Hand-annotated data can vary due to factors such as subjective differences, intra-rater variability, and differing annotator expertise. We study annotations from different experts who labelled the same behavior classes on a set of animal behavior videos, and observe a variation in annotation styles. We propose a new method using program synthesis to help interpret annotation differences for behavior analysis. Our model selects relevant trajectory features and learns a temporal filter as part of a program, which corresponds to estimated importance an annotator places on that feature at each timestamp. Our experiments on a dataset from behavioral neuroscience demonstrate that compared to baseline approaches, our method is more accurate at capturing annotator labels and learns interpretable temporal filters. We believe that our method can lead to greater reproducibility of behavior annotations used in scientific studies. We plan to release our code.
Multi-agent behavior modeling aims to understand the interactions that occur between agents. We present a multi-agent dataset from behavioral neuroscience, the Caltech Mouse Social Interactions (CalMS21) Dataset. Our dataset consists of trajectory data of social interactions, recorded from videos of freely behaving mice in a standard resident-intruder assay. The CalMS21 dataset is part of the Multi-Agent Behavior Challenge 2021 and for our next step, our goal is to incorporate datasets from other domains studying multi-agent behavior. To help accelerate behavioral studies, the CalMS21 dataset provides a benchmark to evaluate the performance of automated behavior classification methods in three settings: (1) for training on large behavioral datasets all annotated by a single annotator, (2) for style transfer to learn inter-annotator differences in behavior definitions, and (3) for learning of new behaviors of interest given limited training data. The dataset consists of 6 million frames of unlabelled tracked poses of interacting mice, as well as over 1 million frames with tracked poses and corresponding frame-level behavior annotations. The challenge of our dataset is to be able to classify behaviors accurately using both labelled and unlabelled tracking data, as well as being able to generalize to new annotators and behaviors.
We introduce a novel representation learning method to disentangle pose-dependent as well as view-dependent factors from 2D human poses. The method trains a network using cross-view mutual information maximization (CV-MIM) which maximizes mutual information of the same pose performed from different viewpoints in a contrastive learning manner. We further propose two regularization terms to ensure disentanglement and smoothness of the learned representations. The resulting pose representations can be used for cross-view action recognition. To evaluate the power of the learned representations, in addition to the conventional fully-supervised action recognition settings, we introduce a novel task called single-shot cross-view action recognition. This task trains models with actions from only one single viewpoint while models are evaluated on poses captured from all possible viewpoints. We evaluate the learned representations on standard benchmarks for action recognition, and show that (i) CV-MIM performs competitively compared with the state-of-the-art models in the fully-supervised scenarios; (ii) CV-MIM outperforms other competing methods by a large margin in the single-shot cross-view setting; (iii) and the learned representations can significantly boost the performance when reducing the amount of supervised training data.
Specialized domain knowledge is often necessary to accurately annotate training sets for in-depth analysis, but can be burdensome and time-consuming to acquire from domain experts. This issue arises prominently in automated behavior analysis, in which agent movements or actions of interest are detected from video tracking data. To reduce annotation effort, we present TREBA: a method to learn annotation-sample efficient trajectory embedding for behavior analysis, based on multi-task self-supervised learning. The tasks in our method can be efficiently engineered by domain experts through a process we call "task programming", which uses programs to explicitly encode structured knowledge from domain experts. Total domain expert effort can be reduced by exchanging data annotation time for the construction of a small number of programmed tasks. We evaluate this trade-off using data from behavioral neuroscience, in which specialized domain knowledge is used to identify behaviors. We present experimental results in three datasets across two domains: mice and fruit flies. Using embeddings from TREBA, we reduce annotation burden by up to a factor of 10 without compromising accuracy compared to state-of-the-art features. Our results thus suggest that task programming can be an effective way to reduce annotation effort for domain experts.
Recognition of human poses and activities is crucial for autonomous systems to interact smoothly with people. However, cameras generally capture human poses in 2D as images and videos, which can have significant appearance variations across viewpoints. To address this, we explore recognizing similarity in 3D human body poses from 2D information, which has not been well-studied in existing works. Here, we propose an approach to learning a compact view-invariant embedding space from 2D body joint keypoints, without explicitly predicting 3D poses. Input ambiguities of 2D poses from projection and occlusion are difficult to represent through a deterministic mapping, and therefore we use probabilistic embeddings. In order to enable our embeddings to work with partially visible input keypoints, we further investigate different keypoint occlusion augmentation strategies during training. Experimental results show that our embedding model achieves higher accuracy when retrieving similar poses across different camera views, in comparison with 3D pose estimation models. We further show that keypoint occlusion augmentation during training significantly improves retrieval performance on partial 2D input poses. Results on action recognition and video alignment demonstrate that our embeddings, without any additional training, achieves competitive performance relative to other models specifically trained for each task.
We study the problem of learning differentiable functions expressed as programs in a domain-specific language. Such programmatic models can offer benefits such as composability and interpretability; however, learning them requires optimizing over a combinatorial space of program "architectures". We frame this optimization problem as a search in a weighted graph whose paths encode top-down derivations of program syntax. Our key innovation is to view various classes of neural networks as continuous relaxations over the space of programs, which can then be used to complete any partial program. This relaxed program is differentiable and can be trained end-to-end, and the resulting training loss is an approximately admissible heuristic that can guide the combinatorial search. We instantiate our approach on top of the A-star algorithm and an iteratively deepened branch-and-bound search, and use these algorithms to learn programmatic classifiers in three sequence classification tasks. Our experiments show that the algorithms outperform state-of-the-art methods for program learning, and that they discover programmatic classifiers that yield natural interpretations and achieve competitive accuracy.
When we watch videos, the visual and auditory information we experience can evoke a range of affective responses. The ability to automatically predict evoked affect from videos can help recommendation systems and social machines better interact with their users. Here, we introduce the Evoked Expressions in Videos (EEV) dataset, a large-scale dataset for studying viewer responses to videos based on their facial expressions. The dataset consists of a total of 4.8 million annotations of viewer facial reactions to 18,541 videos. We use a publicly available video corpus to obtain a diverse set of video content. The training split is fully machine-annotated, while the validation and test splits have both human and machine annotations. We verify the performance of our machine annotations with human raters to have an average precision of 73.3%. We establish baseline performance on the EEV dataset using an existing multimodal recurrent model. Our results show that affective information can be learned from EEV, but with a MAP of 20.32%, there is potential for improvement. This gap motivates the need for new approaches for understanding affective content. Our transfer learning experiments show an improvement in performance on the LIRIS-ACCEDE video dataset when pre-trained on EEV. We hope that the size and diversity of the EEV dataset will encourage further explorations in video understanding and affective computing.
Depictions of similar human body configurations can vary with changing viewpoints. Using only 2D information, we would like to enable vision algorithms to recognize similarity in human body poses across multiple views. This ability is useful for analyzing body movements and human behaviors in images and videos. In this paper, we propose an approach for learning a compact view-invariant embedding space from 2D joint keypoints alone, without explicitly predicting 3D poses. Since 2D poses are projected from 3D space, they have an inherent ambiguity, which is difficult to represent through a deterministic mapping. Hence, we use probabilistic embeddings to model this input uncertainty. Experimental results show that our embedding model achieves higher accuracy when retrieving similar poses across different camera views, in comparison with 2D-to-3D pose lifting models. The results also suggest that our model is able to generalize across datasets, and our embedding variance correlates with input pose ambiguity.
The visual and audio information from movies can evoke a variety of emotions in viewers. Towards a better understanding of viewer impact, we present our methods for the MediaEval 2018 Emotional Impact of Movies Task to predict the expected valence and arousal continuously in movies. This task, using the LIRIS-ACCEDE dataset, enables researchers to compare different approaches for predicting viewer impact from movies. Our approach leverages image, audio, and face based features computed using pre-trained neural networks. These features were computed over time and modeled using a gated recurrent unit (GRU) based network followed by a mixture of experts model to compute multiclass predictions. We smoothed these predictions using a Butterworth filter for our final result. Our method enabled us to achieve top performance in three evaluation metrics in the MediaEval 2018 task.