Drones are enabling new forms of human actions surveillance due to their low cost and fast mobility. However, using deep neural networks for automatic aerial action recognition is difficult due to the need for a large number of training aerial human action videos. Collecting a large number of human action aerial videos is costly, time-consuming, and difficult. In this paper, we explore two alternative data sources to improve aerial action classification when only a few training aerial examples are available. As a first data source, we resort to video games. We collect plenty of aerial game action videos using two gaming engines. For the second data source, we leverage conditional Wasserstein Generative Adversarial Networks to generate aerial features from ground videos. Given that both data sources have some limitations, e.g. game videos are biased towards specific actions categories (fighting, shooting, etc.,), and it is not easy to generate good discriminative GAN-generated features for all types of actions, we need to efficiently integrate two dataset sources with few available real aerial training videos. To address this challenge of the heterogeneous nature of the data, we propose to use a disjoint multitask learning framework. We feed the network with real and game, or real and GAN-generated data in an alternating fashion to obtain an improved action classifier. We validate the proposed approach on two aerial action datasets and demonstrate that features from aerial game videos and those generated from GAN can be extremely useful for an improved action recognition in real aerial videos when only a few real aerial training examples are available.
This paper classifies human action sequences from videos using a machine translation model. In contrast to classical human action classification which outputs a set of actions, our method output a sequence of action in the chronological order of the actions performed by the human. Therefore our method is evaluated using sequential performance measures such as Bilingual Evaluation Understudy (BLEU) scores. Action sequence classification has many applications such as learning from demonstration, action segmentation, detection, localization and video captioning. Furthermore, we use our model that is trained to output action sequences to solve downstream tasks; such as video captioning and action localization. We obtain state of the art results for video captioning in challenging Charades dataset obtaining BLEU-4 score of 34.8 and METEOR score of 33.6 outperforming previous state-of-the-art of 18.8 and 19.5 respectively. Similarly, on ActivityNet captioning, we obtain excellent results in-terms of ROUGE (20.24) and CIDER (37.58) scores. For action localization, without using any explicit start/end action annotations, our method obtains localization performance of 22.2 mAP outperforming prior fully supervised methods.
In this paper we address the problem of continuous fine-grained action segmentation, in which multiple actions are present in an unsegmented video stream. The challenge for this task lies in the need to represent the hierarchical nature of the actions and to detect the transitions between actions, allowing us to localise the actions within the video effectively. We propose a novel recurrent semi-supervised Generative Adversarial Network (GAN) model for continuous fine-grained human action segmentation. Temporal context information is captured via a novel Gated Context Extractor (GCE) module, composed of gated attention units, that directs the queued context information through the generator model, for enhanced action segmentation. The GAN is made to learn features in a semi-supervised manner, enabling the model to perform action classification jointly with the standard, unsupervised, GAN learning procedure. We perform extensive evaluations on different architectural variants to demonstrate the importance of the proposed network architecture, and show that it is capable of outperforming current state-of-the-art on three challenging datasets: 50 Salads, MERL Shopping and Georgia Tech Egocentric Activities dataset.
Objective monitoring and assessment of human motor behavior can improve the diagnosis and management of several medical conditions. Over the past decade, significant advances have been made in the use of wearable technology for continuously monitoring human motor behavior in free-living conditions. However, wearable technology remains ill-suited for applications which require monitoring and interpretation of complex motor behaviors (e.g. involving interactions with the environment). Recent advances in computer vision and deep learning have opened up new possibilities for extracting information from video recordings. In this paper, we present a hierarchical vision-based behavior phenotyping method for classification of basic human actions in video recordings performed using a single RGB camera. Our method addresses challenges associated with tracking multiple human actors and classification of actions in videos recorded in changing environments with different fields of view. We implement a cascaded pose tracker that uses temporal relationships between detections for short-term tracking and appearance-based tracklet fusion for long-term tracking. Furthermore, for action classification, we use pose evolution maps derived from the cascaded pose tracker as low-dimensional and interpretable representations of the movement sequences for training a convolutional neural network. The cascaded pose tracker achieves an average accuracy of 88\% in tracking the target human actor in our video recordings, and overall system achieves average test accuracy of 84\% for target-specific action classification in untrimmed video recordings.
Human action recognition in video is an active yet challenging research topic due to high variation and complexity of data. In this paper, a novel video based action recognition framework utilizing complementary cues is proposed to handle this complex problem. Inspired by the successful two stream networks for action classification, additional pose features are studied and fused to enhance understanding of human action in a more abstract and semantic way. Towards practices, not only ground truth poses but also noisy estimated poses are incorporated in the framework with our proposed pre-processing module. The whole framework and each cue are evaluated on varied benchmarking datasets as JHMDB, sub-JHMDB and Penn Action. Our results outperform state-of-the-art performance on these datasets and show the strength of complementary cues.
Most state-of-the-art action localization systems process each action proposal individually, without explicitly exploiting their relations during learning. However, the relations between proposals actually play an important role in action localization, since a meaningful action always consists of multiple proposals in a video. In this paper, we propose to exploit the proposal-proposal relations using Graph Convolutional Networks (GCNs). First, we construct an action proposal graph, where each proposal is represented as a node and their relations between two proposals as an edge. Here, we use two types of relations, one for capturing the context information for each proposal and the other one for characterizing the correlations between distinct actions. Then we apply the GCNs over the graph to model the relations among different proposals and learn powerful representations for the action classification and localization. Experimental results show that our approach significantly outperforms the state-of-the-art on THUMOS14 (49.1% versus 42.8%). Moreover, augmentation experiments on ActivityNet also verify the efficacy of modeling action proposal relationships. Codes are available at https://github.com/Alvin-Zeng/PGCN.
Existing action localization approaches adopt shallow temporal convolutional networks (\ie, TCN) on 1D feature map extracted from video frames. In this paper, we empirically find that stacking more conventional temporal convolution layers actually deteriorates action classification performance, possibly ascribing to that all channels of 1D feature map, which generally are highly abstract and can be regarded as latent concepts, are excessively recombined in temporal convolution. To address this issue, we introduce a novel concept-wise temporal convolution (CTC) layer as an alternative to conventional temporal convolution layer for training deeper action localization networks. Instead of recombining latent concepts, CTC layer deploys a number of temporal filters to each concept separately with shared filter parameters across concepts. Thus can capture common temporal patterns of different concepts and significantly enrich representation ability. Via stacking CTC layers, we proposed a deep concept-wise temporal convolutional network (C-TCN), which boosts the state-of-the-art action localization performance on THUMOS'14 from 42.8 to 52.1 in terms of mAP(\%), achieving a relative improvement of 21.7\%. Favorable result is also obtained on ActivityNet.
Temporal action localization is a challenging computer vision problem with numerous real-world applications. Most existing methods require laborious frame-level supervision to train action localization models. In this work, we propose a framework, called 3C-Net, which only requires video-level supervision (weak supervision) in the form of action category labels and the corresponding count. We introduce a novel formulation to learn discriminative action features with enhanced localization capabilities. Our joint formulation has three terms: a classification term to ensure the separability of learned action features, an adapted multi-label center loss term to enhance the action feature discriminability and a counting loss term to delineate adjacent action sequences, leading to improved localization. Comprehensive experiments are performed on two challenging benchmarks: THUMOS14 and ActivityNet 1.2. Our approach sets a new state-of-the-art for weakly-supervised temporal action localization on both datasets. On the THUMOS14 dataset, the proposed method achieves an absolute gain of 4.6% in terms of mean average precision (mAP), compared to the state-of-the-art. Source code is available at https://github.com/naraysa/3c-net.
Action recognition has seen a dramatic performance improvement in the last few years. Most of the current state-of-the-art literature either aims at improving performance through changes to the backbone CNN network, or they explore different trade-offs between computational efficiency and performance, again through altering the backbone network. However, almost all of these works maintain the same last layers of the network, which simply consist of a global average pooling followed by a fully connected layer. In this work we focus on how to improve the representation capacity of the network, but rather than altering the backbone, we focus on improving the last layers of the network, where changes have low impact in terms of computational cost. In particular, we show that current architectures have poor sensitivity to finer details and we exploit recent advances in the fine-grained recognition literature to improve our model in this aspect. With the proposed approach, we obtain state-of-the-art performance on Kinetics-400 and Something-Something-V1, the two major large-scale action recognition benchmarks.
Spatiotemporal and motion features are two complementary and crucial information for video action recognition. Recent state-of-the-art methods adopt a 3D CNN stream to learn spatiotemporal features and another flow stream to learn motion features. In this work, we aim to efficiently encode these two features in a unified 2D framework. To this end, we first propose an STM block, which contains a Channel-wise SpatioTemporal Module (CSTM) to present the spatiotemporal features and a Channel-wise Motion Module (CMM) to efficiently encode motion features. We then replace original residual blocks in the ResNet architecture with STM blcoks to form a simple yet effective STM network by introducing very limited extra computation cost. Extensive experiments demonstrate that the proposed STM network outperforms the state-of-the-art methods on both temporal-related datasets (i.e., Something-Something v1 & v2 and Jester) and scene-related datasets (i.e., Kinetics-400, UCF-101, and HMDB-51) with the help of encoding spatiotemporal and motion features together.
We benchmark contemporary action recognition models (TSN, TRN, and TSM) on the recently introduced EPIC-Kitchens dataset and release pretrained models on GitHub (https://github.com/epic-kitchens/action-models) for others to build upon. In contrast to popular action recognition datasets like Kinetics, Something-Something, UCF101, and HMDB51, EPIC-Kitchens is shot from an egocentric perspective and captures daily actions in-situ. In this report, we aim to understand how well these models can tackle the challenges present in this dataset, such as its long tail class distribution, unseen environment test set, and multiple tasks (verb, noun and, action classification). We discuss the models' shortcomings and avenues for future research.
Fusing multi-modality information is known to be able to effectively bring significant improvement in video classification. However, the most popular method up to now is still simply fusing each stream's prediction scores at the last stage. A valid question is whether there exists a more effective method to fuse information cross modality. With the development of attention mechanism in natural language processing, there emerge many successful applications of attention in the field of computer vision. In this paper, we propose a cross-modality attention operation, which can obtain information from other modality in a more effective way than two-stream. Correspondingly we implement a compatible block named CMA block, which is a wrapper of our proposed attention operation. CMA can be plugged into many existing architectures. In the experiments, we comprehensively compare our method with two-stream and non-local models widely used in video classification. All experiments clearly demonstrate strong performance superiority by our proposed method. We also analyze the advantages of the CMA block by visualizing the attention map, which intuitively shows how the block helps the final prediction.
The lack of large-scale real datasets with annotations makes transfer learning a necessity for video activity understanding. We aim to develop an effective method for few-shot transfer learning for first-person action classification. We leverage independently trained local visual cues to learn representations that can be transferred from a source domain, which provides primitive action labels, to a different target domain using only a handful of examples. Visual cues we employ include object-object interactions, hand grasps and motion within regions that are a function of hand locations. We employ a framework based on meta-learning to extract the distinctive and domain invariant components of the deployed visual cues. This enables transfer of action classification models across public datasets captured with diverse scene and action configurations. We present comparative results of our transfer learning methodology and report superior results over state-of-the-art action classification approaches for both inter-class and inter-dataset transfer.
We describe an extension of the DeepMind Kinetics human action dataset from 600 classes to 700 classes, where for each class there are at least 600 video clips from different YouTube videos. This paper details the changes introduced for this new release of the dataset, and includes a comprehensive set of statistics as well as baseline results using the I3D neural network architecture.
PredNet, a deep predictive coding network developed by Lotter et al., combines a biologically inspired architecture based on the propagation of prediction error with self-supervised representation learning in video. While the architecture has drawn a lot of attention and various extensions of the model exist, there is a lack of a critical analysis. We fill in the gap by evaluating PredNet both as an implementation of the predictive coding theory and as a self-supervised video prediction model using a challenging video action classification dataset. We design an extended model to test if conditioning future frame predictions on the action class of the video improves the model performance. We show that PredNet does not yet completely follow the principles of predictive coding. The proposed top-down conditioning leads to a performance gain on synthetic data, but does not scale up to the more complex real-world action classification dataset. Our analysis is aimed at guiding future research on similar architectures based on the predictive coding theory.
Action anticipation, which aims to recognize the action with a partial observation, becomes increasingly popular due to a wide range of applications. In this paper, we investigate the problem of 3D action anticipation from streaming videos with the target of understanding best practices for solving this problem. We first introduce several complementary evaluation metrics and present a basic model based on frame-wise action classification. To achieve better performance, we then investigate two important factors, i.e., the length of the training clip and clip sampling method. We also explore multi-task learning strategies by incorporating auxiliary information from two aspects: the full action representation and the class-agnostic action label. Our comprehensive experiments uncover the best practices for 3D action anticipation, and accordingly we propose a novel method with a multi-task loss. The proposed method considerably outperforms the recent methods and exhibits the state-of-the-art performance on standard benchmarks.
In this paper, we revive the use of old-fashioned handcrafted video representations for action recognition and put new life into these techniques via a CNN-based hallucination step. Despite of the use of RGB and optical flow frames, the I3D model (amongst others) thrives on combining its output with the Improved Dense Trajectory (IDT) and extracted with its low-level video descriptors encoded via Bag-of-Words (BoW) and Fisher Vectors (FV). Such a fusion of CNNs and handcrafted representations is time-consuming due to pre-processing, descriptor extraction, encoding and tuning parameters. Thus, we propose an end-to-end trainable network with streams which learn the IDT-based BoW/FV representations at the training stage and are simple to integrate with the I3D model. Specifically, each stream takes I3D feature maps ahead of the last 1D conv. layer and learns to `translate' these maps to BoW/FV representations. Thus, our model can hallucinate and use such synthesized BoW/FV representations at the testing stage. We show that even features of the entire I3D optical flow stream can be hallucinated thus simplifying the pipeline. Our model saves 20-55h of computations and yields state-of-the-art results on four publicly available datasets.
Convolutional Neural Networks (CNN) have been regarded as a powerful class of models for visual recognition problems. Nevertheless, the convolutional filters in these networks are local operations while ignoring the large-range dependency. Such drawback becomes even worse particularly for video recognition, since video is an information-intensive media with complex temporal variations. In this paper, we present a novel framework to boost the spatio-temporal representation learning by Local and Global Diffusion (LGD). Specifically, we construct a novel neural network architecture that learns the local and global representations in parallel. The architecture is composed of LGD blocks, where each block updates local and global features by modeling the diffusions between these two representations. Diffusions effectively interact two aspects of information, i.e., localized and holistic, for more powerful way of representation learning. Furthermore, a kernelized classifier is introduced to combine the representations from two aspects for video recognition. Our LGD networks achieve clear improvements on the large-scale Kinetics-400 and Kinetics-600 video classification datasets against the best competitors by 3.5% and 0.7%. We further examine the generalization of both the global and local representations produced by our pre-trained LGD networks on four different benchmarks for video action recognition and spatio-temporal action detection tasks. Superior performances over several state-of-the-art techniques on these benchmarks are reported. Code is available at: https://github.com/ZhaofanQiu/local-and-global-diffusion-networks.
Typical video classification methods often divide a video into short clips, do inference on each clip independently, then aggregate the clip-level predictions to generate the video-level results. However, processing visually similar clips independently ignores the temporal structure of the video sequence, and increases the computational cost at inference time. In this paper, we propose a novel framework named FASTER, i.e., Feature Aggregation for Spatio-TEmporal Redundancy. FASTER aims to leverage the redundancy between neighboring clips and reduce the computational cost by learning to aggregate the predictions from models of different complexities. The FASTER framework can integrate high quality representations from expensive models to capture subtle motion information and lightweight representations from cheap models to cover scene changes in the video. A new recurrent network (i.e., FAST-GRU) is designed to aggregate the mixture of different representations. Compared with existing approaches, FASTER can reduce the FLOPs by over 10x? while maintaining the state-of-the-art accuracy across popular datasets, such as Kinetics, UCF-101 and HMDB-51.
Motion is a salient cue to recognize actions in video. Modern action recognition models leverage motion information either explicitly by using optical flow as input or implicitly by means of 3D convolutional filters that simultaneously capture appearance and motion information. This paper proposes an alternative approach based on a learnable correlation operator that can be used to establish frame-toframe matches over convolutional feature maps in the different layers of the network. The proposed architecture enables the fusion of this explicit temporal matching information with traditional appearance cues captured by 2D convolution. Our correlation network compares favorably with widely-used 3D CNNs for video modeling, and achieves competitive results over the prominent two-stream network while being much faster to train. We empirically demonstrate that correlation networks produce strong results on a variety of video datasets, and outperform the state of the art on four popular benchmarks for action recognition: Kinetics, Something-Something, Diving48 and Sports1M.