Images depicting complex, dynamic scenes are challenging to parse automatically, requiring both high-level comprehension of the overall situation and fine-grained identification of participating entities and their interactions. Current approaches use distinct methods tailored to sub-tasks such as Situation Recognition and detection of Human-Human and Human-Object Interactions. However, recent advances in image understanding have often leveraged web-scale vision-language (V&L) representations to obviate task-specific engineering. In this work, we propose a framework for dynamic scene understanding tasks by leveraging knowledge from modern, frozen V&L representations. By framing these tasks in a generic manner - as predicting and parsing structured text, or by directly concatenating representations to the input of existing models - we achieve state-of-the-art results while using a minimal number of trainable parameters relative to existing approaches. Moreover, our analysis of dynamic knowledge of these representations shows that recent, more powerful representations effectively encode dynamic scene semantics, making this approach newly possible.
Understanding human-to-human interactions, especially in contexts like public security surveillance, is critical for monitoring and maintaining safety. Traditional activity recognition systems are limited by fixed vocabularies, predefined labels, and rigid interaction categories that often rely on choreographed videos and overlook concurrent interactive groups. These limitations make such systems less adaptable to real-world scenarios, where interactions are diverse and unpredictable. In this paper, we propose an open vocabulary human-to-human interaction recognition (OV-HHIR) framework that leverages large language models to generate open-ended textual descriptions of both seen and unseen human interactions in open-world settings without being confined to a fixed vocabulary. Additionally, we create a comprehensive, large-scale human-to-human interaction dataset by standardizing and combining existing public human interaction datasets into a unified benchmark. Extensive experiments demonstrate that our method outperforms traditional fixed-vocabulary classification systems and existing cross-modal language models for video understanding, setting the stage for more intelligent and adaptable visual understanding systems in surveillance and beyond.
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 .
We introduce the concept of "empathic grounding" in conversational agents as an extension of Clark's conceptualization of grounding in conversation in which the grounding criterion includes listener empathy for the speaker's affective state. Empathic grounding is generally required whenever the speaker's emotions are foregrounded and can make the grounding process more efficient and reliable by communicating both propositional and affective understanding. Both speaker expressions of affect and listener empathic grounding can be multimodal, including facial expressions and other nonverbal displays. Thus, models of empathic grounding for embodied agents should be multimodal to facilitate natural and efficient communication. We describe a multimodal model that takes as input user speech and facial expression to generate multimodal grounding moves for a listening agent using a large language model. We also describe a testbed to evaluate approaches to empathic grounding, in which a humanoid robot interviews a user about a past episode of pain and then has the user rate their perception of the robot's empathy. We compare our proposed model to one that only generates non-affective grounding cues in a between-subjects experiment. Findings demonstrate that empathic grounding increases user perceptions of empathy, understanding, emotional intelligence, and trust. Our work highlights the role of emotion awareness and multimodality in generating appropriate grounding moves for conversational agents.
To build a cross-modal latent space between 3D human motion and language, acquiring large-scale and high-quality human motion data is crucial. However, unlike the abundance of image data, the scarcity of motion data has limited the performance of existing motion-language models. To counter this, we introduce "motion patches", a new representation of motion sequences, and propose using Vision Transformers (ViT) as motion encoders via transfer learning, aiming to extract useful knowledge from the image domain and apply it to the motion domain. These motion patches, created by dividing and sorting skeleton joints based on body parts in motion sequences, are robust to varying skeleton structures, and can be regarded as color image patches in ViT. We find that transfer learning with pre-trained weights of ViT obtained through training with 2D image data can boost the performance of motion analysis, presenting a promising direction for addressing the issue of limited motion data. Our extensive experiments show that the proposed motion patches, used jointly with ViT, achieve state-of-the-art performance in the benchmarks of text-to-motion retrieval, and other novel challenging tasks, such as cross-skeleton recognition, zero-shot motion classification, and human interaction recognition, which are currently impeded by the lack of data.
Skeleton-based action recognition, which classifies human actions based on the coordinates of joints and their connectivity within skeleton data, is widely utilized in various scenarios. While Graph Convolutional Networks (GCNs) have been proposed for skeleton data represented as graphs, they suffer from limited receptive fields constrained by joint connectivity. To address this limitation, recent advancements have introduced transformer-based methods. However, capturing correlations between all joints in all frames requires substantial memory resources. To alleviate this, we propose a novel approach called Skeletal-Temporal Transformer (SkateFormer) that partitions joints and frames based on different types of skeletal-temporal relation (Skate-Type) and performs skeletal-temporal self-attention (Skate-MSA) within each partition. We categorize the key skeletal-temporal relations for action recognition into a total of four distinct types. These types combine (i) two skeletal relation types based on physically neighboring and distant joints, and (ii) two temporal relation types based on neighboring and distant frames. Through this partition-specific attention strategy, our SkateFormer can selectively focus on key joints and frames crucial for action recognition in an action-adaptive manner with efficient computation. Extensive experiments on various benchmark datasets validate that our SkateFormer outperforms recent state-of-the-art methods.
Recognizing interactive actions, including hand-to-hand interaction and human-to-human interaction, has attracted increasing attention for various applications in the field of video analysis and human-robot interaction. Considering the success of graph convolution in modeling topology-aware features from skeleton data, recent methods commonly operate graph convolution on separate entities and use late fusion for interactive action recognition, which can barely model the mutual semantic relationships between pairwise entities. To this end, we propose a mutual excitation graph convolutional network (me-GCN) by stacking mutual excitation graph convolution (me-GC) layers. Specifically, me-GC uses a mutual topology excitation module to firstly extract adjacency matrices from individual entities and then adaptively model the mutual constraints between them. Moreover, me-GC extends the above idea and further uses a mutual feature excitation module to extract and merge deep features from pairwise entities. Compared with graph convolution, our proposed me-GC gradually learns mutual information in each layer and each stage of graph convolution operations. Extensive experiments on a challenging hand-to-hand interaction dataset, i.e., the Assembely101 dataset, and two large-scale human-to-human interaction datasets, i.e., NTU60-Interaction and NTU120-Interaction consistently verify the superiority of our proposed method, which outperforms the state-of-the-art GCN-based and Transformer-based methods.
Human Interaction Recognition is the process of identifying interactive actions between multiple participants in a specific situation. The aim is to recognise the action interactions between multiple entities and their meaning. Many single Convolutional Neural Network has issues, such as the inability to capture global instance interaction features or difficulty in training, leading to ambiguity in action semantics. In addition, the computational complexity of the Transformer cannot be ignored, and its ability to capture local information and motion features in the image is poor. In this work, we propose a Two-stream Hybrid CNN-Transformer Network (THCT-Net), which exploits the local specificity of CNN and models global dependencies through the Transformer. CNN and Transformer simultaneously model the entity, time and space relationships between interactive entities respectively. Specifically, Transformer-based stream integrates 3D convolutions with multi-head self-attention to learn inter-token correlations; We propose a new multi-branch CNN framework for CNN-based streams that automatically learns joint spatio-temporal features from skeleton sequences. The convolutional layer independently learns the local features of each joint neighborhood and aggregates the features of all joints. And the raw skeleton coordinates as well as their temporal difference are integrated with a dual-branch paradigm to fuse the motion features of the skeleton. Besides, a residual structure is added to speed up training convergence. Finally, the recognition results of the two branches are fused using parallel splicing. Experimental results on diverse and challenging datasets, demonstrate that the proposed method can better comprehend and infer the meaning and context of various actions, outperforming state-of-the-art methods.
Recognizing interactive action plays an important role in human-robot interaction and collaboration. Previous methods use late fusion and co-attention mechanism to capture interactive relations, which have limited learning capability or inefficiency to adapt to more interacting entities. With assumption that priors of each entity are already known, they also lack evaluations on a more general setting addressing the diversity of subjects. To address these problems, we propose an Interactive Spatiotemporal Token Attention Network (ISTA-Net), which simultaneously model spatial, temporal, and interactive relations. Specifically, our network contains a tokenizer to partition Interactive Spatiotemporal Tokens (ISTs), which is a unified way to represent motions of multiple diverse entities. By extending the entity dimension, ISTs provide better interactive representations. To jointly learn along three dimensions in ISTs, multi-head self-attention blocks integrated with 3D convolutions are designed to capture inter-token correlations. When modeling correlations, a strict entity ordering is usually irrelevant for recognizing interactive actions. To this end, Entity Rearrangement is proposed to eliminate the orderliness in ISTs for interchangeable entities. Extensive experiments on four datasets verify the effectiveness of ISTA-Net by outperforming state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/ISTA-Net
A comprehensive understanding of interested human-to-human interactions in video streams, such as queuing, handshaking, fighting and chasing, is of immense importance to the surveillance of public security in regions like campuses, squares and parks. Different from conventional human interaction recognition, which uses choreographed videos as inputs, neglects concurrent interactive groups, and performs detection and recognition in separate stages, we introduce a new task named human-to-human interaction detection (HID). HID devotes to detecting subjects, recognizing person-wise actions, and grouping people according to their interactive relations, in one model. First, based on the popular AVA dataset created for action detection, we establish a new HID benchmark, termed AVA-Interaction (AVA-I), by adding annotations on interactive relations in a frame-by-frame manner. AVA-I consists of 85,254 frames and 86,338 interactive groups, and each image includes up to 4 concurrent interactive groups. Second, we present a novel baseline approach SaMFormer for HID, containing a visual feature extractor, a split stage which leverages a Transformer-based model to decode action instances and interactive groups, and a merging stage which reconstructs the relationship between instances and groups. All SaMFormer components are jointly trained in an end-to-end manner. Extensive experiments on AVA-I validate the superiority of SaMFormer over representative methods. The dataset and code will be made public to encourage more follow-up studies.
The utilization of Wi-Fi based human activity recognition has gained considerable interest in recent times, primarily owing to its applications in various domains such as healthcare for monitoring breath and heart rate, security, elderly care. These Wi-Fi-based methods exhibit several advantages over conventional state-of-the-art techniques that rely on cameras and sensors, including lower costs and ease of deployment. However, a significant challenge associated with Wi-Fi-based HAR is the significant decline in performance when the scene or subject changes. To mitigate this issue, it is imperative to train the model using an extensive dataset. In recent studies, the utilization of CNN-based models or sequence-to-sequence models such as LSTM, GRU, or Transformer has become prevalent. While sequence-to-sequence models can be more precise, they are also more computationally intensive and require a larger amount of training data. To tackle these limitations, we propose a novel approach that leverages a temporal convolution network with augmentations and attention, referred to as TCN-AA. Our proposed method is computationally efficient and exhibits improved accuracy even when the data size is increased threefold through our augmentation techniques. Our experiments on a publicly available dataset indicate that our approach outperforms existing state-of-the-art methods, with a final accuracy of 99.42%.
Graph convolutional networks (GCNs) have been the predominant methods in skeleton-based human action recognition, including human-human interaction recognition. However, when dealing with interaction sequences, current GCN-based methods simply split the two-person skeleton into two discrete graphs and perform graph convolution separately as done for single-person action classification. Such operations ignore rich interactive information and hinder effective spatial inter-body relationship modeling. To overcome the above shortcoming, we introduce a novel unified two-person graph to represent inter-body and intra-body correlations between joints. Experiments show accuracy improvements in recognizing both interactions and individual actions when utilizing the proposed two-person graph topology. In addition, We design several graph labeling strategies to supervise the model to learn discriminant spatial-temporal interactive features. Finally, we propose a two-person graph convolutional network (2P-GCN). Our model achieves state-of-the-art results on four benchmarks of three interaction datasets: SBU, interaction subsets of NTU-RGB+D and NTU-RGB+D 120.
Human interaction recognition is very important in many applications. One crucial cue in recognizing an interaction is the interactive body parts. In this work, we propose a novel Interaction Graph Transformer (IGFormer) network for skeleton-based interaction recognition via modeling the interactive body parts as graphs. More specifically, the proposed IGFormer constructs interaction graphs according to the semantic and distance correlations between the interactive body parts, and enhances the representation of each person by aggregating the information of the interactive body parts based on the learned graphs. Furthermore, we propose a Semantic Partition Module to transform each human skeleton sequence into a Body-Part-Time sequence to better capture the spatial and temporal information of the skeleton sequence for learning the graphs. Extensive experiments on three benchmark datasets demonstrate that our model outperforms the state-of-the-art with a significant margin.
Human Activity Recognition (HAR) research has gained significant momentum due to recent technological advancements, artificial intelligence algorithms, the need for smart cities, and socioeconomic transformation. However, existing computer vision and sensor-based HAR solutions have limitations such as privacy issues, memory and power consumption, and discomfort in wearing sensors for which researchers are observing a paradigm shift in HAR research. In response, WiFi-based HAR is gaining popularity due to the availability of more coarse-grained Channel State Information. However, existing WiFi-based HAR approaches are limited to classifying independent and non-concurrent human activities performed within equal time duration. Recent research commonly utilizes a Single Input Multiple Output communication link with a WiFi signal of 5 GHz channel frequency, using two WiFi routers or two Intel 5300 NICs as transmitter-receiver. Our study, on the other hand, utilizes a Multiple Input Multiple Output radio link between a WiFi router and an Intel 5300 NIC, with the time-series Wi-Fi channel state information based on 2.4 GHz channel frequency for mutual human-to-human concurrent interaction recognition. The proposed Self-Attention guided Bidirectional Gated Recurrent Neural Network (Attention-BiGRU) deep learning model can classify 13 mutual interactions with a maximum benchmark accuracy of 94% for a single subject-pair. This has been expanded for ten subject pairs, which secured a benchmark accuracy of 88% with improved classification around the interaction-transition region. An executable graphical user interface (GUI) software has also been developed in this study using the PyQt5 python module to classify, save, and display the overall mutual concurrent human interactions performed within a given time duration. ...
We propose a two-stream convolutional network for audio recognition, that operates on time-frequency spectrogram inputs. Following similar success in visual recognition, we learn Slow-Fast auditory streams with separable convolutions and multi-level lateral connections. The Slow pathway has high channel capacity while the Fast pathway operates at a fine-grained temporal resolution. We showcase the importance of our two-stream proposal on two diverse datasets: VGG-Sound and EPIC-KITCHENS-100, and achieve state-of-the-art results on both.
Human activity recognition in videos has been widely studied and has recently gained significant advances with deep learning approaches; however, it remains a challenging task. In this paper, we propose a novel framework that simultaneously considers both implicit and explicit representations of human interactions by fusing information of local image where the interaction actively occurred, primitive motion with the posture of individual subject's body parts, and the co-occurrence of overall appearance change. Human interactions change, depending on how the body parts of each human interact with the other. The proposed method captures the subtle difference between different interactions using interacting body part attention. Semantically important body parts that interact with other objects are given more weight during feature representation. The combined feature of interacting body part attention-based individual representation and the co-occurrence descriptor of the full-body appearance change is fed into long short-term memory to model the temporal dynamics over time in a single framework. We validate the effectiveness of the proposed method using four widely used public datasets by outperforming the competing state-of-the-art method.
First-person interaction recognition is a challenging task because of unstable video conditions resulting from the camera wearer's movement. For human interaction recognition from a first-person viewpoint, this paper proposes a three-stream fusion network with two main parts: three-stream architecture and three-stream correlation fusion. Thre three-stream architecture captures the characteristics of the target appearance, target motion, and camera ego-motion. Meanwhile the three-stream correlation fusion combines the feature map of each of the three streams to consider the correlations among the target appearance, target motion and camera ego-motion. The fused feature vector is robust to the camera movement and compensates for the noise of the camera ego-motion. Short-term intervals are modeled using the fused feature vector, and a long short-term memory(LSTM) model considers the temporal dynamics of the video. We evaluated the proposed method on two-public benchmark datasets to validate the effectiveness of our approach. The experimental results show that the proposed fusion method successfully generated a discriminative feature vector, and our network outperformed all competing activity recognition methods in first-person videos where considerable camera ego-motion occurs.
Person-person mutual action recognition (also referred to as interaction recognition) is an important research branch of human activity analysis. Current solutions in the field -- mainly dominated by CNNs, GCNs and LSTMs -- often consist of complicated architectures and mechanisms to embed the relationships between the two persons on the architecture itself, to ensure the interaction patterns can be properly learned. Our main contribution with this work is by proposing a simpler yet very powerful architecture, named Interaction Relational Network, which utilizes minimal prior knowledge about the structure of the human body. We drive the network to identify by itself how to relate the body parts from the individuals interacting. In order to better represent the interaction, we define two different relationships, leading to specialized architectures and models for each. These multiple relationship models will then be fused into a single and special architecture, in order to leverage both streams of information for further enhancing the relational reasoning capability. Furthermore we define important structured pair-wise operations to extract meaningful extra information from each pair of joints -- distance and motion. Ultimately, with the coupling of an LSTM, our IRN is capable of paramount sequential relational reasoning. These important extensions we made to our network can also be valuable to other problems that require sophisticated relational reasoning. Our solution is able to achieve state-of-the-art performance on the traditional interaction recognition datasets SBU and UT, and also on the mutual actions from the large-scale dataset NTU RGB+D. Furthermore, it obtains competitive performance in the NTU RGB+D 120 dataset interactions subset.
In this paper, we aim to address the problem of human interaction recognition in videos by exploring the long-term inter-related dynamics among multiple persons. Recently, Long Short-Term Memory (LSTM) has become a popular choice to model individual dynamic for single-person action recognition due to its ability of capturing the temporal motion information in a range. However, existing RNN models focus only on capturing the dynamics of human interaction by simply combining all dynamics of individuals or modeling them as a whole. Such models neglect the inter-related dynamics of how human interactions change over time. To this end, we propose a novel Hierarchical Long Short-Term Concurrent Memory (H-LSTCM) to model the long-term inter-related dynamics among a group of persons for recognizing the human interactions. Specifically, we first feed each person's static features into a Single-Person LSTM to learn the single-person dynamic. Subsequently, the outputs of all Single-Person LSTM units are fed into a novel Concurrent LSTM (Co-LSTM) unit, which mainly consists of multiple sub-memory units, a new cell gate and a new co-memory cell. In a Co-LSTM unit, each sub-memory unit stores individual motion information, while this Co-LSTM unit selectively integrates and stores inter-related motion information between multiple interacting persons from multiple sub-memory units via the cell gate and co-memory cell, respectively. Extensive experiments on four public datasets validate the effectiveness of the proposed H-LSTCM by comparing against baseline and state-of-the-art methods.
This paper presents a novel approach in a rarely studied area of computer vision: Human interaction recognition in still images. We explore whether the facial regions and their spatial configurations contribute to the recognition of interactions. In this respect, our method involves extraction of several visual features from the facial regions, as well as incorporation of scene characteristics and deep features to the recognition. Extracted multiple features are utilized within a discriminative learning framework for recognizing interactions between people. Our designed facial descriptors are based on the observation that relative positions, size and locations of the faces are likely to be important for characterizing human interactions. Since there is no available dataset in this relatively new domain, a comprehensive new dataset which includes several images of human interactions is collected. Our experimental results show that faces and scene characteristics contain important information to recognize interactions between people.