Several theories in cognitive neuroscience suggest that when people interact with the world, or simulate interactions, they do so from a first-person egocentric perspective, and seamlessly transfer knowledge between third-person (observer) and first-person (actor). Despite this, learning such models for human action recognition has not been achievable due to the lack of data. This paper takes a step in this direction, with the introduction of Charades-Ego, a large-scale dataset of paired first-person and third-person videos, involving 112 people, with 4000 paired videos. This enables learning the link between the two, actor and observer perspectives. Thereby, we address one of the biggest bottlenecks facing egocentric vision research, providing a link from first-person to the abundant third-person data on the web. We use this data to learn a joint representation of first and third-person videos, with only weak supervision, and show its effectiveness for transferring knowledge from the third-person to the first-person domain.
Both convolutional and recurrent operations are building blocks that process one local neighborhood at a time. In this paper, we present non-local operations as a generic family of building blocks for capturing long-range dependencies. Inspired by the classical non-local means method in computer vision, our non-local operation computes the response at a position as a weighted sum of the features at all positions. This building block can be plugged into many computer vision architectures. On the task of video classification, even without any bells and whistles, our non-local models can compete or outperform current competition winners on both Kinetics and Charades datasets. In static image recognition, our non-local models improve object detection/segmentation and pose estimation on the COCO suite of tasks. Code is available at https://github.com/facebookresearch/video-nonlocal-net .
In recent years, there has been a renewed interest in jointly modeling perception and action. At the core of this investigation is the idea of modeling affordances(Affordances are opportunities of interaction in the scene. In other words, it represents what actions can the object be used for). However, when it comes to predicting affordances, even the state of the art approaches still do not use any ConvNets. Why is that? Unlike semantic or 3D tasks, there still does not exist any large-scale dataset for affordances. In this paper, we tackle the challenge of creating one of the biggest dataset for learning affordances. We use seven sitcoms to extract a diverse set of scenes and how actors interact with different objects in the scenes. Our dataset consists of more than 10K scenes and 28K ways humans can interact with these 10K images. We also propose a two-step approach to predict affordances in a new scene. In the first step, given a location in the scene we classify which of the 30 pose classes is the likely affordance pose. Given the pose class and the scene, we then use a Variational Autoencoder (VAE) to extract the scale and deformation of the pose. The VAE allows us to sample the distribution of possible poses at test time. Finally, we show the importance of large-scale data in learning a generalizable and robust model of affordances.
We consider the problem of zero-shot recognition: learning a visual classifier for a category with zero training examples, just using the word embedding of the category and its relationship to other categories, which visual data are provided. The key to dealing with the unfamiliar or novel category is to transfer knowledge obtained from familiar classes to describe the unfamiliar class. In this paper, we build upon the recently introduced Graph Convolutional Network (GCN) and propose an approach that uses both semantic embeddings and the categorical relationships to predict the classifiers. Given a learned knowledge graph (KG), our approach takes as input semantic embeddings for each node (representing visual category). After a series of graph convolutions, we predict the visual classifier for each category. During training, the visual classifiers for a few categories are given to learn the GCN parameters. At test time, these filters are used to predict the visual classifiers of unseen categories. We show that our approach is robust to noise in the KG. More importantly, our approach provides significant improvement in performance compared to the current state-of-the-art results (from 2 ~ 3% on some metrics to whopping 20% on a few).
We present a novel framework for iterative visual reasoning. Our framework goes beyond current recognition systems that lack the capability to reason beyond stack of convolutions. The framework consists of two core modules: a local module that uses spatial memory to store previous beliefs with parallel updates; and a global graph-reasoning module. Our graph module has three components: a) a knowledge graph where we represent classes as nodes and build edges to encode different types of semantic relationships between them; b) a region graph of the current image where regions in the image are nodes and spatial relationships between these regions are edges; c) an assignment graph that assigns regions to classes. Both the local module and the global module roll-out iteratively and cross-feed predictions to each other to refine estimates. The final predictions are made by combining the best of both modules with an attention mechanism. We show strong performance over plain ConvNets, \eg achieving an $8.4\%$ absolute improvement on ADE measured by per-class average precision. Analysis also shows that the framework is resilient to missing regions for reasoning.
Recent self-supervised learning approaches focus on using a few thousand data points to learn policies for high-level, low-dimensional action spaces. However, scaling this framework for high-dimensional control require either scaling up the data collection efforts or using a clever sampling strategy for training. We present a novel approach - Curriculum Accelerated Self-Supervised Learning (CASSL) - to train policies that map visual information to high-level, higher- dimensional action spaces. CASSL orders the sampling of training data based on control dimensions: the learning and sampling are focused on few control parameters before other parameters. The right curriculum for learning is suggested by variance-based global sensitivity analysis of the control space. We apply our CASSL framework to learning how to grasp using an adaptive, underactuated multi-fingered gripper, a challenging system to control. Our experimental results indicate that CASSL provides significant improvement and generalization compared to baseline methods such as staged curriculum learning (8% increase) and complete end-to-end learning with random exploration (14% improvement) tested on a set of novel objects.
We introduce The House Of inteRactions (THOR), a framework for visual AI research, available at http://ai2thor.allenai.org. AI2-THOR consists of near photo-realistic 3D indoor scenes, where AI agents can navigate in the scenes and interact with objects to perform tasks. AI2-THOR enables research in many different domains including but not limited to deep reinforcement learning, imitation learning, learning by interaction, planning, visual question answering, unsupervised representation learning, object detection and segmentation, and learning models of cognition. The goal of AI2-THOR is to facilitate building visually intelligent models and push the research forward in this domain.
We introduce an interactive learning framework for the development and testing of intelligent visual systems, called learning-by-asking (LBA). We explore LBA in context of the Visual Question Answering (VQA) task. LBA differs from standard VQA training in that most questions are not observed during training time, and the learner must ask questions it wants answers to. Thus, LBA more closely mimics natural learning and has the potential to be more data-efficient than the traditional VQA setting. We present a model that performs LBA on the CLEVR dataset, and show that it automatically discovers an easy-to-hard curriculum when learning interactively from an oracle. Our LBA generated data consistently matches or outperforms the CLEVR train data and is more sample efficient. We also show that our model asks questions that generalize to state-of-the-art VQA models and to novel test time distributions.
Our goal in this paper is to investigate properties of 3D shape that can be determined from a single image. We define 3D shape attributes -- generic properties of the shape that capture curvature, contact and occupied space. Our first objective is to infer these 3D shape attributes from a single image. A second objective is to infer a 3D shape embedding -- a low dimensional vector representing the 3D shape. We study how the 3D shape attributes and embedding can be obtained from a single image by training a Convolutional Neural Network (CNN) for this task. We start with synthetic images so that the contribution of various cues and nuisance parameters can be controlled. We then turn to real images and introduce a large scale image dataset of sculptures containing 143K images covering 2197 works from 242 artists. For the CNN trained on the sculpture dataset we show the following: (i) which regions of the imaged sculpture are used by the CNN to infer the 3D shape attributes; (ii) that the shape embedding can be used to match previously unseen sculptures largely independent of viewpoint; and (iii) that the 3D attributes generalize to images of other (non-sculpture) object classes.
In this project we analysed how much semantic information images carry, and how much value image data can add to sentiment analysis of the text associated with the images. To better understand the contribution from images, we compared models which only made use of image data, models which only made use of text data, and models which combined both data types. We also analysed if this approach could help sentiment classifiers generalize to unknown sentiments.