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Hedvig Kjellström

Publications and source records attributed to Hedvig Kjellström.

At least 37 records · Page 2Linked to original sources

Aligned Multi-Task Gaussian Process

Multi-task learning requires accurate identification of the correlations between tasks. In real-world time-series, tasks are rarely perfectly temporally aligned; traditional multi-task models do not account for this and subsequent errors in correlation estimation will result in poor predictive performance and uncertainty quantification. We introduce a method that automatically accounts for temporal misalignment in a unified generative model that improves predictive performance. Our method uses Gaussian processes (GPs) to model the correlations both within and between the tasks. Building on the previous work by Kazlauskaiteet al. [2019], we include a separate monotonic warp of the input data to model temporal misalignment. In contrast to previous work, we formulate a lower bound that accounts for uncertainty in both the estimates of the warping process and the underlying functions. Also, our new take on a monotonic stochastic process, with efficient path-wise sampling for the warp functions, allows us to perform full Bayesian inference in the model rather than MAP estimates. Missing data experiments, on synthetic and real time-series, demonstrate the advantages of accounting for misalignments (vs standard unaligned method) as well as modelling the uncertainty in the warping process(vs baseline MAP alignment approach).

stat.ML↗

Approximation Methods for Mixed Models with Probit Link Functions

We study approximation methods for a large class of mixed models with a probit link function that includes mixed versions of the binomial model, the multinomial model, and generalized survival models. The class of models is special because the marginal likelihood can be expressed as Gaussian weighted integrals or as multivariate Gaussian cumulative density functions. The latter approach is unique to the probit link function models and has been proposed for parameter estimation in complex, mixed effects models. However, it has not been investigated in which scenarios either form is preferable. Our simulations and data example show that neither form is preferable in general and give guidance on when to approximate the cumulative density functions and when to approximate the Gaussian weighted integrals and, in the case of the latter, which general purpose method to use among a large list of methods.

stat.CO↗

Full-Glow: Fully conditional Glow for more realistic image generation

Autonomous agents, such as driverless cars, require large amounts of labeled visual data for their training. A viable approach for acquiring such data is training a generative model with collected real data, and then augmenting the collected real dataset with synthetic images from the model, generated with control of the scene layout and ground truth labeling. In this paper we propose Full-Glow, a fully conditional Glow-based architecture for generating plausible and realistic images of novel street scenes given a semantic segmentation map indicating the scene layout. Benchmark comparisons show our model to outperform recent works in terms of the semantic segmentation performance of a pretrained PSPNet. This indicates that images from our model are, to a higher degree than from other models, similar to real images of the same kinds of scenes and objects, making them suitable as training data for a visual semantic segmentation or object recognition system.

cs.CV↗

Equine Pain Behavior Classification via Self-Supervised Disentangled Pose Representation

Timely detection of horse pain is important for equine welfare. Horses express pain through their facial and body behavior, but may hide signs of pain from unfamiliar human observers. In addition, collecting visual data with detailed annotation of horse behavior and pain state is both cumbersome and not scalable. Consequently, a pragmatic equine pain classification system would use video of the unobserved horse and weak labels. This paper proposes such a method for equine pain classification by using multi-view surveillance video footage of unobserved horses with induced orthopaedic pain, with temporally sparse video level pain labels. To ensure that pain is learned from horse body language alone, we first train a self-supervised generative model to disentangle horse pose from its appearance and background before using the disentangled horse pose latent representation for pain classification. To make best use of the pain labels, we develop a novel loss that formulates pain classification as a multi-instance learning problem. Our method achieves pain classification accuracy better than human expert performance with 60% accuracy. The learned latent horse pose representation is shown to be viewpoint covariant, and disentangled from horse appearance. Qualitative analysis of pain classified segments shows correspondence between the pain symptoms identified by our model, and equine pain scales used in veterinary practice.

cs.CV↗

Speech2Properties2Gestures: Gesture-Property Prediction as a Tool for Generating Representational Gestures from Speech

We propose a new framework for gesture generation, aiming to allow data-driven approaches to produce more semantically rich gestures. Our approach first predicts whether to gesture, followed by a prediction of the gesture properties. Those properties are then used as conditioning for a modern probabilistic gesture-generation model capable of high-quality output. This empowers the approach to generate gestures that are both diverse and representational. Follow-ups and more information can be found on the project page: https://svito-zar.github.io/speech2properties2gestures/ .

cs.HC↗

Asymptotically Exact and Fast Gaussian Copula Models for Imputation of Mixed Data Types

Missing values with mixed data types is a common problem in a large number of machine learning applications such as processing of surveys and in different medical applications. Recently, Gaussian copula models have been suggested as a means of performing imputation of missing values using a probabilistic framework. While the present Gaussian copula models have shown to yield state of the art performance, they have two limitations: they are based on an approximation that is fast but may be imprecise and they do not support unordered multinomial variables. We address the first limitation using direct and arbitrarily precise approximations both for model estimation and imputation by using randomized quasi-Monte Carlo procedures. The method we provide has lower errors for the estimated model parameters and the imputed values, compared to previously proposed methods. We also extend the previous Gaussian copula models to include unordered multinomial variables in addition to the present support of ordinal, binary, and continuous variables.

stat.ML↗

hSMAL: Detailed Horse Shape and Pose Reconstruction for Motion Pattern Recognition

In this paper we present our preliminary work on model-based behavioral analysis of horse motion. Our approach is based on the SMAL model, a 3D articulated statistical model of animal shape. We define a novel SMAL model for horses based on a new template, skeleton and shape space learned from $37$ horse toys. We test the accuracy of our hSMAL model in reconstructing a horse from 3D mocap data and images. We apply the hSMAL model to the problem of lameness detection from video, where we fit the model to images to recover 3D pose and train an ST-GCN network on pose data. A comparison with the same network trained on mocap points illustrates the benefit of our approach.

cs.CV↗

Automated Detection of Equine Facial Action Units

The recently developed Equine Facial Action Coding System (EquiFACS) provides a precise and exhaustive, but laborious, manual labelling method of facial action units of the horse. To automate parts of this process, we propose a Deep Learning-based method to detect EquiFACS units automatically from images. We use a cascade framework; we firstly train several object detectors to detect the predefined Region-of-Interest (ROI), and secondly apply binary classifiers for each action unit in related regions. We experiment with both regular CNNs and a more tailored model transferred from human facial action unit recognition. Promising initial results are presented for nine action units in the eye and lower face regions. Code for the project is publicly available.

cs.CV↗

A Framework for Integrating Gesture Generation Models into Interactive Conversational Agents

Embodied conversational agents (ECAs) benefit from non-verbal behavior for natural and efficient interaction with users. Gesticulation - hand and arm movements accompanying speech - is an essential part of non-verbal behavior. Gesture generation models have been developed for several decades: starting with rule-based and ending with mainly data-driven methods. To date, recent end-to-end gesture generation methods have not been evaluated in a real-time interaction with users. We present a proof-of-concept framework, which is intended to facilitate evaluation of modern gesture generation models in interaction. We demonstrate an extensible open-source framework that contains three components: 1) a 3D interactive agent; 2) a chatbot backend; 3) a gesticulating system. Each component can be replaced, making the proposed framework applicable for investigating the effect of different gesturing models in real-time interactions with different communication modalities, chatbot backends, or different agent appearances. The code and video are available at the project page https://nagyrajmund.github.io/project/gesturebot.

cs.HC↗

Moving fast and slow: Analysis of representations and post-processing in speech-driven automatic gesture generation

This paper presents a novel framework for speech-driven gesture production, applicable to virtual agents to enhance human-computer interaction. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven gesture generation by incorporating representation learning. Our model takes speech as input and produces gestures as output, in the form of a sequence of 3D coordinates. We provide an analysis of different representations for the input (speech) and the output (motion) of the network by both objective and subjective evaluations. We also analyse the importance of smoothing of the produced motion. Our results indicated that the proposed method improved on our baseline in terms of objective measures. For example, it better captured the motion dynamics and better matched the motion-speed distribution. Moreover, we performed user studies on two different datasets. The studies confirmed that our proposed method is perceived as more natural than the baseline, although the difference in the studies was eliminated by appropriate post-processing: hip-centering and smoothing. We conclude that it is important to take both motion representation and post-processing into account when designing an automatic gesture-production method.

cs.CV↗

A Subjective Model of Human Decision Making Based on Quantum Decision Theory

Computer modeling of human decision making is of large importance for, e.g., sustainable transport, urban development, and online recommendation systems. In this paper we present a model for predicting the behavior of an individual during a binary game under different amounts of risk, gain, and time pressure. The model is based on Quantum Decision Theory (QDT), which has been shown to enable modeling of the irrational and subjective aspects of the decision making, not accounted for by the classical Cumulative Prospect Theory (CPT). Experiments on two different datasets show that our QDT-based approach outperforms both a CPT-based approach and data driven approaches such as feed-forward neural networks and random forests.

cs.AI↗

Gesticulator: A framework for semantically-aware speech-driven gesture generation

During speech, people spontaneously gesticulate, which plays a key role in conveying information. Similarly, realistic co-speech gestures are crucial to enable natural and smooth interactions with social agents. Current end-to-end co-speech gesture generation systems use a single modality for representing speech: either audio or text. These systems are therefore confined to producing either acoustically-linked beat gestures or semantically-linked gesticulation (e.g., raising a hand when saying "high"): they cannot appropriately learn to generate both gesture types. We present a model designed to produce arbitrary beat and semantic gestures together. Our deep-learning based model takes both acoustic and semantic representations of speech as input, and generates gestures as a sequence of joint angle rotations as output. The resulting gestures can be applied to both virtual agents and humanoid robots. Subjective and objective evaluations confirm the success of our approach. The code and video are available at the project page https://svito-zar.github.io/gesticulator .

cs.HC↗

How Do Fair Decisions Fare in Long-term Qualification?

Although many fairness criteria have been proposed for decision making, their long-term impact on the well-being of a population remains unclear. In this work, we study the dynamics of population qualification and algorithmic decisions under a partially observed Markov decision problem setting. By characterizing the equilibrium of such dynamics, we analyze the long-term impact of static fairness constraints on the equality and improvement of group well-being. Our results show that static fairness constraints can either promote equality or exacerbate disparity depending on the driving factor of qualification transitions and the effect of sensitive attributes on feature distributions. We also consider possible interventions that can effectively improve group qualification or promote equality of group qualification. Our theoretical results and experiments on static real-world datasets with simulated dynamics show that our framework can be used to facilitate social science studies.

cs.LG↗

Causal Discovery in the Presence of Missing Data

Missing data are ubiquitous in many domains including healthcare. When these data entries are not missing completely at random, the (conditional) independence relations in the observed data may be different from those in the complete data generated by the underlying causal process. Consequently, simply applying existing causal discovery methods to the observed data may lead to wrong conclusions. In this paper, we aim at developing a causal discovery method to recover the underlying causal structure from observed data that follow different missingness mechanisms, including missing completely at random (MCAR), missing at random (MAR), and missing not at random (MNAR). With missingness mechanisms represented by missingness graphs, we analyse conditions under which additional correction is needed to derive conditional independence/dependence relations in the complete data. Based on our analysis, we propose the Missing Value PC (MVPC) algorithm for both continuous and binary variables, which extends the PC algorithm to incorporate additional corrections. Our proposed MVPC is shown in theory to give asymptotically correct results even on data that are MAR or MNAR. Experimental results on synthetic data show that the proposed algorithm is able to find correct causal relations even in the general case of MNAR. Moreover, we create a neuropathic pain diagnostic simulator for evaluating causal discovery methods. Evaluated on such simulated neuropathic pain diagnosis records and the other two real world applications, MVPC outperforms the other benchmark methods.

cs.LG↗

Interpreting video features: a comparison of 3D convolutional networks and convolutional LSTM networks

A number of techniques for interpretability have been presented for deep learning in computer vision, typically with the goal of understanding what the networks have based their classification on. However, interpretability for deep video architectures is still in its infancy and we do not yet have a clear concept of how to decode spatiotemporal features. In this paper, we present a study comparing how 3D convolutional networks and convolutional LSTM networks learn features across temporally dependent frames. This is the first comparison of two video models that both convolve to learn spatial features but have principally different methods of modeling time. Additionally, we extend the concept of meaningful perturbation introduced by \cite{MeaningFulPert} to the temporal dimension, to identify the temporal part of a sequence most meaningful to the network for a classification decision. Our findings indicate that the 3D convolutional model concentrates on shorter events in the input sequence, and places its spatial focus on fewer, contiguous areas.

cs.CV↗

Non-Parametric Calibration for Classification

Many applications of classification methods not only require high accuracy but also reliable estimation of predictive uncertainty. However, while many current classification frameworks, in particular deep neural networks, achieve high accuracy, they tend to incorrectly estimate uncertainty. In this paper, we propose a method that adjusts the confidence estimates of a general classifier such that they approach the probability of classifying correctly. In contrast to existing approaches, our calibration method employs a non-parametric representation using a latent Gaussian process, and is specifically designed for multi-class classification. It can be applied to any classifier that outputs confidence estimates and is not limited to neural networks. We also provide a theoretical analysis regarding the over- and underconfidence of a classifier and its relationship to calibration, as well as an empirical outlook for calibrated active learning. In experiments we show the universally strong performance of our method across different classifiers and benchmark data sets, in particular for state-of-the art neural network architectures.

cs.LG↗

Real-Time Semantic Stereo Matching

Scene understanding is paramount in robotics, self-navigation, augmented reality, and many other fields. To fully accomplish this task, an autonomous agent has to infer the 3D structure of the sensed scene (to know where it looks at) and its content (to know what it sees). To tackle the two tasks, deep neural networks trained to infer semantic segmentation and depth from stereo images are often the preferred choices. Specifically, Semantic Stereo Matching can be tackled by either standalone models trained for the two tasks independently or joint end-to-end architectures. Nonetheless, as proposed so far, both solutions are inefficient because requiring two forward passes in the former case or due to the complexity of a single network in the latter, although jointly tackling both tasks is usually beneficial in terms of accuracy. In this paper, we propose a single compact and lightweight architecture for real-time semantic stereo matching. Our framework relies on coarse-to-fine estimations in a multi-stage fashion, allowing: i) very fast inference even on embedded devices, with marginal drops in accuracy, compared to state-of-the-art networks, ii) trade accuracy for speed, according to the specific application requirements. Experimental results on high-end GPUs as well as on an embedded Jetson TX2 confirm the superiority of semantic stereo matching compared to standalone tasks and highlight the versatility of our framework on any hardware and for any application.

cs.CV↗

Action Graphs: Weakly-supervised Action Localization with Graph Convolution Networks

We present a method for weakly-supervised action localization based on graph convolutions. In order to find and classify video time segments that correspond to relevant action classes, a system must be able to both identify discriminative time segments in each video, and identify the full extent of each action. Achieving this with weak video level labels requires the system to use similarity and dissimilarity between moments across videos in the training data to understand both how an action appears, as well as the sub-actions that comprise the action's full extent. However, current methods do not make explicit use of similarity between video moments to inform the localization and classification predictions. We present a novel method that uses graph convolutions to explicitly model similarity between video moments. Our method utilizes similarity graphs that encode appearance and motion, and pushes the state of the art on THUMOS '14, ActivityNet 1.2, and Charades for weakly supervised action localization.

cs.CV↗