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Florentin Wörgötter

Publications and source records attributed to Florentin Wörgötter.

At least 19 recordsLinked to original sources

Leveraging Foundation Models for Multimodal Graph-Based Action Recognition

Foundation models have ushered in a new era for multimodal video understanding by enabling the extraction of rich spatiotemporal and semantic representations. In this work, we introduce a novel graph-based framework that integrates a vision-language foundation, leveraging VideoMAE for dynamic visual encoding and BERT for contextual textual embedding, to address the challenge of recognizing fine-grained bimanual manipulation actions. Departing from conventional static graph architectures, our approach constructs an adaptive multimodal graph where nodes represent frames, objects, and textual annotations, and edges encode spatial, temporal, and semantic relationships. These graph structures evolve dynamically based on learned interactions, allowing for flexible and context-aware reasoning. A task-specific attention mechanism within a Graph Attention Network further enhances this reasoning by modulating edge importance based on action semantics. Through extensive evaluations on diverse benchmark datasets, we demonstrate that our method consistently outperforms state-of-the-art baselines, underscoring the strength of combining foundation models with dynamic graph-based reasoning for robust and generalizable action recognition.

cs.CV↗

Comparison of marker-less 2D image-based methods for infant pose estimation

In this study we compare the performance of available generic- and infant-pose estimators for a video-based automated general movement assessment (GMA), and the choice of viewing angle for optimal recordings, i.e., conventional diagonal view used in GMA vs. top-down view. We used 4500 annotated video-frames from 75 recordings of infant spontaneous motor functions from 4 to 26 weeks. To determine which pose estimation method and camera angle yield the best pose estimation accuracy on infants in a GMA related setting, the distance to human annotations and the percentage of correct key-points (PCK) were computed and compared. The results show that the best performing generic model trained on adults, ViTPose, also performs best on infants. We see no improvement from using infant-pose estimators over the generic pose estimators on our infant dataset. However, when retraining a generic model on our data, there is a significant improvement in pose estimation accuracy. The pose estimation accuracy obtained from the top-down view is significantly better than that obtained from the diagonal view, especially for the detection of the hip key-points. The results also indicate limited generalization capabilities of infant-pose estimators to other infant datasets, which hints that one should be careful when choosing infant pose estimators and using them on infant datasets which they were not trained on. While the standard GMA method uses a diagonal view for assessment, pose estimation accuracy significantly improves using a top-down view. This suggests that a top-down view should be included in recording setups for automated GMA research.

cs.CV↗

Deep learning empowered sensor fusion boosts infant movement classification

To assess the integrity of the developing nervous system, the Prechtl general movement assessment (GMA) is recognized for its clinical value in diagnosing neurological impairments in early infancy. GMA has been increasingly augmented through machine learning approaches intending to scale-up its application, circumvent costs in the training of human assessors and further standardize classification of spontaneous motor patterns. Available deep learning tools, all of which are based on single sensor modalities, are however still considerably inferior to that of well-trained human assessors. These approaches are hardly comparable as all models are designed, trained and evaluated on proprietary/silo-data sets. With this study we propose a sensor fusion approach for assessing fidgety movements (FMs). FMs were recorded from 51 typically developing participants. We compared three different sensor modalities (pressure, inertial, and visual sensors). Various combinations and two sensor fusion approaches (late and early fusion) for infant movement classification were tested to evaluate whether a multi-sensor system outperforms single modality assessments. Convolutional neural network (CNN) architectures were used to classify movement patterns. The performance of the three-sensor fusion (classification accuracy of 94.5%) was significantly higher than that of any single modality evaluated. We show that the sensor fusion approach is a promising avenue for automated classification of infant motor patterns. The development of a robust sensor fusion system may significantly enhance AI-based early recognition of neurofunctions, ultimately facilitating automated early detection of neurodevelopmental conditions.

cs.LG↗

Computer Vision for Primate Behavior Analysis in the Wild

Advances in computer vision as well as increasingly widespread video-based behavioral monitoring have great potential for transforming how we study animal cognition and behavior. However, there is still a fairly large gap between the exciting prospects and what can actually be achieved in practice today, especially in videos from the wild. With this perspective paper, we want to contribute towards closing this gap, by guiding behavioral scientists in what can be expected from current methods and steering computer vision researchers towards problems that are relevant to advance research in animal behavior. We start with a survey of the state-of-the-art methods for computer vision problems that are directly relevant to the video-based study of animal behavior, including object detection, multi-individual tracking, individual identification, and (inter)action recognition. We then review methods for effort-efficient learning, which is one of the biggest challenges from a practical perspective. Finally, we close with an outlook into the future of the emerging field of computer vision for animal behavior, where we argue that the field should develop approaches to unify detection, tracking, identification and (inter)action recognition in a single, video-based framework.

cs.CV↗

Comparison of Motion Encoding Frameworks on Human Manipulation Actions

Movement generation, and especially generalisation to unseen situations, plays an important role in robotics. Different types of movement generation methods exist such as spline based methods, dynamical system based methods, and methods based on Gaussian mixture models (GMMs). Using a large, new dataset on human manipulations, in this paper we provide a highly detailed comparison of five fundamentally different and widely used movement encoding and generation frameworks: dynamic movement primitives (DMPs), time based Gaussian mixture regression (tbGMR), stable estimator of dynamical systems (SEDS), Probabilistic Movement Primitives (ProMP) and Optimal Control Primitives (OCP). We compare these frameworks with respect to their movement encoding efficiency, reconstruction accuracy, and movement generalisation capabilities. The new dataset consists of nine object manipulation actions performed by 12 humans: pick and place, put on top/take down, put inside/take out, hide/uncover, and push/pull with a total of 7,652 movement examples. Our analysis shows that for movement encoding and reconstruction DMPs and OCPs are the most efficient with respect to the number of parameters and reconstruction accuracy, if a sufficient number of kernels is used. In case of movement generalisation to new start- and end-point situations, DMPs, OCPs and task parameterized GMM (TP-GMM, movement generalisation framework based on tbGMR) lead to similar performance, which ProMPs only achieve when using many demonstrations for learning. All models outperform SEDS, which additionally proves to be difficult to fit. Furthermore we observe that TP-GMM and SEDS suffer from problems reaching the end-points of generalizations.These different quantitative results will help selecting the most appropriate models and designing trajectory representations in an improved task-dependent way in future robotic applications.

cs.RO↗

Multi Sentence Description of Complex Manipulation Action Videos

Automatic video description requires the generation of natural language statements about the actions, events, and objects in the video. An important human trait, when we describe a video, is that we are able to do this with variable levels of detail. Different from this, existing approaches for automatic video descriptions are mostly focused on single sentence generation at a fixed level of detail. Instead, here we address video description of manipulation actions where different levels of detail are required for being able to convey information about the hierarchical structure of these actions relevant also for modern approaches of robot learning. We propose one hybrid statistical and one end-to-end framework to address this problem. The hybrid method needs much less data for training, because it models statistically uncertainties within the video clips, while in the end-to-end method, which is more data-heavy, we are directly connecting the visual encoder to the language decoder without any intermediate (statistical) processing step. Both frameworks use LSTM stacks to allow for different levels of description granularity and videos can be described by simple single-sentences or complex multiple-sentence descriptions. In addition, quantitative results demonstrate that these methods produce more realistic descriptions than other competing approaches.

cs.CV↗

Combining Optimal Path Search With Task-Dependent Learning in a Neural Network

Finding optimal paths in connected graphs requires determining the smallest total cost for traveling along the graph's edges. This problem can be solved by several classical algorithms where, usually, costs are predefined for all edges. Conventional planning methods can, thus, normally not be used when wanting to change costs in an adaptive way following the requirements of some task. Here we show that one can define a neural network representation of path finding problems by transforming cost values into synaptic weights, which allows for online weight adaptation using network learning mechanisms. When starting with an initial activity value of one, activity propagation in this network will lead to solutions, which are identical to those found by the Bellman-Ford algorithm. The neural network has the same algorithmic complexity as Bellman-Ford and, in addition, we can show that network learning mechanisms (such as Hebbian learning) can adapt the weights in the network augmenting the resulting paths according to some task at hand. We demonstrate this by learning to navigate in an environment with obstacles as well as by learning to follow certain sequences of path nodes. Hence, the here-presented novel algorithm may open up a different regime of applications where path-augmentation (by learning) is directly coupled with path finding in a natural way.

cs.LG↗

A Hierarchical Graph-based Approach for Recognition and Description Generation of Bimanual Actions in Videos

Nuanced understanding and the generation of detailed descriptive content for (bimanual) manipulation actions in videos is important for disciplines such as robotics, human-computer interaction, and video content analysis. This study describes a novel method, integrating graph based modeling with layered hierarchical attention mechanisms, resulting in higher precision and better comprehensiveness of video descriptions. To achieve this, we encode, first, the spatio-temporal inter dependencies between objects and actions with scene graphs and we combine this, in a second step, with a novel 3-level architecture creating a hierarchical attention mechanism using Graph Attention Networks (GATs). The 3-level GAT architecture allows recognizing local, but also global contextual elements. This way several descriptions with different semantic complexity can be generated in parallel for the same video clip, enhancing the discriminative accuracy of action recognition and action description. The performance of our approach is empirically tested using several 2D and 3D datasets. By comparing our method to the state of the art we consistently obtain better performance concerning accuracy, precision, and contextual relevance when evaluating action recognition as well as description generation. In a large set of ablation experiments we also assess the role of the different components of our model. With our multi-level approach the system obtains different semantic description depths, often observed in descriptions made by different people, too. Furthermore, better insight into bimanual hand-object interactions as achieved by our model may portend advancements in the field of robotics, enabling the emulation of intricate human actions with heightened precision.

cs.CV↗

AdoptODE: Fusion of data and expert knowledge for modeling dynamical systems

Building a representative model of a complex system remains a highly challenging problem. While by now there is basic understanding of most physical domains, model design is often hindered by lack of detail, for example concerning model dimensions or its relevant constraints. Here we present a novel model-building approach -- adoptODE -- augmenting basic system descriptions, based on expert knowledge in the form of ordinary differential equations, with continuous adjoint sensitivity analysis related to artificial neural network principles, based on observable data. With this we have created a general tool, that can be applied to any physical system described by ordinary differential equations. AdoptODE allows validating or extending the initial description, for example with different variables and constraints. This way one arrives at a better-optimised, representative low-dimensional model, which can fit existing data and predict novel experimental outcomes. We validate our method on five, quite different problem domains. (1) Kolmogorov model: Lotka Volterra model where we show the application of adoptODE to continuous-time Markov processes and the performance of adoptODE when working with noisy data. (2) Particle model: Interactive N-body, is a demonstration of the scalability of adoptODE and that even interactive system with a high number of elements can be reconstructed with high precision. (3) Excitable media (heart dynamics) by the Bueno\-Orovio\-Cherry\-Fenton model: AdoptODE can reconstruct the parameters of a high-dimensional model and fields for diffusion driven system for chaotic behaviour. (4) Fluid dynamics: Rayleigh-Bénard Convection where a complete unknown field, the temperature, can be extracted from only velocity data. (5) New experimental data of Zebrafish embryogenesis: This is a case where we extend existing models with new variables.

physics.data-an↗

Simulated Mental Imagery for Robotic Task Planning

Traditional AI-planning methods for task planning in robotics require a symbolically encoded domain description. While powerful in well-defined scenarios, as well as human-interpretable, setting this up requires substantial effort. Different from this, most everyday planning tasks are solved by humans intuitively, using mental imagery of the different planning steps. Here we suggest that the same approach can be used for robots, too, in cases which require only limited execution accuracy. In the current study, we propose a novel sub-symbolic method called Simulated Mental Imagery for Planning (SiMIP), which consists of perception, simulated action, success-checking and re-planning performed on 'imagined' images. We show that it is possible to implement mental imagery-based planning in an algorithmically sound way by combining regular convolutional neural networks and generative adversarial networks. With this method, the robot acquires the capability to use the initially existing scene to generate action plans without symbolic domain descriptions, while at the same time plans remain human-interpretable, different from deep reinforcement learning, which is an alternative sub-symbolic approach. We create a dataset from real scenes for a packing problem of having to correctly place different objects into different target slots. This way efficiency and success rate of this algorithm could be quantified.

cs.RO↗

Infant movement classification through pressure distribution analysis

Aiming at objective early detection of neuromotor disorders such as cerebral palsy, we proposed an innovative non-intrusive approach using a pressure sensing device to classify infant general movements (GMs). Here, we tested the feasibility of using pressure data to differentiate typical GM patterns of the ''fidgety period'' (i.e., fidgety movements) vs. the ''pre-fidgety period'' (i.e., writhing movements). Participants (N = 45) were sampled from a typically-developing infant cohort. Multi-modal sensor data, including pressure data from a 32x32-grid pressure sensing mat with 1024 sensors, were prospectively recorded for each infant in seven succeeding laboratory sessions in biweekly intervals from 4-16 weeks of post-term age. For proof-of-concept, 1776 pressure data snippets, each 5s long, from the two targeted age periods were taken for movement classification. Each snippet was pre-annotated based on corresponding synchronised video data by human assessors as either fidgety present (FM+) or absent (FM-). Multiple neural network architectures were tested to distinguish the FM+ vs. FM- classes, including support vector machines (SVM), feed-forward networks (FFNs), convolutional neural networks (CNNs), and long short-term memory (LSTM) networks. The CNN achieved the highest average classification accuracy (81.4%) for classes FM+ vs. FM-. Comparing the pros and cons of other methods aiming at automated GMA to the pressure sensing approach, we concluded that the pressure sensing approach has great potential for efficient large-scale motion data acquisition and sharing. This will in return enable improvement of the approach that may prove scalable for daily clinical application for evaluating infant neuromotor functions.

eess.SP↗

Open video data sharing in developmental and behavioural science

Video recording is a widely used method for documenting infant and child behaviours in research and clinical practice. Video data has rarely been shared due to ethical concerns of confidentiality, although the need of shared large-scaled datasets remains increasing. This demand is even more imperative when data-driven computer-based approaches are involved, such as screening tools to complement clinical assessments. To share data while abiding by privacy protection rules, a critical question arises whether efforts at data de-identification reduce data utility? We addressed this question by showcasing the Prechtl's general movements assessment (GMA), an established and globally practised video-based diagnostic tool in early infancy for detecting neurological deficits, such as cerebral palsy. To date, no shared expert-annotated large data repositories for infant movement analyses exist. Such datasets would massively benefit training and recalibration of human assessors and the development of computer-based approaches. In the current study, sequences from a prospective longitudinal infant cohort with a total of 19451 available general movements video snippets were randomly selected for human clinical reasoning and computer-based analysis. We demonstrated for the first time that pseudonymisation by face-blurring video recordings is a viable approach. The video redaction did not affect classification accuracy for either human assessors or computer vision methods, suggesting an adequate and easy-to-apply solution for sharing movement video data. We call for further explorations into efficient and privacy rule-conforming approaches for deidentifying video data in scientific and clinical fields beyond movement assessments. These approaches shall enable sharing and merging stand-alone video datasets into large data pools to advance science and public health.

cs.CV↗

Bootstrapping Concept Formation in Small Neural Networks

The question how neural systems (of humans) can perform reasoning is still far from being solved. We posit that the process of forming Concepts is a fundamental step required for this. We argue that, first, Concepts are formed as closed representations, which are then consolidated by relating them to each other. Here we present a model system (agent) with a small neural network that uses realistic learning rules and receives only feedback from the environment in which the agent performs virtual actions. First, the actions of the agent are reflexive. In the process of learning, statistical regularities in the input lead to the formation of neuronal pools representing relations between the entities observed by the agent from its artificial world. This information then influences the behavior of the agent via feedback connections replacing the initial reflex by an action driven by these relational representations. We hypothesize that the neuronal pools representing relational information can be considered as primordial Concepts, which may in a similar way be present in some pre-linguistic animals, too. This system provides formal grounds for further discussions on what could be understood as a Concept and shows that associative learning is enough to develop concept-like structures.

cs.AI↗

3D object reconstruction and 6D-pose estimation from 2D shape for robotic grasping of objects

We propose a method for 3D object reconstruction and 6D-pose estimation from 2D images that uses knowledge about object shape as the primary key. In the proposed pipeline, recognition and labeling of objects in 2D images deliver 2D segment silhouettes that are compared with the 2D silhouettes of projections obtained from various views of a 3D model representing the recognized object class. By computing transformation parameters directly from the 2D images, the number of free parameters required during the registration process is reduced, making the approach feasible. Furthermore, 3D transformations and projective geometry are employed to arrive at a full 3D reconstruction of the object in camera space using a calibrated set up. Inclusion of a second camera allows resolving remaining ambiguities. The method is quantitatively evaluated using synthetic data and tested with real data, and additional results for the well-known Linemod data set are shown. In robot experiments, successful grasping of objects demonstrates its usability in real-world environments, and, where possible, a comparison with other methods is provided. The method is applicable to scenarios where 3D object models, e.g., CAD-models or point clouds, are available and precise pixel-wise segmentation maps of 2D images can be obtained. Different from other methods, the method does not use 3D depth for training, widening the domain of application.

cs.CV↗

Human and Machine Action Prediction Independent of Object Information

Predicting other people's action is key to successful social interactions, enabling us to adjust our own behavior to the consequence of the others' future actions. Studies on action recognition have focused on the importance of individual visual features of objects involved in an action and its context. Humans, however, recognize actions on unknown objects or even when objects are imagined (pantomime). Other cues must thus compensate the lack of recognizable visual object features. Here, we focus on the role of inter-object relations that change during an action. We designed a virtual reality setup and tested recognition speed for 10 different manipulation actions on 50 subjects. All objects were abstracted by emulated cubes so the actions could not be inferred using object information. Instead, subjects had to rely only on the information that comes from the changes in the spatial relations that occur between those cubes. In spite of these constraints, our results show the subjects were able to predict actions in, on average, less than 64% of the action's duration. We employed a computational model -an enriched Semantic Event Chain (eSEC)- incorporating the information of spatial relations, specifically (a) objects' touching/untouching, (b) static spatial relations between objects and (c) dynamic spatial relations between objects. Trained on the same actions as those observed by subjects, the model successfully predicted actions even better than humans. Information theoretical analysis shows that eSECs optimally use individual cues, whereas humans presumably mostly rely on a mixed-cue strategy, which takes longer until recognition. Providing a better cognitive basis of action recognition may, on one hand improve our understanding of related human pathologies and, on the other hand, also help to build robots for conflict-free human-robot cooperation. Our results open new avenues here.

cs.AI↗

Semantic Image Search for Robotic Applications

Generalization in robotics is one of the most important problems. New generalization approaches use internet databases in order to solve new tasks. Modern search engines can return a large amount of information according to a query within milliseconds. However, not all of the returned information is task relevant, partly due to the problem of polysemes. Here we specifically address the problem of object generalization by using image search. We suggest a bi-modal solution, combining visual and textual information, based on the observation that humans use additional linguistic cues to demarcate intended word meaning. We evaluate the quality of our approach by comparing it to human labelled data and find that, on average, our approach leads to improved results in comparison to Google searches, and that it can treat the problem of polysemes.

cs.IR↗

One-shot path planning for multi-agent systems using fully convolutional neural network

Path planning plays a crucial role in robot action execution, since a path or a motion trajectory for a particular action has to be defined first before the action can be executed. Most of the current approaches are iterative methods where the trajectory is generated iteratively by predicting the next state based on the current state. Moreover, in case of multi-agent systems, paths are planned for each agent separately. In contrast to that, we propose a novel method by utilising fully convolutional neural network, which allows generation of complete paths, even for more than one agent, in one-shot, i.e., with a single prediction step. We demonstrate that our method is able to successfully generate optimal or close to optimal paths in more than 98\% of the cases for single path predictions. Moreover, we show that although the network has never been trained on multi-path planning it is also able to generate optimal or close to optimal paths in 85.7\% and 65.4\% of the cases when generating two and three paths, respectively.

cs.LG↗

Generation of Paths in a Maze using a Deep Network without Learning

Trajectory- or path-planning is a fundamental issue in a wide variety of applications. Here we show that it is possible to solve path planning for multiple start- and end-points highly efficiently with a network that consists only of max pooling layers, for which no network training is needed. Different from competing approaches, very large mazes containing more than half a billion nodes with dense obstacle configuration and several thousand path end-points can this way be solved in very short time on parallel hardware.

cs.LG↗