Human grasping synthesis has numerous applications including AR/VR, video games, and robotics. While some methods have been proposed to generate realistic hand-object interaction for object grasping and manipulation, they typically only consider the hand interacting with objects. In this work, our goal is to synthesize whole-body grasping motion. Given a 3D object, we aim to generate diverse and natural whole-body human motions that approach and grasp the object. This task is challenging as it requires modeling both whole-body dynamics and dexterous finger movements. To this end, we propose SAGA (StochAstic whole-body Grasping with contAct) which consists of two key components: (a) Static whole-body grasping pose generation. Specifically, we propose a multi-task generative model, to jointly learn static whole-body grasping poses and human-object contacts. (b) Grasping motion infilling. Given an initial pose and the generated whole-body grasping pose as the starting and ending poses of the motion respectively, we design a novel contact-aware generative motion infilling module to generate a diverse set of grasp-oriented motions. We demonstrate the effectiveness of our method being the first generative framework to synthesize realistic and expressive whole-body motions that approach and grasp randomly placed unseen objects. The code and videos are available at: https://jiahaoplus.github.io/SAGA/saga.html.
Our goal is to populate digital environments, in which the digital humans have diverse body shapes, move perpetually, and have plausible body-scene contact. The core challenge is to generate realistic, controllable, and infinitely long motions for diverse 3D bodies. To this end, we propose generative motion primitives via body surface markers, shortened as GAMMA. In our solution, we decompose the long-term motion into a time sequence of motion primitives. We exploit body surface markers and conditional variational autoencoder to model each motion primitive, and generate long-term motion by implementing the generative model recursively. To control the motion to reach a goal, we apply a policy network to explore the model latent space, and use a tree-based search to preserve the motion quality during testing. Experiments show that our method can produce more realistic and controllable motion than state-of-the-art data-driven method. With conventional path-finding algorithms, the generated human bodies can realistically move long distances for a long period of time in the scene. Code will be released for research purposes at: \url{https://yz-cnsdqz.github.io/eigenmotion/GAMMA/}
Conversational text-to-SQL aims at converting multi-turn natural language queries into their corresponding SQL representations. One of the most intractable problem of conversational text-to-SQL is modeling the semantics of multi-turn queries and gathering proper information required for the current query. This paper shows that explicit modeling the semantic changes by adding each turn and the summarization of the whole context can bring better performance on converting conversational queries into SQLs. In particular, we propose two conversational modeling tasks in both turn grain and conversation grain. These two tasks simply work as auxiliary training tasks to help with multi-turn conversational semantic parsing. We conducted empirical studies and achieve new state-of-the-art results on large-scale open-domain conversational text-to-SQL dataset. The results demonstrate that the proposed mechanism significantly improves the performance of multi-turn semantic parsing.
Understanding social interactions from first-person views is crucial for many applications, ranging from assistive robotics to AR/VR. A first step for reasoning about interactions is to understand human pose and shape. However, research in this area is currently hindered by the lack of data. Existing datasets are limited in terms of either size, annotations, ground-truth capture modalities or the diversity of interactions. We address this shortcoming by proposing EgoBody, a novel large-scale dataset for social interactions in complex 3D scenes. We employ Microsoft HoloLens2 headsets to record rich egocentric data streams (including RGB, depth, eye gaze, head and hand tracking). To obtain accurate 3D ground-truth, we calibrate the headset with a multi-Kinect rig and fit expressive SMPL-X body meshes to multi-view RGB-D frames, reconstructing 3D human poses and shapes relative to the scene. We collect 68 sequences, spanning diverse sociological interaction categories, and propose the first benchmark for 3D full-body pose and shape estimation from egocentric views. Our dataset and code will be available for research at https://sanweiliti.github.io/egobody/egobody.html.
Retrieve-based dialogue response selection aims to find a proper response from a candidate set given a multi-turn context. Pre-trained language models (PLMs) based methods have yielded significant improvements on this task. The sequence representation plays a key role in the learning of matching degree between the dialogue context and the response. However, we observe that different context-response pairs sharing the same context always have a greater similarity in the sequence representations calculated by PLMs, which makes it hard to distinguish positive responses from negative ones. Motivated by this, we propose a novel \textbf{F}ine-\textbf{G}rained \textbf{C}ontrastive (FGC) learning method for the response selection task based on PLMs. This FGC learning strategy helps PLMs to generate more distinguishable matching representations of each dialogue at fine grains, and further make better predictions on choosing positive responses. Empirical studies on two benchmark datasets demonstrate that the proposed FGC learning method can generally and significantly improve the model performance of existing PLM-based matching models.
Most set prediction models in deep learning use set-equivariant operations, but they actually operate on multisets. We show that set-equivariant functions cannot represent certain functions on multisets, so we introduce the more appropriate notion of multiset-equivariance. We identify that the existing Deep Set Prediction Network (DSPN) can be multiset-equivariant without being hindered by set-equivariance and improve it with approximate implicit differentiation, allowing for better optimization while being faster and saving memory. In a range of toy experiments, we show that the perspective of multiset-equivariance is beneficial and that our changes to DSPN achieve better results in most cases. On CLEVR object property prediction, we substantially improve over the state-of-the-art Slot Attention from 8% to 77% in one of the strictest evaluation metrics because of the benefits made possible by implicit differentiation.
Retrieve-based dialogue response selection aims to find a proper response from a candidate set given a multi-turn context. Pre-trained language models (PLMs) based methods have yielded significant improvements on this task. The sequence representation plays a key role in the learning of matching degree between the dialogue context and the response. However, we observe that different context-response pairs sharing the same context always have a greater similarity in the sequence representations calculated by PLMs, which makes it hard to distinguish positive responses from negative ones. Motivated by this, we propose a novel \textbf{F}ine-\textbf{G}rained \textbf{C}ontrastive (FGC) learning method for the response selection task based on PLMs. This FGC learning strategy helps PLMs to generate more distinguishable matching representations of each dialogue at fine grains, and further make better predictions on choosing positive responses. Empirical studies on two benchmark datasets demonstrate that the proposed FGC learning method can generally and significantly improve the model performance of existing PLM-based matching models.
Real-time location inference of social media users is the fundamental of some spatial applications such as localized search and event detection. While tweet text is the most commonly used feature in location estimation, most of the prior works suffer from either the noise or the sparsity of textual features. In this paper, we aim to tackle these two problems. We use topic modeling as a building block to characterize the geographic topic variation and lexical variation so that "one-hot" encoding vectors will no longer be directly used. We also incorporate other features which can be extracted through the Twitter streaming API to overcome the noise problem. Experimental results show that our RATE algorithm outperforms several benchmark methods, both in the precision of region classification and the mean distance error of latitude and longitude regression.
As unlabeled data carry rich task-relevant information, they are proven useful for few-shot learning of language model. The question is how to effectively make use of such data. In this work, we revisit the self-training technique for language model fine-tuning and present a state-of-the-art prompt-based few-shot learner, SFLM. Given two views of a text sample via weak and strong augmentation techniques, SFLM generates a pseudo label on the weakly augmented version. Then, the model predicts the same pseudo label when fine-tuned with the strongly augmented version. This simple approach is shown to outperform other state-of-the-art supervised and semi-supervised counterparts on six sentence classification and six sentence-pair classification benchmarking tasks. In addition, SFLM only relies on a few in-domain unlabeled data. We conduct a comprehensive analysis to demonstrate the robustness of our proposed approach under various settings, including augmentation techniques, model scale, and few-shot knowledge transfer across tasks.
Graph Attention Network (GAT) focuses on modelling simple undirected and single relational graph data only. This limits its ability to deal with more general and complex multi-relational graphs that contain entities with directed links of different labels (e.g., knowledge graphs). Therefore, directly applying GAT on multi-relational graphs leads to sub-optimal solutions. To tackle this issue, we propose r-GAT, a relational graph attention network to learn multi-channel entity representations. Specifically, each channel corresponds to a latent semantic aspect of an entity. This enables us to aggregate neighborhood information for the current aspect using relation features. We further propose a query-aware attention mechanism for subsequent tasks to select useful aspects. Extensive experiments on link prediction and entity classification tasks show that our r-GAT can model multi-relational graphs effectively. Also, we show the interpretability of our approach by case study.