Abstract:Posture-based mental state inference has significant potential in diagnosing fatigue, preventing injury, and enhancing performance across various domains. Such tools must be research-validated with large datasets before being translated into practice. Unfortunately, such vision diagnosis faces serious challenges due to the sensitivity of human subject data. To address this, we identify sports settings as a viable alternative for accumulating data from human subjects experiencing diverse emotional states. We test our hypothesis in the game of cricket and present a posture-based solution to identify human intent from activity videos. Our method achieves over 75\% F1 score and over 80\% AUC-ROC in discriminating aggressive and defensive shot intent through motion analysis. These findings indicate that posture leaks out strong signals for intent inference, even with inherent noise in the data pipeline. Furthermore, we utilize existing data statistics as weak supervision to validate our findings, offering a potential solution for overcoming data labelling limitations. This research contributes to generalizable techniques for sports analytics and also opens possibilities for applying human behavior analysis across various fields.
Abstract:Isometric exercises appeal to individuals seeking convenience, privacy, and minimal dependence on equipments. However, such fitness training is often overdependent on unreliable digital media content instead of expert supervision, introducing serious risks, including incorrect posture, injury, and disengagement due to lack of corrective feedback. To address these challenges, we present a real-time feedback system for assessing isometric poses. Our contributions include the release of the largest multiclass isometric exercise video dataset to date, comprising over 3,600 clips across six poses with correct and incorrect variations. To support robust evaluation, we benchmark state-of-the-art models-including graph-based networks-on this dataset and introduce a novel three-part metric that captures classification accuracy, mistake localization, and model confidence. Our results enhance the feasibility of intelligent and personalized exercise training systems for home workouts. This expert-level diagnosis, delivered directly to the users, also expands the potential applications of these systems to rehabilitation, physiotherapy, and various other fitness disciplines that involve physical motion.
Abstract:We present the design process and findings of the pre-conference workshop at the Machine Learning for Healthcare Conference (2024) entitled Red Teaming Large Language Models for Healthcare, which took place on August 15, 2024. Conference participants, comprising a mix of computational and clinical expertise, attempted to discover vulnerabilities -- realistic clinical prompts for which a large language model (LLM) outputs a response that could cause clinical harm. Red-teaming with clinicians enables the identification of LLM vulnerabilities that may not be recognised by LLM developers lacking clinical expertise. We report the vulnerabilities found, categorise them, and present the results of a replication study assessing the vulnerabilities across all LLMs provided.
Abstract:Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space representations, this approach systematically diverges from the way humans actually learn to play games. In this paper, we design object-based input representations that generalize well across a number of video games. Using these representations, we evaluate an agent's ability to learn games similar to an infant - with limited world experience, employing simple inductive biases derived from intuitive representations of physics from the real world. Using such biases, we construct an object category representation to be used by a Q-learning algorithm and assess how well it learns to play multiple games based on observed object affordances. Our results suggest that a human-like object interaction setup capably learns to play several video games, and demonstrates superior generalizability, particularly for unfamiliar objects. Further exploring such methods will allow machines to learn in a human-centric way, thus incorporating more human-like learning benefits.
Abstract:Good posture and form are essential for safe and productive exercising. Even in gym settings, trainers may not be readily available for feedback. Rehabilitation therapies and fitness workouts can thus benefit from recommender systems that provide real-time evaluation. In this paper, we present an algorithmic pipeline that can diagnose problems in exercise techniques and offer corrective recommendations, with high sensitivity and specificity in real-time. We use MediaPipe for pose recognition, count repetitions using peak-prominence detection, and use a learnable physics simulator to track motion evolution for each exercise. A test video is diagnosed based on deviations from the prototypical learned motion using statistical learning. The system is evaluated on six full and upper body exercises. These real-time recommendations, counseled via low-cost equipment like smartphones, will allow exercisers to rectify potential mistakes making self-practice feasible while reducing the risk of workout injuries.