In videos that contain actions performed unintentionally, agents do not achieve their desired goals. In such videos, it is challenging for computer vision systems to understand high-level concepts such as goal-directed behavior, an ability present in humans from a very early age. Inculcating this ability in artificially intelligent agents would make them better social learners by allowing them to evaluate human action under a teleological lens. To validate the ability of deep learning models to perform this task, we curate the W-Oops dataset, built upon the Oops dataset [15]. W-Oops consists of 2,100 unintentional human action videos, with 44 goal-directed and 30 unintentional video-level activity labels collected through human annotations. Due to the expensive segment annotation procedure, we propose a weakly supervised algorithm for localizing the goal-directed as well as unintentional temporal regions in the video leveraging solely video-level labels. In particular, we employ an attention mechanism-based strategy that predicts the temporal regions which contribute the most to a classification task. Meanwhile, our designed overlap regularization allows the model to focus on distinct portions of the video for inferring the goal-directed and unintentional activity while guaranteeing their temporal ordering. Extensive quantitative experiments verify the validity of our localization method. We further conduct a video captioning experiment which demonstrates that the proposed localization module does indeed assist teleological action understanding.
In action understanding in indoor, we have to recognize human pose and action considering privacy. Although camera images can be used for highly accurate human action recognition, camera images do not preserve privacy. Therefore, we propose a new task for human instance segmentation from invisible information, especially airborne ultrasound, for action recognition. To perform instance segmentation from invisible information, we first convert sound waves to reflected sound directional images (sound images). Although the sound images can roughly identify the location of a person, the detailed shape is ambiguous. To address this problem, we propose a collaborative learning variational autoencoder (CL-VAE) that simultaneously uses sound and RGB images during training. In inference, it is possible to obtain instance segmentation results only from sound images. As a result of performance verification, CL-VAE could estimate human instance segmentations more accurately than conventional variational autoencoder and some other models. Since this method can obtain human segmentations individually, it could be applied to human action recognition tasks with privacy protection.
Action recognition models have shown a promising capability to classify human actions in short video clips. In a real scenario, multiple correlated human actions commonly occur in particular orders, forming semantically meaningful human activities. Conventional action recognition approaches focus on analyzing single actions. However, they fail to fully reason about the contextual relations between adjacent actions, which provide potential temporal logic for understanding long videos. In this paper, we propose a prompt-based framework, Bridge-Prompt (Br-Prompt), to model the semantics across adjacent actions, so that it simultaneously exploits both out-of-context and contextual information from a series of ordinal actions in instructional videos. More specifically, we reformulate the individual action labels as integrated text prompts for supervision, which bridge the gap between individual action semantics. The generated text prompts are paired with corresponding video clips, and together co-train the text encoder and the video encoder via a contrastive approach. The learned vision encoder has a stronger capability for ordinal-action-related downstream tasks, e.g. action segmentation and human activity recognition. We evaluate the performances of our approach on several video datasets: Georgia Tech Egocentric Activities (GTEA), 50Salads, and the Breakfast dataset. Br-Prompt achieves state-of-the-art on multiple benchmarks. Code is available at https://github.com/ttlmh/Bridge-Prompt
Maintaining proper form while exercising is important for preventing injuries and maximizing muscle mass gains. Detecting errors in workout form naturally requires estimating human's body pose. However, off-the-shelf pose estimators struggle to perform well on the videos recorded in gym scenarios due to factors such as camera angles, occlusion from gym equipment, illumination, and clothing. To aggravate the problem, the errors to be detected in the workouts are very subtle. To that end, we propose to learn exercise-oriented image and video representations from unlabeled samples such that a small dataset annotated by experts suffices for supervised error detection. In particular, our domain knowledge-informed self-supervised approaches (pose contrastive learning and motion disentangling) exploit the harmonic motion of the exercise actions, and capitalize on the large variances in camera angles, clothes, and illumination to learn powerful representations. To facilitate our self-supervised pretraining, and supervised finetuning, we curated a new exercise dataset, \emph{Fitness-AQA} (\url{https://github.com/ParitoshParmar/Fitness-AQA}), comprising of three exercises: BackSquat, BarbellRow, and OverheadPress. It has been annotated by expert trainers for multiple crucial and typically occurring exercise errors. Experimental results show that our self-supervised representations outperform off-the-shelf 2D- and 3D-pose estimators and several other baselines. We also show that our approaches can be applied to other domains/tasks such as pose estimation and dive quality assessment.
For human action understanding, a popular research direction is to analyze short video clips with unambiguous semantic content, such as jumping and drinking. However, methods for understanding short semantic actions cannot be directly translated to long human dynamics such as dancing, where it becomes challenging even to label the human movements semantically. Meanwhile, the natural language processing (NLP) community has made progress in solving a similar challenge of annotation scarcity by large-scale pre-training, which improves several downstream tasks with one model. In this work, we study how to segment and cluster videos into recurring temporal patterns in a self-supervised way, namely acton discovery, the main roadblock towards video tokenization. We propose a two-stage framework that first obtains a frame-wise representation by contrasting two augmented views of video frames conditioned on their temporal context. The frame-wise representations across a collection of videos are then clustered by K-means. Actons are then automatically extracted by forming a continuous motion sequence from frames within the same cluster. We evaluate the frame-wise representation learning step by Kendall's Tau and the lexicon building step by normalized mutual information and language entropy. We also study three applications of this tokenization: genre classification, action segmentation, and action composition. On the AIST++ and PKU-MMD datasets, actons bring significant performance improvements compared to several baselines.
Human pose is a useful feature for fine-grained sports action understanding. However, pose estimators are often unreliable when run on sports video due to domain shift and factors such as motion blur and occlusions. This leads to poor accuracy when downstream tasks, such as action recognition, depend on pose. End-to-end learning circumvents pose, but requires more labels to generalize. We introduce Video Pose Distillation (VPD), a weakly-supervised technique to learn features for new video domains, such as individual sports that challenge pose estimation. Under VPD, a student network learns to extract robust pose features from RGB frames in the sports video, such that, whenever pose is considered reliable, the features match the output of a pretrained teacher pose detector. Our strategy retains the best of both pose and end-to-end worlds, exploiting the rich visual patterns in raw video frames, while learning features that agree with the athletes' pose and motion in the target video domain to avoid over-fitting to patterns unrelated to athletes' motion. VPD features improve performance on few-shot, fine-grained action recognition, retrieval, and detection tasks in four real-world sports video datasets, without requiring additional ground-truth pose annotations.
Fine-grained action recognition is attracting increasing attention due to the emerging demand of specific action understanding in real-world applications, whereas the data of rare fine-grained categories is very limited. Therefore, we propose the few-shot fine-grained action recognition problem, aiming to recognize novel fine-grained actions with only few samples given for each class. Although progress has been made in coarse-grained actions, existing few-shot recognition methods encounter two issues handling fine-grained actions: the inability to capture subtle action details and the inadequacy in learning from data with low inter-class variance. To tackle the first issue, a human vision inspired bidirectional attention module (BAM) is proposed. Combining top-down task-driven signals with bottom-up salient stimuli, BAM captures subtle action details by accurately highlighting informative spatio-temporal regions. To address the second issue, we introduce contrastive meta-learning (CML). Compared with the widely adopted ProtoNet-based method, CML generates more discriminative video representations for low inter-class variance data, since it makes full use of potential contrastive pairs in each training episode. Furthermore, to fairly compare different models, we establish specific benchmark protocols on two large-scale fine-grained action recognition datasets. Extensive experiments show that our method consistently achieves state-of-the-art performance across evaluated tasks.
Hand modeling is critical for immersive VR/AR, action understanding, or human healthcare. Existing parametric models account only for hand shape, pose, or texture, without modeling the anatomical attributes like bone, which is essential for realistic hand biomechanics analysis. In this paper, we present PIANO, the first parametric bone model of human hands from MRI data. Our PIANO model is biologically correct, simple to animate, and differentiable, achieving more anatomically precise modeling of the inner hand kinematic structure in a data-driven manner than the traditional hand models based on the outer surface only. Furthermore, our PIANO model can be applied in neural network layers to enable training with a fine-grained semantic loss, which opens up the new task of data-driven fine-grained hand bone anatomic and semantic understanding from MRI or even RGB images. We make our model publicly available.
The availability of large-scale video action understanding datasets has facilitated advances in the interpretation of visual scenes containing people. However, learning to recognise human actions and their social interactions in an unconstrained real-world environment comprising numerous people, with potentially highly unbalanced and long-tailed distributed action labels from a stream of sensory data captured from a mobile robot platform remains a significant challenge, not least owing to the lack of a reflective large-scale dataset. In this paper, we introduce JRDB-Act, as an extension of the existing JRDB, which is captured by a social mobile manipulator and reflects a real distribution of human daily-life actions in a university campus environment. JRDB-Act has been densely annotated with atomic actions, comprises over 2.8M action labels, constituting a large-scale spatio-temporal action detection dataset. Each human bounding box is labeled with one pose-based action label and multiple~(optional) interaction-based action labels. Moreover JRDB-Act provides social group annotation, conducive to the task of grouping individuals based on their interactions in the scene to infer their social activities~(common activities in each social group). Each annotated label in JRDB-Act is tagged with the annotators' confidence level which contributes to the development of reliable evaluation strategies. In order to demonstrate how one can effectively utilise such annotations, we develop an end-to-end trainable pipeline to learn and infer these tasks, i.e. individual action and social group detection. The data and the evaluation code is publicly available at https://jrdb.erc.monash.edu/.
Existing research on action recognition treats activities as monolithic events occurring in videos. Recently, the benefits of formulating actions as a combination of atomic-actions have shown promise in improving action understanding with the emergence of datasets containing such annotations, allowing us to learn representations capturing this information. However, there remains a lack of studies that extend action composition and leverage multiple viewpoints and multiple modalities of data for representation learning. To promote research in this direction, we introduce Home Action Genome (HOMAGE): a multi-view action dataset with multiple modalities and view-points supplemented with hierarchical activity and atomic action labels together with dense scene composition labels. Leveraging rich multi-modal and multi-view settings, we propose Cooperative Compositional Action Understanding (CCAU), a cooperative learning framework for hierarchical action recognition that is aware of compositional action elements. CCAU shows consistent performance improvements across all modalities. Furthermore, we demonstrate the utility of co-learning compositions in few-shot action recognition by achieving 28.6% mAP with just a single sample.
Event camera is an asynchronous, high frequency vision sensor with low power consumption, which is suitable for human action understanding task. It is vital to encode the spatial-temporal information of event data properly and use standard computer vision tool to learn from the data. In this work, we propose a timestamp image encoding 2D network, which takes the encoded spatial-temporal images with polarity information of the event data as input and output the action label. In addition, we propose a future timestamp image generator to generate futureaction information to aid the model to anticipate the human action when the action is not completed. Experiment results show that our method can achieve the same level of performance as those RGB-based benchmarks on real world action recognition,and also achieve the state of the art (SOTA) result on gesture recognition. Our future timestamp image generating model can effectively improve the prediction accuracy when the action is not completed. We also provide insight discussion on the importance of motion and appearance information in action recognition and anticipation.
Current video/action understanding systems have demonstrated impressive performance on large recognition tasks. However, they might be limiting themselves to learning to recognize spatiotemporal patterns, rather than attempting to thoroughly understand the actions. To spur progress in the direction of a truer, deeper understanding of videos, we introduce the task of win-fail action recognition -- differentiating between successful and failed attempts at various activities. We introduce a first of its kind paired win-fail action understanding dataset with samples from the following domains: "General Stunts," "Internet Wins-Fails," "Trick Shots," and "Party Games." Unlike existing action recognition datasets, intra-class variation is high making the task challenging, yet feasible. We systematically analyze the characteristics of the win-fail task/dataset with prototypical action recognition networks and a novel video retrieval task. While current action recognition methods work well on our task/dataset, they still leave a large gap to achieve high performance. We hope to motivate more work towards the true understanding of actions/videos. Dataset will be available from https://github.com/ParitoshParmar/Win-Fail-Action-Recognition.
Self-attention learns pairwise interactions to model long-range dependencies, yielding great improvements for video action recognition. In this paper, we seek a deeper understanding of self-attention for temporal modeling in videos. We first demonstrate that the entangled modeling of spatio-temporal information by flattening all pixels is sub-optimal, failing to capture temporal relationships among frames explicitly. To this end, we introduce Global Temporal Attention (GTA), which performs global temporal attention on top of spatial attention in a decoupled manner. We apply GTA on both pixels and semantically similar regions to capture temporal relationships at different levels of spatial granularity. Unlike conventional self-attention that computes an instance-specific attention matrix, GTA directly learns a global attention matrix that is intended to encode temporal structures that generalize across different samples. We further augment GTA with a cross-channel multi-head fashion to exploit channel interactions for better temporal modeling. Extensive experiments on 2D and 3D networks demonstrate that our approach consistently enhances temporal modeling and provides state-of-the-art performance on three video action recognition datasets.
Temporal relational modeling in video is essential for human action understanding, such as action recognition and action segmentation. Although Graph Convolution Networks (GCNs) have shown promising advantages in relation reasoning on many tasks, it is still a challenge to apply graph convolution networks on long video sequences effectively. The main reason is that large number of nodes (i.e., video frames) makes GCNs hard to capture and model temporal relations in videos. To tackle this problem, in this paper, we introduce an effective GCN module, Dilated Temporal Graph Reasoning Module (DTGRM), designed to model temporal relations and dependencies between video frames at various time spans. In particular, we capture and model temporal relations via constructing multi-level dilated temporal graphs where the nodes represent frames from different moments in video. Moreover, to enhance temporal reasoning ability of the proposed model, an auxiliary self-supervised task is proposed to encourage the dilated temporal graph reasoning module to find and correct wrong temporal relations in videos. Our DTGRM model outperforms state-of-the-art action segmentation models on three challenging datasets: 50Salads, Georgia Tech Egocentric Activities (GTEA), and the Breakfast dataset. The code is available at https://github.com/redwang/DTGRM.
Analogous to the mirror neuron system repeatedly described in monkeys as a possible substrate for imitation learning and/or action understanding, a neuronal execution/observation matching system (OEMS) is assumed in humans, but little is known to what extent this system is activated in non-experimental, real-life conditions. In the present case study, we investigated brain activity of this system during natural, non-experimental motor behavior as it occurred during playing of the board game "Malefiz". We compared spectral modulations of the high-gamma band related to ipsilateral reaching movement execution and observation of the same kind of movement using electrocorticography (ECoG) in one participant. Spatially coincident activity during both conditions execution and observation was recorded at electrode contacts over the premotor/primary motor cortex. The topography and amplitude of the high-gamma modulations related to both, movement observation and execution were clearly spatially correlated over several fronto-parietal brain areas. Thus, our findings indicate that a network of cortical areas contributes to the human OEMS, beyond primary/premotor cortex including Brocas area and the temporo-parieto-occipital junction area, in real-life conditions.
Text-based video segmentation aims to segment an actor in video sequences by specifying the actor and its performing action with a textual query. Previous methods fail to explicitly align the video content with the textual query in a fine-grained manner according to the actor and its action, due to the problem of \emph{semantic asymmetry}. The \emph{semantic asymmetry} implies that two modalities contain different amounts of semantic information during the multi-modal fusion process. To alleviate this problem, we propose a novel actor and action modular network that individually localizes the actor and its action in two separate modules. Specifically, we first learn the actor-/action-related content from the video and textual query, and then match them in a symmetrical manner to localize the target tube. The target tube contains the desired actor and action which is then fed into a fully convolutional network to predict segmentation masks of the actor. Our method also establishes the association of objects cross multiple frames with the proposed temporal proposal aggregation mechanism. This enables our method to segment the video effectively and keep the temporal consistency of predictions. The whole model is allowed for joint learning of the actor-action matching and segmentation, as well as achieves the state-of-the-art performance for both single-frame segmentation and full video segmentation on A2D Sentences and J-HMDB Sentences datasets.
Many believe that the successes of deep learning on image understanding problems can be replicated in the realm of video understanding. However, due to the scale and temporal nature of video, the span of video understanding problems and the set of proposed deep learning solutions is arguably wider and more diverse than those of their 2D image siblings. Finding, identifying, and predicting actions are a few of the most salient tasks in this emerging and rapidly evolving field. With a pedagogical emphasis, this tutorial introduces and systematizes fundamental topics, basic concepts, and notable examples in supervised video action understanding. Specifically, we clarify a taxonomy of action problems, catalog and highlight video datasets, describe common video data preparation methods, present the building blocks of state-of-the art deep learning model architectures, and formalize domain-specific metrics to baseline proposed solutions. This tutorial is intended to be accessible to a general computer science audience and assumes a conceptual understanding of supervised learning.
In this thesis, we focus on video action understanding problems from an online and real-time processing point of view. We start with the conversion of the traditional offline spatiotemporal action detection pipeline into an online spatiotemporal action tube detection system. An action tube is a set of bounding connected over time, which bounds an action instance in space and time. Next, we explore the future prediction capabilities of such detection methods by extending an existing action tube into the future by regression. Later, we seek to establish that online/causal representations can achieve similar performance to that of offline three dimensional (3D) convolutional neural networks (CNNs) on various tasks, including action recognition, temporal action segmentation and early prediction.
Temporal action proposal generation plays an important role in video action understanding, which requires localizing high-quality action content precisely. However, generating temporal proposals with both precise boundaries and high-quality action content is extremely challenging. To address this issue, we propose a novel Boundary Content Graph Neural Network (BC-GNN) to model the insightful relations between the boundary and action content of temporal proposals by the graph neural networks. In BC-GNN, the boundaries and content of temporal proposals are taken as the nodes and edges of the graph neural network, respectively, where they are spontaneously linked. Then a novel graph computation operation is proposed to update features of edges and nodes. After that, one updated edge and two nodes it connects are used to predict boundary probabilities and content confidence score, which will be combined to generate a final high-quality proposal. Experiments are conducted on two mainstream datasets: ActivityNet-1.3 and THUMOS14. Without the bells and whistles, BC-GNN outperforms previous state-of-the-art methods in both temporal action proposal and temporal action detection tasks.
Understanding and interpreting human actions is a long-standing challenge and a critical indicator of perception in artificial intelligence. However, a few imperative components of daily human activities are largely missed in prior literature, including the goal-directed actions, concurrent multi-tasks, and collaborations among multi-agents. We introduce the LEMMA dataset to provide a single home to address these missing dimensions with meticulously designed settings, wherein the number of tasks and agents varies to highlight different learning objectives. We densely annotate the atomic-actions with human-object interactions to provide ground-truths of the compositionality, scheduling, and assignment of daily activities. We further devise challenging compositional action recognition and action/task anticipation benchmarks with baseline models to measure the capability of compositional action understanding and temporal reasoning. We hope this effort would drive the machine vision community to examine goal-directed human activities and further study the task scheduling and assignment in the real world.