Previous studies regarding the perception of emotions for embodied virtual agents have shown the effectiveness of using virtual characters in conveying emotions through interactions with humans. However, creating an autonomous embodied conversational agent with expressive behaviors presents two major challenges. The first challenge is the difficulty of synthesizing the conversational behaviors for each modality that are as expressive as real human behaviors. The second challenge is that the affects are modeled independently, which makes it difficult to generate multimodal responses with consistent emotions across all modalities. In this work, we propose a conceptual framework, ACTOR (Affect-Consistent mulTimodal behaviOR generation), that aims to increase the perception of affects by generating multimodal behaviors conditioned on a consistent driving affect. We have conducted a user study with 199 participants to assess how the average person judges the affects perceived from multimodal behaviors that are consistent and inconsistent with respect to a driving affect. The result shows that among all model conditions, our affect-consistent framework receives the highest Likert scores for the perception of driving affects. Our statistical analysis suggests that making a modality affect-inconsistent significantly decreases the perception of driving affects. We also observe that multimodal behaviors conditioned on consistent affects are more expressive compared to behaviors with inconsistent affects. Therefore, we conclude that multimodal emotion conditioning and affect consistency are vital to enhancing the perception of affects for embodied conversational agents.
The understanding of complex human interactions and group activities has garnered attention in human-centric computer vision. However, the advancement of the related tasks is hindered due to the difficulty of obtaining large-scale labeled real-world datasets. To mitigate the issue, we propose M3Act, a multi-view multi-group multi-person human atomic action and group activity data generator. Powered by the Unity engine, M3Act contains simulation-ready 3D scenes and human assets, configurable lighting and camera systems, highly parameterized modular group activities, and a large degree of domain randomization during the data generation process. Our data generator is capable of generating large-scale datasets of human activities with multiple viewpoints, modalities (RGB images, 2D poses, 3D motions), and high-quality annotations for individual persons and multi-person groups (2D bounding boxes, instance segmentation masks, individual actions and group activity categories). Using M3Act, we perform synthetic data pre-training for 2D skeleton-based group activity recognition and RGB-based multi-person pose tracking. The results indicate that learning from our synthetic datasets largely improves the model performances on real-world datasets, with the highest gain of 5.59% and 7.32% respectively in group and person recognition accuracy on CAD2, as well as an improvement of 6.63 in MOTP on HiEve. Pre-training with our synthetic data also leads to faster model convergence on downstream tasks (up to 6.8% faster). Moreover, M3Act opens new research problems for 3D group activity generation. We release M3Act3D, an 87.6-hour 3D motion dataset of human activities with larger group sizes and higher complexity of inter-person interactions than previous multi-person datasets. We define multiple metrics and propose a competitive baseline for the novel task.
Our goal is to learn a video representation that is useful for downstream procedure understanding tasks in instructional videos. Due to the small amount of available annotations, a key challenge in procedure understanding is to be able to extract from unlabeled videos the procedural knowledge such as the identity of the task (e.g., 'make latte'), its steps (e.g., 'pour milk'), or the potential next steps given partial progress in its execution. Our main insight is that instructional videos depict sequences of steps that repeat between instances of the same or different tasks, and that this structure can be well represented by a Procedural Knowledge Graph (PKG), where nodes are discrete steps and edges connect steps that occur sequentially in the instructional activities. This graph can then be used to generate pseudo labels to train a video representation that encodes the procedural knowledge in a more accessible form to generalize to multiple procedure understanding tasks. We build a PKG by combining information from a text-based procedural knowledge database and an unlabeled instructional video corpus and then use it to generate training pseudo labels with four novel pre-training objectives. We call this PKG-based pre-training procedure and the resulting model Paprika, Procedure-Aware PRe-training for Instructional Knowledge Acquisition. We evaluate Paprika on COIN and CrossTask for procedure understanding tasks such as task recognition, step recognition, and step forecasting. Paprika yields a video representation that improves over the state of the art: up to 11.23% gains in accuracy in 12 evaluation settings. Implementation is available at https://github.com/salesforce/paprika.
FSS(Few-shot segmentation)~aims to segment a target class with a small number of labeled images (support Set). To extract information relevant to target class, a dominant approach in best performing FSS baselines removes background features using support mask. We observe that this support mask presents an information bottleneck in several challenging FSS cases e.g., for small targets and/or inaccurate target boundaries. To this end, we present a novel method (MSI), which maximizes the support-set information by exploiting two complementary source of features in generating super correlation maps. We validate the effectiveness of our approach by instantiating it into three recent and strong FSS baselines. Experimental results on several publicly available FSS benchmarks show that our proposed method consistently improves the performance by visible margins and allows faster convergence. Our codes and models will be publicly released.
Learning-based approaches to modeling crowd motion have become increasingly successful but require training and evaluation on large datasets, coupled with complex model selection and parameter tuning. To circumvent this tremendously time-consuming process, we propose a novel scoring method, which characterizes generalization of models trained on source crowd scenarios and applied to target crowd scenarios using a training-free, model-agnostic Interaction + Diversity Quantification score, ISDQ. The Interaction component aims to characterize the difficulty of scenario domains, while the diversity of a scenario domain is captured in the Diversity score. Both scores can be computed in a computation tractable manner. Our experimental results validate the efficacy of the proposed method on several simulated and real-world (source,target) generalization tasks, demonstrating its potential to select optimal domain pairs before training and testing a model.
We study few-shot semantic segmentation that aims to segment a target object from a query image when provided with a few annotated support images of the target class. Several recent methods resort to a feature masking (FM) technique, introduced by [1], to discard irrelevant feature activations to facilitate reliable segmentation mask prediction. A fundamental limitation of FM is the inability to preserve the fine-grained spatial details that affect the accuracy of segmentation mask, especially for small target objects. In this paper, we develop a simple, effective, and efficient approach to enhance feature masking (FM). We dub the enhanced FM as hybrid masking (HM). Specifically, we compensate for the loss of fine-grained spatial details in FM technique by investigating and leveraging a complementary basic input masking method [2]. To validate the effectiveness of HM, we instantiate it into a strong baseline [3], and coin the resulting framework as HMFS. Experimental results on three publicly available benchmarks reveal that HMFS outperforms the current state-of-the-art methods by visible margins.
Accurate long-term trajectory prediction in complex scenes, where multiple agents (e.g., pedestrians or vehicles) interact with each other and the environment while attempting to accomplish diverse and often unknown goals, is a challenging stochastic forecasting problem. In this work, we propose MUSE, a new probabilistic modeling framework based on a cascade of Conditional VAEs, which tackles the long-term, uncertain trajectory prediction task using a coarse-to-fine multi-factor forecasting architecture. In its Macro stage, the model learns a joint pixel-space representation of two key factors, the underlying environment and the agent movements, to predict the long and short-term motion goals. Conditioned on them, the Micro stage learns a fine-grained spatio-temporal representation for the prediction of individual agent trajectories. The VAE backbones across the two stages make it possible to naturally account for the joint uncertainty at both levels of granularity. As a result, MUSE offers diverse and simultaneously more accurate predictions compared to the current state-of-the-art. We demonstrate these assertions through a comprehensive set of experiments on nuScenes and SDD benchmarks as well as PFSD, a new synthetic dataset, which challenges the forecasting ability of models on complex agent-environment interaction scenarios.
Graph Neural Networks (GNNs) traditionally exhibit poor performance for directed graphs (digraphs) due to notable challenges in 1) modeling neighborhoods and 2) preserving asymmetry. In this paper, we address these challenges in traditional GNNs by leveraging hyperbolic collaborative learning from multi-ordered and partitioned neighborhoods, and regularizers inspired by socio-psychological factors. Our resulting formalism, Digraph Hyperbolic Network (D-HYPR) learns node representations in hyperbolic space to avoid structural and semantic distortion of real-world digraphs. We conduct comprehensive experimentation on 4 tasks: link prediction, node classification, sign prediction, and embedding visualization. D-HYPR statistically significantly outperforms the current state of the art on a majority of tasks and datasets, while achieving competitive performance otherwise. Our code and data will be available.
Group Activity Recognition (GAR) detects the activity performed by a group of actors in a short video clip. The task requires the compositional understanding of scene entities and relational reasoning between them. We approach GAR by modeling the video as a series of tokens that represent the multi-scale semantic concepts in the video. We propose COMPOSER, a Multiscale Transformer based architecture that performs attention-based reasoning over tokens at each scale and learns group activity compositionally. In addition, we only use the keypoint modality which reduces scene biases and improves the generalization ability of the model. We improve the multi-scale representations in COMPOSER by clustering the intermediate scale representations, while maintaining consistent cluster assignments between scales. Finally, we use techniques such as auxiliary prediction and novel data augmentations (e.g., Actor Dropout) to aid model training. We demonstrate the model's strength and interpretability on the challenging Volleyball dataset. COMPOSER achieves a new state-of-the-art 94.5% accuracy with the keypoint-only modality. COMPOSER outperforms the latest GAR methods that rely on RGB signals, and performs favorably compared against methods that exploit multiple modalities. Our code will be available.