We propose Semantic Facial Feature Control (SeFFeC) - a novel method for fine-grained face shape editing. Our method enables the manipulation of human-understandable, semantic face features, such as nose length or mouth width, which are defined by different groups of facial landmarks. In contrast to existing methods, the use of facial landmarks enables precise measurement of the facial features, which then enables training SeFFeC without any manually annotated labels. SeFFeC consists of a transformer-based encoder network that takes a latent vector of a pre-trained generative model and a facial feature embedding as input, and learns to modify the latent vector to perform the desired face edit operation. To ensure that the desired feature measurement is changed towards the target value without altering uncorrelated features, we introduced a novel semantic face feature loss. Qualitative and quantitative results show that SeFFeC enables precise and fine-grained control of 23 facial features, some of which could not previously be controlled by other methods, without requiring manual annotations. Unlike existing methods, SeFFeC also provides deterministic control over the exact values of the facial features and more localised and disentangled face edits.
Reusable embeddings of user behaviour have shown significant performance improvements for the personalised saliency prediction task. However, prior works require explicit user characteristics and preferences as input, which are often difficult to obtain. We present a novel method to extract user embeddings from pairs of natural images and corresponding saliency maps generated from a small amount of user-specific eye tracking data. At the core of our method is a Siamese convolutional neural encoder that learns the user embeddings by contrasting the image and personal saliency map pairs of different users. Evaluations on two public saliency datasets show that the generated embeddings have high discriminative power, are effective at refining universal saliency maps to the individual users, and generalise well across users and images. Finally, based on our model's ability to encode individual user characteristics, our work points towards other applications that can benefit from reusable embeddings of gaze behaviour.
We present GazeMotion, a novel method for human motion forecasting that combines information on past human poses with human eye gaze. Inspired by evidence from behavioural sciences showing that human eye and body movements are closely coordinated, GazeMotion first predicts future eye gaze from past gaze, then fuses predicted future gaze and past poses into a gaze-pose graph, and finally uses a residual graph convolutional network to forecast body motion. We extensively evaluate our method on the MoGaze, ADT, and GIMO benchmark datasets and show that it outperforms state-of-the-art methods by up to 7.4% improvement in mean per joint position error. Using head direction as a proxy to gaze, our method still achieves an average improvement of 5.5%. We finally report an online user study showing that our method also outperforms prior methods in terms of perceived realism. These results show the significant information content available in eye gaze for human motion forecasting as well as the effectiveness of our method in exploiting this information.
We present ActionDiffusion -- a novel diffusion model for procedure planning in instructional videos that is the first to take temporal inter-dependencies between actions into account in a diffusion model for procedure planning. This approach is in stark contrast to existing methods that fail to exploit the rich information content available in the particular order in which actions are performed. Our method unifies the learning of temporal dependencies between actions and denoising of the action plan in the diffusion process by projecting the action information into the noise space. This is achieved 1) by adding action embeddings in the noise masks in the noise-adding phase and 2) by introducing an attention mechanism in the noise prediction network to learn the correlations between different action steps. We report extensive experiments on three instructional video benchmark datasets (CrossTask, Coin, and NIV) and show that our method outperforms previous state-of-the-art methods on all metrics on CrossTask and NIV and all metrics except accuracy on Coin dataset. We show that by adding action embeddings into the noise mask the diffusion model can better learn action temporal dependencies and increase the performances on procedure planning.
Latest gaze estimation methods require large-scale training data but their collection and exchange pose significant privacy risks. We propose PrivatEyes - the first privacy-enhancing training approach for appearance-based gaze estimation based on federated learning (FL) and secure multi-party computation (MPC). PrivatEyes enables training gaze estimators on multiple local datasets across different users and server-based secure aggregation of the individual estimators' updates. PrivatEyes guarantees that individual gaze data remains private even if a majority of the aggregating servers is malicious. We also introduce a new data leakage attack DualView that shows that PrivatEyes limits the leakage of private training data more effectively than previous approaches. Evaluations on the MPIIGaze, MPIIFaceGaze, GazeCapture, and NVGaze datasets further show that the improved privacy does not lead to a lower gaze estimation accuracy or substantially higher computational costs - both of which are on par with its non-secure counterparts.
The mimicking of human-like arm movement characteristics involves the consideration of three factors during control policy synthesis: (a) chosen task requirements, (b) inclusion of noise during movement execution and (c) chosen optimality principles. Previous studies showed that when considering these factors (a-c) individually, it is possible to synthesize arm movements that either kinematically match the experimental data or reproduce the stereotypical triphasic muscle activation pattern. However, to date no quantitative comparison has been made on how realistic the arm movement generated by each factor is; as well as whether a partial or total combination of all factors results in arm movements with human-like kinematic characteristics and a triphasic muscle pattern. To investigate this, we used reinforcement learning to learn a control policy for a musculoskeletal arm model, aiming to discern which combination of factors (a-c) results in realistic arm movements according to four frequently reported stereotypical characteristics. Our findings indicate that incorporating velocity and acceleration requirements into the reaching task, employing reward terms that encourage minimization of mechanical work, hand jerk, and control effort, along with the inclusion of noise during movement, leads to the emergence of realistic human arm movements in reinforcement learning. We expect that the gained insights will help in the future to better predict desired arm movements and corrective forces in wearable assistive devices.
We present the Object Language Video Transformer (OLViT) - a novel model for video dialog operating over a multi-modal attention-based dialog state tracker. Existing video dialog models struggle with questions requiring both spatial and temporal localization within videos, long-term temporal reasoning, and accurate object tracking across multiple dialog turns. OLViT addresses these challenges by maintaining a global dialog state based on the output of an Object State Tracker (OST) and a Language State Tracker (LST): while the OST attends to the most important objects within the video, the LST keeps track of the most important linguistic co-references to previous dialog turns. In stark contrast to previous works, our approach is generic by nature and is therefore capable of learning continuous multi-modal dialog state representations of the most relevant objects and rounds. As a result, they can be seamlessly integrated into Large Language Models (LLMs) and offer high flexibility in dealing with different datasets and tasks. Evaluations on the challenging DVD (response classification) and SIMMC 2.1 (response generation) datasets show that OLViT achieves new state-of-the-art performance across both datasets.
When users perceive AI systems as mindful, independent agents, they hold them responsible instead of the AI experts who created and designed these systems. So far, it has not been studied whether explanations support this shift in responsibility through the use of mind-attributing verbs like "to think". To better understand the prevalence of mind-attributing explanations we analyse AI explanations in 3,533 explainable AI (XAI) research articles from the Semantic Scholar Open Research Corpus (S2ORC). Using methods from semantic shift detection, we identify three dominant types of mind attribution: (1) metaphorical (e.g. "to learn" or "to predict"), (2) awareness (e.g. "to consider"), and (3) agency (e.g. "to make decisions"). We then analyse the impact of mind-attributing explanations on awareness and responsibility in a vignette-based experiment with 199 participants. We find that participants who were given a mind-attributing explanation were more likely to rate the AI system as aware of the harm it caused. Moreover, the mind-attributing explanation had a responsibility-concealing effect: Considering the AI experts' involvement lead to reduced ratings of AI responsibility for participants who were given a non-mind-attributing or no explanation. In contrast, participants who read the mind-attributing explanation still held the AI system responsible despite considering the AI experts' involvement. Taken together, our work underlines the need to carefully phrase explanations about AI systems in scientific writing to reduce mind attribution and clearly communicate human responsibility.
Human motion prediction is important for virtual reality (VR) applications, e.g., for realistic avatar animation. Existing methods have synthesised body motion only from observed past motion, despite the fact that human gaze is known to correlate strongly with body movements and is readily available in recent VR headsets. We present GazeMoDiff -- a novel gaze-guided denoising diffusion model to generate stochastic human motions. Our method first uses a graph attention network to learn the spatio-temporal correlations between eye gaze and human movements and to fuse them into cross-modal gaze-motion features. These cross-modal features are injected into a noise prediction network via a cross-attention mechanism and progressively denoised to generate realistic human full-body motions. Experimental results on the MoGaze and GIMO datasets demonstrate that our method outperforms the state-of-the-art methods by a large margin in terms of average displacement error (15.03% on MoGaze and 9.20% on GIMO). We further conducted an online user study to compare our method with state-of-the-art methods and the responses from 23 participants validate that the motions generated by our method are more realistic than those from other methods. Taken together, our work makes a first important step towards gaze-guided stochastic human motion prediction and guides future work on this important topic in VR research.
While generating realistic body movements, e.g., for avatars in virtual reality, is widely studied in computer vision and graphics, the generation of eye movements that exhibit realistic coordination with the body remains under-explored. We first report a comprehensive analysis of the coordination of human eye and full-body movements during everyday activities based on data from the MoGaze and GIMO datasets. We show that eye gaze has strong correlations with head directions and also full-body motions and there exists a noticeable time delay between body and eye movements. Inspired by the analyses, we then present Pose2Gaze -- a novel eye-body coordination model that first uses a convolutional neural network and a spatio-temporal graph convolutional neural network to extract features from head directions and full-body poses respectively and then applies a convolutional neural network to generate realistic eye movements. We compare our method with state-of-the-art methods that predict eye gaze only from head movements for three different generation tasks and demonstrate that Pose2Gaze significantly outperforms these baselines on both datasets with an average improvement of 26.4% and 21.6% in mean angular error, respectively. Our findings underline the significant potential of cross-modal human gaze behaviour analysis and modelling.