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arXiv:2503.08933

PromptGAR: Flexible Promptive Group Activity Recognition

We present PromptGAR, a novel framework that addresses the limitations of current Group Activity Recognition (GAR) approaches by leveraging multi-modal prompts to achieve both input flexibility and high recognition accuracy. The existing approaches suffer from limited real-world applicability due to their reliance on full prompt annotations, the lack of long-term actor consistency, and under-exploration of multi-group scenarios. To bridge the gap, we proposed PromptGAR, which is the first GAR model to provide input flexibility across prompts, frames, and instances without the need for retraining. Specifically, we unify bounding boxes, skeletal keypoints, and areas as point prompts and employ a recognition decoder for cross-updating class and prompt tokens. To ensure long-term consistency for extended activity durations, we also introduce a relative instance attention mechanism that directly encodes instance IDs. Finally, PromptGAR explores the use of area prompts to enable the selective recognition of the particular group activity within videos that contain multiple concurrent groups. Comprehensive evaluations demonstrate that PromptGAR achieves competitive performances both on full prompts and diverse prompt inputs, establishing its effectiveness on input flexibility and generalization ability for real-world applications.

arXiv:2503.06522공식 코드 · Papers with Code

SGA-INTERACT: A 3D Skeleton-based Benchmark for Group Activity Understanding in Modern Basketball Tactic

Group Activity Understanding is predominantly studied as Group Activity Recognition (GAR) task. However, existing GAR benchmarks suffer from coarse-grained activity vocabularies and the only data form in single-view, which hinder the evaluation of state-of-the-art algorithms. To address these limitations, we introduce SGA-INTERACT, the first 3D skeleton-based benchmark for group activity understanding. It features complex activities inspired by basketball tactics, emphasizing rich spatial interactions and long-term dependencies. SGA-INTERACT introduces Temporal Group Activity Localization (TGAL) task, extending group activity understanding to untrimmed sequences, filling the gap left by GAR as a standalone task. In addition to the benchmark, we propose One2Many, a novel framework that employs a pretrained 3D skeleton backbone for unified individual feature extraction. This framework aligns with the feature extraction paradigm in RGB-based methods, enabling direct evaluation of RGB-based models on skeleton-based benchmarks. We conduct extensive evaluations on SGA-INTERACT using two skeleton-based methods, three RGB-based methods, and a proposed baseline within the One2Many framework. The general low performance of baselines highlights the benchmark's challenges, motivating advancements in group activity understanding.

arXiv:2411.01769

ARN-LSTM: A Multi-Stream Fusion Model for Skeleton-based Action Recognition

This paper presents the ARN-LSTM architecture, a novel multi-stream action recognition model designed to address the challenge of simultaneously capturing spatial motion and temporal dynamics in action sequences. Traditional methods often focus solely on spatial or temporal features, limiting their ability to comprehend complex human activities fully. Our proposed model integrates joint, motion, and temporal information through a multi-stream fusion architecture. Specifically, it comprises a jointstream for extracting skeleton features, a temporal stream for capturing dynamic temporal features, and an ARN-LSTM block that utilizes Time-Distributed Long Short-Term Memory (TD-LSTM) layers followed by an Attention Relation Network (ARN) to model temporal relations. The outputs from these streams are fused in a fully connected layer to provide the final action prediction. Evaluations on the NTU RGB+D 60 and NTU RGB+D 120 datasets outperform the superior performance of our model, particularly in group activity recognition.

arXiv:2410.21108

LiGAR: LiDAR-Guided Hierarchical Transformer for Multi-Modal Group Activity Recognition

Group Activity Recognition (GAR) remains challenging in computer vision due to the complex nature of multi-agent interactions. This paper introduces LiGAR, a LIDAR-Guided Hierarchical Transformer for Multi-Modal Group Activity Recognition. LiGAR leverages LiDAR data as a structural backbone to guide the processing of visual and textual information, enabling robust handling of occlusions and complex spatial arrangements. Our framework incorporates a Multi-Scale LIDAR Transformer, Cross-Modal Guided Attention, and an Adaptive Fusion Module to integrate multi-modal data at different semantic levels effectively. LiGAR's hierarchical architecture captures group activities at various granularities, from individual actions to scene-level dynamics. Extensive experiments on the JRDB-PAR, Volleyball, and NBA datasets demonstrate LiGAR's superior performance, achieving state-of-the-art results with improvements of up to 10.6% in F1-score on JRDB-PAR and 5.9% in Mean Per Class Accuracy on the NBA dataset. Notably, LiGAR maintains high performance even when LiDAR data is unavailable during inference, showcasing its adaptability. Our ablation studies highlight the significant contributions of each component and the effectiveness of our multi-modal, multi-scale approach in advancing the field of group activity recognition.

arXiv:2410.07153공식 코드 · Papers with Code

CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition

Skeleton-based multi-entity action recognition is a challenging task aiming to identify interactive actions or group activities involving multiple diverse entities. Existing models for individuals often fall short in this task due to the inherent distribution discrepancies among entity skeletons, leading to suboptimal backbone optimization. To this end, we introduce a Convex Hull Adaptive Shift based multi-Entity action recognition method (CHASE), which mitigates inter-entity distribution gaps and unbiases subsequent backbones. Specifically, CHASE comprises a learnable parameterized network and an auxiliary objective. The parameterized network achieves plausible, sample-adaptive repositioning of skeleton sequences through two key components. First, the Implicit Convex Hull Constrained Adaptive Shift ensures that the new origin of the coordinate system is within the skeleton convex hull. Second, the Coefficient Learning Block provides a lightweight parameterization of the mapping from skeleton sequences to their specific coefficients in convex combinations. Moreover, to guide the optimization of this network for discrepancy minimization, we propose the Mini-batch Pair-wise Maximum Mean Discrepancy as the additional objective. CHASE operates as a sample-adaptive normalization method to mitigate inter-entity distribution discrepancies, thereby reducing data bias and improving the subsequent classifier's multi-entity action recognition performance. Extensive experiments on six datasets, including NTU Mutual 11/26, H2O, Assembly101, Collective Activity and Volleyball, consistently verify our approach by seamlessly adapting to single-entity backbones and boosting their performance in multi-entity scenarios. Our code is publicly available at https://github.com/Necolizer/CHASE .

arXiv:2409.02385공식 코드 · Papers with Code

Unified Framework with Consistency across Modalities for Human Activity Recognition

Recognizing human activities in videos is challenging due to the spatio-temporal complexity and context-dependence of human interactions. Prior studies often rely on single input modalities, such as RGB or skeletal data, limiting their ability to exploit the complementary advantages across modalities. Recent studies focus on combining these two modalities using simple feature fusion techniques. However, due to the inherent disparities in representation between these input modalities, designing a unified neural network architecture to effectively leverage their complementary information remains a significant challenge. To address this, we propose a comprehensive multimodal framework for robust video-based human activity recognition. Our key contribution is the introduction of a novel compositional query machine, called COMPUTER ($\textbf{COMP}ositional h\textbf{U}man-cen\textbf{T}ric qu\textbf{ER}y$ machine), a generic neural architecture that models the interactions between a human of interest and its surroundings in both space and time. Thanks to its versatile design, COMPUTER can be leveraged to distill distinctive representations for various input modalities. Additionally, we introduce a consistency loss that enforces agreement in prediction between modalities, exploiting the complementary information from multimodal inputs for robust human movement recognition. Through extensive experiments on action localization and group activity recognition tasks, our approach demonstrates superior performance when compared with state-of-the-art methods. Our code is available at: https://github.com/tranxuantuyen/COMPUTER.

arXiv:2407.21691

Explainable Artificial Intelligence for Quantifying Interfering and High-Risk Behaviors in Autism Spectrum Disorder in a Real-World Classroom Environment Using Privacy-Preserving Video Analysis

Rapid identification and accurate documentation of interfering and high-risk behaviors in ASD, such as aggression, self-injury, disruption, and restricted repetitive behaviors, are important in daily classroom environments for tracking intervention effectiveness and allocating appropriate resources to manage care needs. However, having a staff dedicated solely to observing is costly and uncommon in most educational settings. Recently, multiple research studies have explored developing automated, continuous, and objective tools using machine learning models to quantify behaviors in ASD. However, the majority of the work was conducted under a controlled environment and has not been validated for real-world conditions. In this work, we demonstrate that the latest advances in video-based group activity recognition techniques can quantify behaviors in ASD in real-world activities in classroom environments while preserving privacy. Our explainable model could detect the episode of problem behaviors with a 77% F1-score and capture distinctive behavior features in different types of behaviors in ASD. To the best of our knowledge, this is the first work that shows the promise of objectively quantifying behaviors in ASD in a real-world environment, which is an important step toward the development of a practical tool that can ease the burden of data collection for classroom staff.

arXiv:2407.19497공식 코드 · Papers with Code

Skeleton-based Group Activity Recognition via Spatial-Temporal Panoramic Graph

Group Activity Recognition aims to understand collective activities from videos. Existing solutions primarily rely on the RGB modality, which encounters challenges such as background variations, occlusions, motion blurs, and significant computational overhead. Meanwhile, current keypoint-based methods offer a lightweight and informative representation of human motions but necessitate accurate individual annotations and specialized interaction reasoning modules. To address these limitations, we design a panoramic graph that incorporates multi-person skeletons and objects to encapsulate group activity, offering an effective alternative to RGB video. This panoramic graph enables Graph Convolutional Network (GCN) to unify intra-person, inter-person, and person-object interactive modeling through spatial-temporal graph convolutions. In practice, we develop a novel pipeline that extracts skeleton coordinates using pose estimation and tracking algorithms and employ Multi-person Panoramic GCN (MP-GCN) to predict group activities. Extensive experiments on Volleyball and NBA datasets demonstrate that the MP-GCN achieves state-of-the-art performance in both accuracy and efficiency. Notably, our method outperforms RGB-based approaches by using only estimated 2D keypoints as input. Code is available at https://github.com/mgiant/MP-GCN

arXiv:2407.19820

ActivityCLIP: Enhancing Group Activity Recognition by Mining Complementary Information from Text to Supplement Image Modality

Previous methods usually only extract the image modality's information to recognize group activity. However, mining image information is approaching saturation, making it difficult to extract richer information. Therefore, extracting complementary information from other modalities to supplement image information has become increasingly important. In fact, action labels provide clear text information to express the action's semantics, which existing methods often overlook. Thus, we propose ActivityCLIP, a plug-and-play method for mining the text information contained in the action labels to supplement the image information for enhancing group activity recognition. ActivityCLIP consists of text and image branches, where the text branch is plugged into the image branch (The off-the-shelf image-based method). The text branch includes Image2Text and relation modeling modules. Specifically, we propose the knowledge transfer module, Image2Text, which adapts image information into text information extracted by CLIP via knowledge distillation. Further, to keep our method convenient, we add fewer trainable parameters based on the relation module of the image branch to model interaction relation in the text branch. To show our method's generality, we replicate three representative methods by ActivityCLIP, which adds only limited trainable parameters, achieving favorable performance improvements for each method. We also conduct extensive ablation studies and compare our method with state-of-the-art methods to demonstrate the effectiveness of ActivityCLIP.

arXiv:2406.14472

Self-supervised Multi-actor Social Activity Understanding in Streaming Videos

This work addresses the problem of Social Activity Recognition (SAR), a critical component in real-world tasks like surveillance and assistive robotics. Unlike traditional event understanding approaches, SAR necessitates modeling individual actors' appearance and motions and contextualizing them within their social interactions. Traditional action localization methods fall short due to their single-actor, single-action assumption. Previous SAR research has relied heavily on densely annotated data, but privacy concerns limit their applicability in real-world settings. In this work, we propose a self-supervised approach based on multi-actor predictive learning for SAR in streaming videos. Using a visual-semantic graph structure, we model social interactions, enabling relational reasoning for robust performance with minimal labeled data. The proposed framework achieves competitive performance on standard group activity recognition benchmarks. Evaluation on three publicly available action localization benchmarks demonstrates its generalizability to arbitrary action localization.

arXiv:2405.18012

Flow-Assisted Motion Learning Network for Weakly-Supervised Group Activity Recognition

Weakly-Supervised Group Activity Recognition (WSGAR) aims to understand the activity performed together by a group of individuals with the video-level label and without actor-level labels. We propose Flow-Assisted Motion Learning Network (Flaming-Net) for WSGAR, which consists of the motion-aware actor encoder to extract actor features and the two-pathways relation module to infer the interaction among actors and their activity. Flaming-Net leverages an additional optical flow modality in the training stage to enhance its motion awareness when finding locally active actors. The first pathway of the relation module, the actor-centric path, initially captures the temporal dynamics of individual actors and then constructs inter-actor relationships. In parallel, the group-centric path starts by building spatial connections between actors within the same timeframe and then captures simultaneous spatio-temporal dynamics among them. We demonstrate that Flaming-Net achieves new state-of-the-art WSGAR results on two benchmarks, including a 2.8%p higher MPCA score on the NBA dataset. Importantly, we use the optical flow modality only for training and not for inference.

arXiv:2404.09964

Design and Analysis of Efficient Attention in Transformers for Social Group Activity Recognition

Social group activity recognition is a challenging task extended from group activity recognition, where social groups must be recognized with their activities and group members. Existing methods tackle this task by leveraging region features of individuals following existing group activity recognition methods. However, the effectiveness of region features is susceptible to person localization and variable semantics of individual actions. To overcome these issues, we propose leveraging attention modules in transformers to generate social group features. In this method, multiple embeddings are used to aggregate features for a social group, each of which is assigned to a group member without duplication. Due to this non-duplicated assignment, the number of embeddings must be significant to avoid missing group members and thus renders attention in transformers ineffective. To find optimal attention designs with a large number of embeddings, we explore several design choices of queries for feature aggregation and self-attention modules in transformer decoders. Extensive experimental results show that the proposed method achieves state-of-the-art performance and verify that the proposed attention designs are highly effective on social group activity recognition.

arXiv:2401.03262

Group Activity Recognition using Unreliable Tracked Pose

Group activity recognition in video is a complex task due to the need for a model to recognise the actions of all individuals in the video and their complex interactions. Recent studies propose that optimal performance is achieved by individually tracking each person and subsequently inputting the sequence of poses or cropped images/optical flow into a model. This helps the model to recognise what actions each person is performing before they are merged to arrive at the group action class. However, all previous models are highly reliant on high quality tracking and have only been evaluated using ground truth tracking information. In practice it is almost impossible to achieve highly reliable tracking information for all individuals in a group activity video. We introduce an innovative deep learning-based group activity recognition approach called Rendered Pose based Group Activity Recognition System (RePGARS) which is designed to be tolerant of unreliable tracking and pose information. Experimental results confirm that RePGARS outperforms all existing group activity recognition algorithms tested which do not use ground truth detection and tracking information.

arXiv:2312.00188

REACT: Recognize Every Action Everywhere All At Once

Group Activity Recognition (GAR) is a fundamental problem in computer vision, with diverse applications in sports video analysis, video surveillance, and social scene understanding. Unlike conventional action recognition, GAR aims to classify the actions of a group of individuals as a whole, requiring a deep understanding of their interactions and spatiotemporal relationships. To address the challenges in GAR, we present REACT (\textbf{R}ecognize \textbf{E}very \textbf{Act}ion Everywhere All At Once), a novel architecture inspired by the transformer encoder-decoder model explicitly designed to model complex contextual relationships within videos, including multi-modality and spatio-temporal features. Our architecture features a cutting-edge Vision-Language Encoder block for integrated temporal, spatial, and multi-modal interaction modeling. This component efficiently encodes spatiotemporal interactions, even with sparsely sampled frames, and recovers essential local information. Our Action Decoder Block refines the joint understanding of text and video data, allowing us to precisely retrieve bounding boxes, enhancing the link between semantics and visual reality. At the core, our Actor Fusion Block orchestrates a fusion of actor-specific data and textual features, striking a balance between specificity and context. Our method outperforms state-of-the-art GAR approaches in extensive experiments, demonstrating superior accuracy in recognizing and understanding group activities. Our architecture's potential extends to diverse real-world applications, offering empirical evidence of its performance gains. This work significantly advances the field of group activity recognition, providing a robust framework for nuanced scene comprehension.

arXiv:2312.00404

A Causality-Aware Pattern Mining Scheme for Group Activity Recognition in a Pervasive Sensor Space

Human activity recognition (HAR) is a key challenge in pervasive computing and its solutions have been presented based on various disciplines. Specifically, for HAR in a smart space without privacy and accessibility issues, data streams generated by deployed pervasive sensors are leveraged. In this paper, we focus on a group activity by which a group of users perform a collaborative task without user identification and propose an efficient group activity recognition scheme which extracts causality patterns from pervasive sensor event sequences generated by a group of users to support as good recognition accuracy as the state-of-the-art graphical model. To filter out irrelevant noise events from a given data stream, a set of rules is leveraged to highlight causally related events. Then, a pattern-tree algorithm extracts frequent causal patterns by means of a growing tree structure. Based on the extracted patterns, a weighted sum-based pattern matching algorithm computes the likelihoods of stored group activities to the given test event sequence by means of matched event pattern counts for group activity recognition. We evaluate the proposed scheme using the data collected from our testbed and CASAS datasets where users perform their tasks on a daily basis and validate its effectiveness in a real environment. Experiment results show that the proposed scheme performs higher recognition accuracy and with a small amount of runtime overhead than the existing schemes.

arXiv:2307.13541

Group Activity Recognition in Computer Vision: A Comprehensive Review, Challenges, and Future Perspectives

Group activity recognition is a hot topic in computer vision. Recognizing activities through group relationships plays a vital role in group activity recognition. It holds practical implications in various scenarios, such as video analysis, surveillance, automatic driving, and understanding social activities. The model's key capabilities encompass efficiently modeling hierarchical relationships within a scene and accurately extracting distinctive spatiotemporal features from groups. Given this technology's extensive applicability, identifying group activities has garnered significant research attention. This work examines the current progress in technology for recognizing group activities, with a specific focus on global interactivity and activities. Firstly, we comprehensively review the pertinent literature and various group activity recognition approaches, from traditional methodologies to the latest methods based on spatial structure, descriptors, non-deep learning, hierarchical recurrent neural networks (HRNN), relationship models, and attention mechanisms. Subsequently, we present the relational network and relational architectures for each module. Thirdly, we investigate methods for recognizing group activity and compare their performance with state-of-the-art technologies. We summarize the existing challenges and provide comprehensive guidance for newcomers to understand group activity recognition. Furthermore, we review emerging perspectives in group activity recognition to explore new directions and possibilities.

arXiv:2306.16772

M3Act: Learning from Synthetic Human Group Activities

The study of complex human interactions and group activities has become a focal point in human-centric computer vision. However, progress in related tasks is often hindered by the challenges of obtaining large-scale labeled datasets from real-world scenarios. To address the limitation, we introduce M3Act, a synthetic data generator for multi-view multi-group multi-person human atomic actions and group activities. Powered by Unity Engine, M3Act features multiple semantic groups, highly diverse and photorealistic images, and a comprehensive set of annotations, which facilitates the learning of human-centered tasks across single-person, multi-person, and multi-group conditions. We demonstrate the advantages of M3Act across three core experiments. The results suggest our synthetic dataset can significantly improve the performance of several downstream methods and replace real-world datasets to reduce cost. Notably, M3Act improves the state-of-the-art MOTRv2 on DanceTrack dataset, leading to a hop on the leaderboard from 10th to 2nd place. Moreover, M3Act opens new research for controllable 3D group activity generation. We define multiple metrics and propose a competitive baseline for the novel task. Our code and data are available at our project page: http://cjerry1243.github.io/M3Act.

arXiv:2305.06310

SoGAR: Self-supervised Spatiotemporal Attention-based Social Group Activity Recognition

This paper introduces a novel approach to Social Group Activity Recognition (SoGAR) using Self-supervised Transformers network that can effectively utilize unlabeled video data. To extract spatio-temporal information, we created local and global views with varying frame rates. Our self-supervised objective ensures that features extracted from contrasting views of the same video were consistent across spatio-temporal domains. Our proposed approach is efficient in using transformer-based encoders to alleviate the weakly supervised setting of group activity recognition. By leveraging the benefits of transformer models, our approach can model long-term relationships along spatio-temporal dimensions. Our proposed SoGAR method achieved state-of-the-art results on three group activity recognition benchmarks, namely JRDB-PAR, NBA, and Volleyball datasets, surpassing the current numbers in terms of F1-score, MCA, and MPCA metrics.

arXiv:2305.05583

Group Activity Recognition via Dynamic Composition and Interaction

Previous group activity recognition approaches were limited to reasoning using human relations or finding important subgroups and tended to ignore indispensable group composition and human-object interactions. This absence makes a partial interpretation of the scene and increases the interference of irrelevant actions on the results. Therefore, we propose our DynamicFormer with Dynamic composition Module (DcM) and Dynamic interaction Module (DiM) to model relations and locations of persons and discriminate the contribution of participants, respectively. Our findings on group composition and human-object interaction inspire our core idea. Group composition tells us the location of people and their relations inside the group, while interaction reflects the relation between humans and objects outside the group. We utilize spatial and temporal encoders in DcM to model our dynamic composition and build DiM to explore interaction with a novel GCN, which has a transformer inside to consider the temporal neighbors of human/object. Also, a Multi-level Dynamic Integration is employed to integrate features from different levels. We conduct extensive experiments on two public datasets and show that our method achieves state-of-the-art.

arXiv:2304.08803

MLP-AIR: An Efficient MLP-Based Method for Actor Interaction Relation Learning in Group Activity Recognition

The task of Group Activity Recognition (GAR) aims to predict the activity category of the group by learning the actor spatial-temporal interaction relation in the group. Therefore, an effective actor relation learning method is crucial for the GAR task. The previous works mainly learn the interaction relation by the well-designed GCNs or Transformers. For example, to infer the actor interaction relation, GCNs need a learnable adjacency, and Transformers need to calculate the self-attention. Although the above methods can model the interaction relation effectively, they also increase the complexity of the model (the number of parameters and computations). In this paper, we design a novel MLP-based method for Actor Interaction Relation learning (MLP-AIR) in GAR. Compared with GCNs and Transformers, our method has a competitive but conceptually and technically simple alternative, significantly reducing the complexity. Specifically, MLP-AIR includes three sub-modules: MLP-based Spatial relation modeling module (MLP-S), MLP-based Temporal relation modeling module (MLP-T), and MLP-based Relation refining module (MLP-R). MLP-S is used to model the spatial relation between different actors in each frame. MLP-T is used to model the temporal relation between different frames for each actor. MLP-R is used further to refine the relation between different dimensions of relation features to improve the feature's expression ability. To evaluate the MLP-AIR, we conduct extensive experiments on two widely used benchmarks, including the Volleyball and Collective Activity datasets. Experimental results demonstrate that MLP-AIR can get competitive results but with low complexity.