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Dima Damen

Publications and source records attributed to Dima Damen.

100 records · Page 6Linked to original sources

Towards an Unequivocal Representation of Actions

This work introduces verb-only representations for actions and interactions; the problem of describing similar motions (e.g. 'open door', 'open cupboard'), and distinguish differing ones (e.g. 'open door' vs 'open bottle') using verb-only labels. Current approaches for action recognition neglect legitimate semantic ambiguities and class overlaps between verbs (Fig. 1), relying on the objects to disambiguate interactions. We deviate from single-verb labels and introduce a mapping between observations and multiple verb labels - in order to create an Unequivocal Representation of Actions. The new representation benefits from increased vocabulary and a soft assignment to an enriched space of verb labels. We learn these representations as multi-output regression, using a two-stream fusion CNN. The proposed approach outperforms conventional single-verb labels (also known as majority voting) on three egocentric datasets for both recognition and retrieval.

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Who's Better? Who's Best? Pairwise Deep Ranking for Skill Determination

We present a method for assessing skill from video, applicable to a variety of tasks, ranging from surgery to drawing and rolling pizza dough. We formulate the problem as pairwise (who's better?) and overall (who's best?) ranking of video collections, using supervised deep ranking. We propose a novel loss function that learns discriminative features when a pair of videos exhibit variance in skill, and learns shared features when a pair of videos exhibit comparable skill levels. Results demonstrate our method is applicable across tasks, with the percentage of correctly ordered pairs of videos ranging from 70% to 83% for four datasets. We demonstrate the robustness of our approach via sensitivity analysis of its parameters. We see this work as effort toward the automated organization of how-to video collections and overall, generic skill determination in video.

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Detecting the Moment of Completion: Temporal Models for Localising Action Completion

Action completion detection is the problem of modelling the action's progression towards localising the moment of completion - when the action's goal is confidently considered achieved. In this work, we assess the ability of two temporal models, namely Hidden Markov Models (HMM) and Long-Short Term Memory (LSTM), to localise completion for six object interactions: switch, plug, open, pull, pick and drink. We use a supervised approach, where annotations of pre-completion and post-completion frames are available per action, and fine-tuned CNN features are used to train temporal models. Tested on the Action-Completion-2016 dataset, we detect completion within 10 frames of annotations for ~75% of completed action sequences using both temporal models. Results show that fine-tuned CNN features outperform hand-crafted features for localisation, and that observing incomplete instances is necessary when incomplete sequences are also present in the test set.

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Trespassing the Boundaries: Labeling Temporal Bounds for Object Interactions in Egocentric Video

Manual annotations of temporal bounds for object interactions (i.e. start and end times) are typical training input to recognition, localization and detection algorithms. For three publicly available egocentric datasets, we uncover inconsistencies in ground truth temporal bounds within and across annotators and datasets. We systematically assess the robustness of state-of-the-art approaches to changes in labeled temporal bounds, for object interaction recognition. As boundaries are trespassed, a drop of up to 10% is observed for both Improved Dense Trajectories and Two-Stream Convolutional Neural Network. We demonstrate that such disagreement stems from a limited understanding of the distinct phases of an action, and propose annotating based on the Rubicon Boundaries, inspired by a similarly named cognitive model, for consistent temporal bounds of object interactions. Evaluated on a public dataset, we report a 4% increase in overall accuracy, and an increase in accuracy for 55% of classes when Rubicon Boundaries are used for temporal annotations.

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Improving Classification by Improving Labelling: Introducing Probabilistic Multi-Label Object Interaction Recognition

This work deviates from easy-to-define class boundaries for object interactions. For the task of object interaction recognition, often captured using an egocentric view, we show that semantic ambiguities in verbs and recognising sub-interactions along with concurrent interactions result in legitimate class overlaps (Figure 1). We thus aim to model the mapping between observations and interaction classes, as well as class overlaps, towards a probabilistic multi-label classifier that emulates human annotators. Given a video segment containing an object interaction, we model the probability for a verb, out of a list of possible verbs, to be used to annotate that interaction. The proba- bility is learnt from crowdsourced annotations, and is tested on two public datasets, comprising 1405 video sequences for which we provide annotations on 90 verbs. We outper- form conventional single-label classification by 11% and 6% on the two datasets respectively, and show that learning from annotation probabilities outperforms majority voting and enables discovery of co-occurring labels.

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Automated capture and delivery of assistive task guidance with an eyewear computer: The GlaciAR system

In this paper we describe and evaluate a mixed reality system that aims to augment users in task guidance applications by combining automated and unsupervised information collection with minimally invasive video guides. The result is a self-contained system that we call GlaciAR (Glass-enabled Contextual Interactions for Augmented Reality), that operates by extracting contextual interactions from observing users performing actions. GlaciAR is able to i) automatically determine moments of relevance based on a head motion attention model, ii) automatically produce video guidance information, iii) trigger these video guides based on an object detection method, iv) learn without supervision from observing multiple users and v) operate fully on-board a current eyewear computer (Google Glass). We describe the components of GlaciAR together with evaluations on how users are able to use the system to achieve three tasks. We see this work as a first step toward the development of systems that aim to scale up the notoriously difficult authoring problem in guidance systems and where people's natural abilities are enhanced via minimally invasive visual guidance.

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SEMBED: Semantic Embedding of Egocentric Action Videos

We present SEMBED, an approach for embedding an egocentric object interaction video in a semantic-visual graph to estimate the probability distribution over its potential semantic labels. When object interactions are annotated using unbounded choice of verbs, we embrace the wealth and ambiguity of these labels by capturing the semantic relationships as well as the visual similarities over motion and appearance features. We show how SEMBED can interpret a challenging dataset of 1225 freely annotated egocentric videos, outperforming SVM classification by more than 5%.

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Calorie Counter: RGB-Depth Visual Estimation of Energy Expenditure at Home

We present a new framework for vision-based estimation of calorific expenditure from RGB-D data - the first that is validated on physical gas exchange measurements and applied to daily living scenarios. Deriving a person's energy expenditure from sensors is an important tool in tracking physical activity levels for health and lifestyle monitoring. Most existing methods use metabolic lookup tables (METs) for a manual estimate or systems with inertial sensors which ultimately require users to wear devices. In contrast, the proposed pose-invariant and individual-independent vision framework allows for a remote estimation of calorific expenditure. We introduce, and evaluate our approach on, a new dataset called SPHERE-calorie, for which visual estimates can be compared against simultaneously obtained, indirect calorimetry measures based on gas exchange. % based on per breath gas exchange. We conclude from our experiments that the proposed vision pipeline is suitable for home monitoring in a controlled environment, with calorific expenditure estimates above accuracy levels of commonly used manual estimations via METs. With the dataset released, our work establishes a baseline for future research for this little-explored area of computer vision.

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Multiple Human Tracking in RGB-D Data: A Survey

Multiple human tracking (MHT) is a fundamental task in many computer vision applications. Appearance-based approaches, primarily formulated on RGB data, are constrained and affected by problems arising from occlusions and/or illumination variations. In recent years, the arrival of cheap RGB-Depth (RGB-D) devices has {led} to many new approaches to MHT, and many of these integrate color and depth cues to improve each and every stage of the process. In this survey, we present the common processing pipeline of these methods and review their methodology based (a) on how they implement this pipeline and (b) on what role depth plays within each stage of it. We identify and introduce existing, publicly available, benchmark datasets and software resources that fuse color and depth data for MHT. Finally, we present a brief comparative evaluation of the performance of those works that have applied their methods to these datasets.

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You-Do, I-Learn: Unsupervised Multi-User egocentric Approach Towards Video-Based Guidance

This paper presents an unsupervised approach towards automatically extracting video-based guidance on object usage, from egocentric video and wearable gaze tracking, collected from multiple users while performing tasks. The approach i) discovers task relevant objects, ii) builds a model for each, iii) distinguishes different ways in which each discovered object has been used and iv) discovers the dependencies between object interactions. The work investigates using appearance, position, motion and attention, and presents results using each and a combination of relevant features. Moreover, an online scalable approach is presented and is compared to offline results. The paper proposes a method for selecting a suitable video guide to be displayed to a novice user indicating how to use an object, purely triggered by the user's gaze. The potential assistive mode can also recommend an object to be used next based on the learnt sequence of object interactions. The approach was tested on a variety of daily tasks such as initialising a printer, preparing a coffee and setting up a gym machine.

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