high computational cost. In comparison, convolutional designs for videos offer an efficient alternative but lack long-range dependency modeling. Towards achieving the best of both designs, this work proposes Video-FocalNet, an effective and efficient architecture for video recognition that models both local and global contexts. Video-FocalNet is based on a spatio-temporal focal modulation architecture that reverses the interaction and aggregation steps of self-attention for better efficiency. Further, the aggregation step and the interaction step are both implemented using efficient convolution and element-wise multiplication operations that are computationally less expensive than their self-attention counterparts on video representations. We extensively explore the design space of focal modulation-based spatio-temporal context modeling and demonstrate our parallel spatial and temporal encoding design to be the optimal choice. Video-FocalNets perform favorably well against the state-of-the-art transformer-based models for video recognition on five large-scale datasets (Kinetics-400, Kinetics-600, SS-v2, Diving-48, and ActivityNet-1.3) at a lower computational cost. Our code/models are released at https://github.com/TalalWasim/Video-FocalNets.

arXiv:2307.06527

Free-Form Composition Networks for Egocentric Action Recognition

Egocentric action recognition is gaining significant attention in the field of human action recognition. In this paper, we address data scarcity issue in egocentric action recognition from a compositional generalization perspective. To tackle this problem, we propose a free-form composition network (FFCN) that can simultaneously learn disentangled verb, preposition, and noun representations, and then use them to compose new samples in the feature space for rare classes of action videos. First, we use a graph to capture the spatial-temporal relations among different hand/object instances in each action video. We thus decompose each action into a set of verb and preposition spatial-temporal representations using the edge features in the graph. The temporal decomposition extracts verb and preposition representations from different video frames, while the spatial decomposition adaptively learns verb and preposition representations from action-related instances in each frame. With these spatial-temporal representations of verbs and prepositions, we can compose new samples for those rare classes in a free-form manner, which is not restricted to a rigid form of a verb and a noun. The proposed FFCN can directly generate new training data samples for rare classes, hence significantly improve action recognition performance. We evaluated our method on three popular egocentric action recognition datasets, Something-Something V2, H2O, and EPIC-KITCHENS-100, and the experimental results demonstrate the effectiveness of the proposed method for handling data scarcity problems, including long-tailed and few-shot egocentric action recognition.

arXiv:2307.02025공식 코드 · Papers with Code

NMS Threshold matters for Ego4D Moment Queries -- 2nd place solution to the Ego4D Moment Queries Challenge 2023

This report describes our submission to the Ego4D Moment Queries Challenge 2023. Our submission extends ActionFormer, a latest method for temporal action localization. Our extension combines an improved ground-truth assignment strategy during training and a refined version of SoftNMS at inference time. Our solution is ranked 2nd on the public leaderboard with 26.62% average mAP and 45.69% Recall@1x at tIoU=0.5 on the test set, significantly outperforming the strong baseline from 2023 challenge. Our code is available at https://github.com/happyharrycn/actionformer_release.

arXiv:2306.17574공식 코드 · Papers with Code

SpATr: MoCap 3D Human Action Recognition based on Spiral Auto-encoder and Transformer Network

Recent technological advancements have significantly expanded the potential of human action recognition through harnessing the power of 3D data. This data provides a richer understanding of actions, including depth information that enables more accurate analysis of spatial and temporal characteristics. In this context, We study the challenge of 3D human action recognition.Unlike prior methods, that rely on sampling 2D depth images, skeleton points, or point clouds, often leading to substantial memory requirements and the ability to handle only short sequences, we introduce a novel approach for 3D human action recognition, denoted as SpATr (Spiral Auto-encoder and Transformer Network), specifically designed for fixed-topology mesh sequences. The SpATr model disentangles space and time in the mesh sequences. A lightweight auto-encoder, based on spiral convolutions, is employed to extract spatial geometrical features from each 3D mesh. These convolutions are lightweight and specifically designed for fix-topology mesh data. Subsequently, a temporal transformer, based on self-attention, captures the temporal context within the feature sequence. The self-attention mechanism enables long-range dependencies capturing and parallel processing, ensuring scalability for long sequences. The proposed method is evaluated on three prominent 3D human action datasets: Babel, MoVi, and BMLrub, from the Archive of Motion Capture As Surface Shapes (AMASS). Our results analysis demonstrates the competitive performance of our SpATr model in 3D human action recognition while maintaining efficient memory usage. The code and the training results will soon be made publicly available at https://github.com/h-bouzid/spatr.

arXiv:2306.16357

Theater Aid System for the Visually Impaired Through Transfer Learning of Spatio-Temporal Graph Convolution Networks

The aim of this research is to recognize human actions performed on stage to aid visually impaired and blind individuals. To achieve this, we have created a theatre human action recognition system that uses skeleton data captured by depth image as input. We collected new samples of human actions in a theatre environment, and then tested the transfer learning technique with three pre-trained Spatio-Temporal Graph Convolution Networks for skeleton-based human action recognition: the spatio-temporal graph convolution network, the two-stream adaptive graph convolution network, and the multi-scale disentangled unified graph convolution network. We selected the NTU-RGBD human action benchmark as the source domain and used our collected dataset as the target domain. We analyzed the transferability of the pre-trained models and proposed two configurations to apply and adapt the transfer learning technique to the diversity between the source and target domains. The use of transfer learning helped to improve the performance of the human action system within the context of theatre. The results indicate that Spatio-Temporal Graph Convolution Networks is positively transferred, and there was an improvement in performance compared to the baseline without transfer learning.

arXiv:2306.11546

Bullying10K: A Large-Scale Neuromorphic Dataset towards Privacy-Preserving Bullying Recognition

The prevalence of violence in daily life poses significant threats to individuals' physical and mental well-being. Using surveillance cameras in public spaces has proven effective in proactively deterring and preventing such incidents. However, concerns regarding privacy invasion have emerged due to their widespread deployment. To address the problem, we leverage Dynamic Vision Sensors (DVS) cameras to detect violent incidents and preserve privacy since it captures pixel brightness variations instead of static imagery. We introduce the Bullying10K dataset, encompassing various actions, complex movements, and occlusions from real-life scenarios. It provides three benchmarks for evaluating different tasks: action recognition, temporal action localization, and pose estimation. With 10,000 event segments, totaling 12 billion events and 255 GB of data, Bullying10K contributes significantly by balancing violence detection and personal privacy persevering. And it also poses a challenge to the neuromorphic dataset. It will serve as a valuable resource for training and developing privacy-protecting video systems. The Bullying10K opens new possibilities for innovative approaches in these domains.

arXiv:2306.09331공식 코드 · Papers with Code

Seeing the Pose in the Pixels: Learning Pose-Aware Representations in Vision Transformers

Human perception of surroundings is often guided by the various poses present within the environment. Many computer vision tasks, such as human action recognition and robot imitation learning, rely on pose-based entities like human skeletons or robotic arms. However, conventional Vision Transformer (ViT) models uniformly process all patches, neglecting valuable pose priors in input videos. We argue that incorporating poses into RGB data is advantageous for learning fine-grained and viewpoint-agnostic representations. Consequently, we introduce two strategies for learning pose-aware representations in ViTs. The first method, called Pose-aware Attention Block (PAAB), is a plug-and-play ViT block that performs localized attention on pose regions within videos. The second method, dubbed Pose-Aware Auxiliary Task (PAAT), presents an auxiliary pose prediction task optimized jointly with the primary ViT task. Although their functionalities differ, both methods succeed in learning pose-aware representations, enhancing performance in multiple diverse downstream tasks. Our experiments, conducted across seven datasets, reveal the efficacy of both pose-aware methods on three video analysis tasks, with PAAT holding a slight edge over PAAB. Both PAAT and PAAB surpass their respective backbone Transformers by up to 9.8% in real-world action recognition and 21.8% in multi-view robotic video alignment. Code is available at https://github.com/dominickrei/PoseAwareVT.

arXiv:2306.07515

A Survey on Video Moment Localization

Video moment localization, also known as video moment retrieval, aiming to search a target segment within a video described by a given natural language query. Beyond the task of temporal action localization whereby the target actions are pre-defined, video moment retrieval can query arbitrary complex activities. In this survey paper, we aim to present a comprehensive review of existing video moment localization techniques, including supervised, weakly supervised, and unsupervised ones. We also review the datasets available for video moment localization and group results of related work. In addition, we discuss promising future directions for this field, in particular large-scale datasets and interpretable video moment localization models.

arXiv:2306.05844

How Object Information Improves Skeleton-based Human Action Recognition in Assembly Tasks

As the use of collaborative robots (cobots) in industrial manufacturing continues to grow, human action recognition for effective human-robot collaboration becomes increasingly important. This ability is crucial for cobots to act autonomously and assist in assembly tasks. Recently, skeleton-based approaches are often used as they tend to generalize better to different people and environments. However, when processing skeletons alone, information about the objects a human interacts with is lost. Therefore, we present a novel approach of integrating object information into skeleton-based action recognition. We enhance two state-of-the-art methods by treating object centers as further skeleton joints. Our experiments on the assembly dataset IKEA ASM show that our approach improves the performance of these state-of-the-art methods to a large extent when combining skeleton joints with objects predicted by a state-of-the-art instance segmentation model. Our research sheds light on the benefits of combining skeleton joints with object information for human action recognition in assembly tasks. We analyze the effect of the object detector on the combination for action classification and discuss the important factors that must be taken into account.

arXiv:2306.05147

Human Action Recognition in Egocentric Perspective Using 2D Object and Hands Pose

Egocentric action recognition is essential for healthcare and assistive technology that relies on egocentric cameras because it allows for the automatic and continuous monitoring of activities of daily living (ADLs) without requiring any conscious effort from the user. This study explores the feasibility of using 2D hand and object pose information for egocentric action recognition. While current literature focuses on 3D hand pose information, our work shows that using 2D skeleton data is a promising approach for hand-based action classification, might offer privacy enhancement, and could be less computationally demanding. The study uses a state-of-the-art transformer-based method to classify sequences and achieves validation results of 94%, outperforming other existing solutions. The accuracy of the test subset drops to 76%, indicating the need for further generalization improvement. This research highlights the potential of 2D hand and object pose information for action recognition tasks and offers a promising alternative to 3D-based methods.

arXiv:2306.01354공식 코드 · Papers with Code

Long-Range Feedback Spiking Network Captures Dynamic and Static Representations of the Visual Cortex under Movie Stimuli

Deep neural networks (DNNs) are widely used models for investigating biological visual representations. However, existing DNNs are mostly designed to analyze neural responses to static images, relying on feedforward structures and lacking physiological neuronal mechanisms. There is limited insight into how the visual cortex represents natural movie stimuli that contain context-rich information. To address these problems, this work proposes the long-range feedback spiking network (LoRaFB-SNet), which mimics top-down connections between cortical regions and incorporates spike information processing mechanisms inherent to biological neurons. Taking into account the temporal dependence of representations under movie stimuli, we present Time-Series Representational Similarity Analysis (TSRSA) to measure the similarity between model representations and visual cortical representations of mice. LoRaFB-SNet exhibits the highest level of representational similarity, outperforming other well-known and leading alternatives across various experimental paradigms, especially when representing long movie stimuli. We further conduct experiments to quantify how temporal structures (dynamic information) and static textures (static information) of the movie stimuli influence representational similarity, suggesting that our model benefits from long-range feedback to encode context-dependent representations just like the brain. Altogether, LoRaFB-SNet is highly competent in capturing both dynamic and static representations of the mouse visual cortex and contributes to the understanding of movie processing mechanisms of the visual system. Our codes are available at https://github.com/Grasshlw/SNN-Neural-Similarity-Movie.

arXiv:2305.19896

fpgaHART: A toolflow for throughput-oriented acceleration of 3D CNNs for HAR onto FPGAs

Surveillance systems, autonomous vehicles, human monitoring systems, and video retrieval are just few of the many applications in which 3D Convolutional Neural Networks are exploited. However, their extensive use is restricted by their high computational and memory requirements, especially when integrated into systems with limited resources. This study proposes a toolflow that optimises the mapping of 3D CNN models for Human Action Recognition onto FPGA devices, taking into account FPGA resources and off-chip memory characteristics. The proposed system employs Synchronous Dataflow (SDF) graphs to model the designs and introduces transformations to expand and explore the design space, resulting in high-throughput designs. A variety of 3D CNN models were evaluated using the proposed toolflow on multiple FPGA devices, demonstrating its potential to deliver competitive performance compared to earlier hand-tuned and model-specific designs.