Effective conservation actions require effective population monitoring. However, accurately counting animals in the wild to inform conservation decision-making is difficult. Monitoring populations through image sampling has made data collection cheaper, wide-reaching and less intrusive but created a need to process and analyse this data efficiently. Counting animals from such data is challenging, particularly when densely packed in noisy images. Attempting this manually is slow and expensive, while traditional computer vision methods are limited in their generalisability. Deep learning is the state-of-the-art method for many computer vision tasks, but it has yet to be properly explored to count animals. To this end, we employ deep learning, with a density-based regression approach, to count fish in low-resolution sonar images. We introduce a large dataset of sonar videos, deployed to record wild mullet schools (Mugil liza), with a subset of 500 labelled images. We utilise abundant unlabelled data in a self-supervised task to improve the supervised counting task. For the first time in this context, by introducing uncertainty quantification, we improve model training and provide an accompanying measure of prediction uncertainty for more informed biological decision-making. Finally, we demonstrate the generalisability of our proposed counting framework through testing it on a recent benchmark dataset of high-resolution annotated underwater images from varying habitats (DeepFish). From experiments on both contrasting datasets, we demonstrate our network outperforms the few other deep learning models implemented for solving this task. By providing an open-source framework along with training data, our study puts forth an efficient deep learning template for crowd counting aquatic animals thereby contributing effective methods to assess natural populations from the ever-increasing visual data.
Face presentation attack detection (PAD) is essential to secure face recognition systems primarily from high-fidelity mask attacks. Most existing 3D mask PAD benchmarks suffer from several drawbacks: 1) a limited number of mask identities, types of sensors, and a total number of videos; 2) low-fidelity quality of facial masks. Basic deep models and remote photoplethysmography (rPPG) methods achieved acceptable performance on these benchmarks but still far from the needs of practical scenarios. To bridge the gap to real-world applications, we introduce a largescale High-Fidelity Mask dataset, namely CASIA-SURF HiFiMask (briefly HiFiMask). Specifically, a total amount of 54,600 videos are recorded from 75 subjects with 225 realistic masks by 7 new kinds of sensors. Together with the dataset, we propose a novel Contrastive Context-aware Learning framework, namely CCL. CCL is a new training methodology for supervised PAD tasks, which is able to learn by leveraging rich contexts accurately (e.g., subjects, mask material and lighting) among pairs of live faces and high-fidelity mask attacks. Extensive experimental evaluations on HiFiMask and three additional 3D mask datasets demonstrate the effectiveness of our method.
Sign Language is the dominant yet non-primary form of communication language used in the deaf and hearing-impaired community. To make an easy and mutual communication between the hearing-impaired and the hearing communities, building a robust system capable of translating the spoken language into sign language and vice versa is fundamental. To this end, sign language recognition and production are two necessary parts for making such a two-way system. Sign language recognition and production need to cope with some critical challenges. In this survey, we review recent advances in Sign Language Production (SLP) and related areas using deep learning. This survey aims to briefly summarize recent achievements in SLP, discussing their advantages, limitations, and future directions of research.
We present EgoACO, a deep neural architecture for video action recognition that learns to pool action-context-object descriptors from frame level features by leveraging the verb-noun structure of action labels in egocentric video datasets. The core component of EgoACO is class activation pooling (CAP), a differentiable pooling operation that combines ideas from bilinear pooling for fine-grained recognition and from feature learning for discriminative localization. CAP uses self-attention with a dictionary of learnable weights to pool from the most relevant feature regions. Through CAP, EgoACO learns to decode object and scene context descriptors from video frame features. For temporal modeling in EgoACO, we design a recurrent version of class activation pooling termed Long Short-Term Attention (LSTA). LSTA extends convolutional gated LSTM with built-in spatial attention and a re-designed output gate. Action, object and context descriptors are fused by a multi-head prediction that accounts for the inter-dependencies between noun-verb-action structured labels in egocentric video datasets. EgoACO features built-in visual explanations, helping learning and interpretation. Results on the two largest egocentric action recognition datasets currently available, EPIC-KITCHENS and EGTEA, show that by explicitly decoding action-context-object descriptors, EgoACO achieves state-of-the-art recognition performance.
We present a methodology to automatically obtain Pose Space Deformation (PSD) basis for rigged garments through deep learning. Classical approaches rely on Physically Based Simulations (PBS) to animate clothes. These are general solutions that, given a sufficiently fine-grained discretization of space and time, can achieve highly realistic results. However, they are computationally expensive and any scene modification prompts the need of re-simulation. Linear Blend Skinning (LBS) with PSD offers a lightweight alternative to PBS, though, it needs huge volumes of data to learn proper PSD. We propose using deep learning, formulated as an implicit PBS, to unsupervisedly learn realistic cloth Pose Space Deformations in a constrained scenario: dressed humans. Furthermore, we show it is possible to train these models in an amount of time comparable to a PBS of a few sequences. To the best of our knowledge, we are the first to propose a neural simulator for cloth. While deep-based approaches in the domain are becoming a trend, these are data-hungry models. Moreover, authors often propose complex formulations to better learn wrinkles from PBS data. Dependency from data makes these solutions scalability lower, while their formulation hinders its applicability and compatibility. By proposing an unsupervised methodology to learn PSD for LBS models (3D animation standard), we overcome both of these drawbacks. Results obtained show cloth-consistency in the animated garments and meaningful pose-dependant folds and wrinkles.
This paper introduces UDIVA, a new non-acted dataset of face-to-face dyadic interactions, where interlocutors perform competitive and collaborative tasks with different behavior elicitation and cognitive workload. The dataset consists of 90.5 hours of dyadic interactions among 147 participants distributed in 188 sessions, recorded using multiple audiovisual and physiological sensors. Currently, it includes sociodemographic, self- and peer-reported personality, internal state, and relationship profiling from participants. As an initial analysis on UDIVA, we propose a transformer-based method for self-reported personality inference in dyadic scenarios, which uses audiovisual data and different sources of context from both interlocutors to regress a target person's personality traits. Preliminary results from an incremental study show consistent improvements when using all available context information.
We present a novel approach to the cloth simulation problem in human-centric scenarios through deep learning. Computer graphics approaches rely on Physically Based Simulations (PBS) to animate clothes. These are general solutions that, given a sufficiently fine-grained discretization of space and time, can achieve highly realistic results. However, they are computationally expensive and any scene modification prompts the need of re-simulation. We propose using deep learning, formulated as an implicit PBS, to learn accurate cloth deformations in a constrained scenario: dressed humans. By using deep models, we can obtain high-resolution garments that can be efficiently deployed in real-time. Furthermore, we show it is possible to train these models in an amount of time comparable to a PBS of a few fixed sequences. To the best of our knowledge, we are the first to propose a neural simulator for cloth. Other deep-based approaches for cloth dynamics learn the distribution of huge volumes of simulated data. Therefore, these approaches require a great investment of computational resources for data gathering. Alternatively, data can be gathered through expensive 4D scans in constrained scenarios. With our proposed methodology, we completely skip the data gathering part while obtaining appealing results.
This work revisits the ChaLearn First Impressions database, annotated for personality perception using pairwise comparisons via crowdsourcing. We analyse for the first time the original pairwise annotations, and reveal existing person perception biases associated to perceived attributes like gender, ethnicity, age and face attractiveness. We show how person perception bias can influence data labelling of a subjective task, which has received little attention from the computer vision and machine learning communities by now. We further show that the mechanism used to convert pairwise annotations to continuous values may magnify the biases if no special treatment is considered. The findings of this study are relevant for the computer vision community that is still creating new datasets on subjective tasks, and using them for practical applications, ignoring these perceptual biases.
This work summarizes the 2020 ChaLearn Looking at People Fair Face Recognition and Analysis Challenge and provides a description of the top-winning solutions and analysis of the results. The aim of the challenge was to evaluate accuracy and bias in gender and skin colour of submitted algorithms on the task of 1:1 face verification in the presence of other confounding attributes. Participants were evaluated using an in-the-wild dataset based on reannotated IJB-C, further enriched by 12.5K new images and additional labels. The dataset is not balanced, which simulates a real world scenario where AI-based models supposed to present fair outcomes are trained and evaluated on imbalanced data. The challenge attracted 151 participants, who made more than 1.8K submissions in total. The final phase of the challenge attracted 36 active teams out of which 10 exceeded 0.999 AUC-ROC while achieving very low scores in the proposed bias metrics. Common strategies by the participants were face pre-processing, homogenization of data distributions, the use of bias aware loss functions and ensemble models. The analysis of top-10 teams shows higher false positive rates (and lower false negative rates) for females with dark skin tone as well as the potential of eyeglasses and young age to increase the false positive rates too.
We present a novel approach to the garment animation problem through deep learning. Previous approaches propose learning a single model for one or few garment types, or alternatively, extend a human body model to represent multiple garment types. These works are not able to generalize to arbitrarily complex outfits we commonly find in real life. Our proposed methodology is able to work with any topology, complexity and multiple layers of cloth. Because of this, it is also able to generalize to completely unseen outfits with complex details. We design our model such that it can be efficiently deployed on portable devices and achieve real-time performance. Finally, we present an approach for unsupervised learning.