Abstract:Hand-object interaction detection remains an open challenge in real-time applications, where intuitive user experiences depend on fast and accurate detection of interactions with surrounding objects. We propose an efficient approach for detecting hand-objects interactions from streaming egocentric vision that operates in real time. Our approach consists of an action recognition module and an object detection module for identifying active objects upon confirmed interaction. Our Mamba model with EfficientNetV2 as backbone for action recognition achieves 38.52% p-AP on the ENIGMA-51 benchmark at 30fps, while our fine-tuned YOLOWorld reaches 85.13% AP for hand and object. We implement our models in a cascaded architecture where the action recognition and object detection modules operate sequentially. When the action recognition predicts a contact state, it activates the object detection module, which in turn performs inference on the relevant frame to detect and classify the active object.
Abstract:Calisthenics skill classification is the computer vision task of inferring the skill performed by an athlete from images, enabling automatic performance assessment and personalized analytics. Traditional methods for calisthenics skill recognition are based on pose estimation methods to determine the position of skeletal data from images, which is later fed to a classification algorithm to infer the performed skill. Despite the progress in human pose estimation algorithms, they still involve high computational costs, long inference times, and complex setups, which limit the applicability of such approaches in real-time applications or mobile devices. This work proposes a direct approach to calisthenics skill recognition, which leverages depth estimation and athlete patch retrieval to avoid the computationally expensive human pose estimation module. Using Depth Anything V2 for depth estimation and YOLOv10 for athlete localization, we segment the subject from the background rather than relying on traditional pose estimation techniques. This strategy increases efficiency, reduces inference time, and improves classification accuracy. Our approach significantly outperforms skeleton-based methods, achieving 38.3x faster inference with RGB image patches and improved classification accuracy with depth patches (0.837 vs. 0.815). Beyond these performance gains, the modular design of our pipeline allows for flexible replacement of components, enabling future enhancements and adaptation to real-world applications.
Abstract:Calisthenics is a fast-growing bodyweight discipline that consists of different categories, one of which is focused on skills. Skills in calisthenics encompass both static and dynamic elements performed by athletes. The evaluation of static skills is based on their difficulty level and the duration of the hold. Automated tools able to recognize isometric skills from a video by segmenting them to estimate their duration would be desirable to assist athletes in their training and judges during competitions. Although the video understanding literature on action recognition through body pose analysis is rich, no previous work has specifically addressed the problem of calisthenics skill temporal video segmentation. This study aims to provide an initial step towards the implementation of automated tools within the field of Calisthenics. To advance knowledge in this context, we propose a dataset of video footage of static calisthenics skills performed by athletes. Each video is annotated with a temporal segmentation which determines the extent of each skill. We hence report the results of a baseline approach to address the problem of skill temporal segmentation on the proposed dataset. The results highlight the feasibility of the proposed problem, while there is still room for improvement.
Abstract:Episodic memory retrieval aims to enable wearable devices with the ability to recollect from past video observations objects or events that have been observed (e.g., "where did I last see my smartphone?"). Despite the clear relevance of the task for a wide range of assistive systems, current task formulations are based on the "offline" assumption that the full video history can be accessed when the user makes a query, which is unrealistic in real settings, where wearable devices are limited in power and storage capacity. We introduce the novel task of Online Episodic Memory Visual Queries Localization (OEM-VQL), in which models are required to work in an online fashion, observing video frames only once and relying on past computations to answer user queries. To tackle this challenging task, we propose ESOM - Egocentric Streaming Object Memory, a novel framework based on an object discovery module to detect potentially interesting objects, a visual object tracker to track their position through the video in an online fashion, and a memory module to store spatio-temporal object coordinates and image representations, which can be queried efficiently at any moment. Comparisons with different baselines and offline methods show that OEM-VQL is challenging and ESOM is a viable approach to tackle the task, with results outperforming offline methods (81.92 vs 55.89 success rate %) when oracular object discovery and tracking are considered. Our analysis also sheds light on the limited performance of object detection and tracking in egocentric vision, providing a principled benchmark based on the OEM-VQL downstream task to assess progress in these areas.