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Karthik Ramani

Publications and source records attributed to Karthik Ramani.

34 records · Page 2Linked to original sources

Investigating Creativity in Humans and Generative AI Through Circles Exercises

Generative AI (GenAI) is transforming the creativity process. However, as presented in this paper, GenAI encounters "narrow creativity" barriers. We observe that both humans and GenAI focus on limited subsets of the design space. We investigate this phenomenon using the "Circles Exercise," a creativity test widely used to examine the creativity of humans. Quantitative analysis reveals that humans tend to generate familiar, high-frequency ideas, while GenAI produces a larger volume of incremental innovations at a low cost. However, similar to humans, it struggles to significantly expand creative boundaries. Moreover, advanced prompting strategies, such as Chain-of-Thought (CoT) prompting, mitigate narrow creativity issues but still fall short of substantially broadening the creative scope of humans and GenAI. These findings underscore both the challenges and opportunities for advancing GenAI-powered human creativity support tools.

cs.HC↗

CARING-AI: Towards Authoring Context-aware Augmented Reality INstruction through Generative Artificial Intelligence

Context-aware AR instruction enables adaptive and in-situ learning experiences. However, hardware limitations and expertise requirements constrain the creation of such instructions. With recent developments in Generative Artificial Intelligence (Gen-AI), current research tries to tackle these constraints by deploying AI-generated content (AIGC) in AR applications. However, our preliminary study with six AR practitioners revealed that the current AIGC lacks contextual information to adapt to varying application scenarios and is therefore limited in authoring. To utilize the strong generative power of GenAI to ease the authoring of AR instruction while capturing the context, we developed CARING-AI, an AR system to author context-aware humanoid-avatar-based instructions with GenAI. By navigating in the environment, users naturally provide contextual information to generate humanoid-avatar animation as AR instructions that blend in the context spatially and temporally. We showcased three application scenarios of CARING-AI: Asynchronous Instructions, Remote Instructions, and Ad Hoc Instructions based on a design space of AIGC in AR Instructions. With two user studies (N=12), we assessed the system usability of CARING-AI and demonstrated the easiness and effectiveness of authoring with Gen-AI.

cs.HC↗

Estimating Ego-Body Pose from Doubly Sparse Egocentric Video Data

We study the problem of estimating the body movements of a camera wearer from egocentric videos. Current methods for ego-body pose estimation rely on temporally dense sensor data, such as IMU measurements from spatially sparse body parts like the head and hands. However, we propose that even temporally sparse observations, such as hand poses captured intermittently from egocentric videos during natural or periodic hand movements, can effectively constrain overall body motion. Naively applying diffusion models to generate full-body pose from head pose and sparse hand pose leads to suboptimal results. To overcome this, we develop a two-stage approach that decomposes the problem into temporal completion and spatial completion. First, our method employs masked autoencoders to impute hand trajectories by leveraging the spatiotemporal correlations between the head pose sequence and intermittent hand poses, providing uncertainty estimates. Subsequently, we employ conditional diffusion models to generate plausible full-body motions based on these temporally dense trajectories of the head and hands, guided by the uncertainty estimates from the imputation. The effectiveness of our method was rigorously tested and validated through comprehensive experiments conducted on various HMD setup with AMASS and Ego-Exo4D datasets.

cs.CV↗

avaTTAR: Table Tennis Stroke Training with On-body and Detached Visualization in Augmented Reality

Table tennis stroke training is a critical aspect of player development. We designed a new augmented reality (AR) system, avaTTAR, for table tennis stroke training. The system provides both "on-body" (first-person view) and "detached" (third-person view) visual cues, enabling users to visualize target strokes and correct their attempts effectively with this dual perspectives setup. By employing a combination of pose estimation algorithms and IMU sensors, avaTTAR captures and reconstructs the 3D body pose and paddle orientation of users during practice, allowing real-time comparison with expert strokes. Through a user study, we affirm avaTTAR's capacity to amplify player experience and training results.

cs.HC↗

M2D2M: Multi-Motion Generation from Text with Discrete Diffusion Models

We introduce the Multi-Motion Discrete Diffusion Models (M2D2M), a novel approach for human motion generation from textual descriptions of multiple actions, utilizing the strengths of discrete diffusion models. This approach adeptly addresses the challenge of generating multi-motion sequences, ensuring seamless transitions of motions and coherence across a series of actions. The strength of M2D2M lies in its dynamic transition probability within the discrete diffusion model, which adapts transition probabilities based on the proximity between motion tokens, encouraging mixing between different modes. Complemented by a two-phase sampling strategy that includes independent and joint denoising steps, M2D2M effectively generates long-term, smooth, and contextually coherent human motion sequences, utilizing a model trained for single-motion generation. Extensive experiments demonstrate that M2D2M surpasses current state-of-the-art benchmarks for motion generation from text descriptions, showcasing its efficacy in interpreting language semantics and generating dynamic, realistic motions.

cs.CV↗

An HCI-Centric Survey and Taxonomy of Human-Generative-AI Interactions

Generative AI (GenAI) has shown remarkable capabilities in generating diverse and realistic content across different formats like images, videos, and text. In Generative AI, human involvement is essential, thus HCI literature has investigated how to effectively create collaborations between humans and GenAI systems. However, the current literature lacks a comprehensive framework to better understand Human-GenAI Interactions, as the holistic aspects of human-centered GenAI systems are rarely analyzed systematically. In this paper, we present a survey of 291 papers, providing a novel taxonomy and analysis of Human-GenAI Interactions from both human and Gen-AI perspectives. The dimensions of design space include 1) Purposes of Using Generative AI, 2) Feedback from Models to Users, 3) Control from Users to Models, 4) Levels of Engagement, 5) Application Domains, and 6) Evaluation Strategies. Our work is also timely at the current development stage of GenAI, where the Human-GenAI interaction design is of paramount importance. We also highlight challenges and opportunities to guide the design of Gen-AI systems and interactions towards the future design of human-centered Generative AI applications.

cs.HC↗

Understanding Generative AI in Art: An Interview Study with Artists on G-AI from an HCI Perspective

The emergence of Generative Artificial Intelligence (G-AI) has changed the landscape of creative arts with its power to compose novel artwork and thus brought ethical concerns. Despite the efforts by prior works to address these concerns from technical and societal perspectives, there exists little discussion on this topic from an HCI point of view, considering the artists as human factors. We sought to investigate the impact of G-AI on artists, understanding the relationship between artists and G-AI, in order to motivate the underlying HCI research. We conducted semi-structured interviews with artists ($N=25$) from diverse artistic disciplines involved with G-AI in their artistic creation. We found (1) a dilemma among the artists, (2) a disparity in the understanding of G-AI between the artists and the AI developers(3) a tendency to oppose G-AI among the artists. We discuss the future opportunities of HCI research to tackle the problems identified from the interviews.

cs.HC↗

InfoGCN++: Learning Representation by Predicting the Future for Online Human Skeleton-based Action Recognition

Skeleton-based action recognition has made significant advancements recently, with models like InfoGCN showcasing remarkable accuracy. However, these models exhibit a key limitation: they necessitate complete action observation prior to classification, which constrains their applicability in real-time situations such as surveillance and robotic systems. To overcome this barrier, we introduce InfoGCN++, an innovative extension of InfoGCN, explicitly developed for online skeleton-based action recognition. InfoGCN++ augments the abilities of the original InfoGCN model by allowing real-time categorization of action types, independent of the observation sequence's length. It transcends conventional approaches by learning from current and anticipated future movements, thereby creating a more thorough representation of the entire sequence. Our approach to prediction is managed as an extrapolation issue, grounded on observed actions. To enable this, InfoGCN++ incorporates Neural Ordinary Differential Equations, a concept that lets it effectively model the continuous evolution of hidden states. Following rigorous evaluations on three skeleton-based action recognition benchmarks, InfoGCN++ demonstrates exceptional performance in online action recognition. It consistently equals or exceeds existing techniques, highlighting its significant potential to reshape the landscape of real-time action recognition applications. Consequently, this work represents a major leap forward from InfoGCN, pushing the limits of what's possible in online, skeleton-based action recognition. The code for InfoGCN++ is publicly available at https://github.com/stnoah1/infogcn2 for further exploration and validation.

cs.CV↗

AircraftVerse: A Large-Scale Multimodal Dataset of Aerial Vehicle Designs

We present AircraftVerse, a publicly available aerial vehicle design dataset. Aircraft design encompasses different physics domains and, hence, multiple modalities of representation. The evaluation of these cyber-physical system (CPS) designs requires the use of scientific analytical and simulation models ranging from computer-aided design tools for structural and manufacturing analysis, computational fluid dynamics tools for drag and lift computation, battery models for energy estimation, and simulation models for flight control and dynamics. AircraftVerse contains 27,714 diverse air vehicle designs - the largest corpus of engineering designs with this level of complexity. Each design comprises the following artifacts: a symbolic design tree describing topology, propulsion subsystem, battery subsystem, and other design details; a STandard for the Exchange of Product (STEP) model data; a 3D CAD design using a stereolithography (STL) file format; a 3D point cloud for the shape of the design; and evaluation results from high fidelity state-of-the-art physics models that characterize performance metrics such as maximum flight distance and hover-time. We also present baseline surrogate models that use different modalities of design representation to predict design performance metrics, which we provide as part of our dataset release. Finally, we discuss the potential impact of this dataset on the use of learning in aircraft design and, more generally, in CPS. AircraftVerse is accompanied by a data card, and it is released under Creative Commons Attribution-ShareAlike (CC BY-SA) license. The dataset is hosted at https://zenodo.org/record/6525446, baseline models and code at https://github.com/SRI-CSL/AircraftVerse, and the dataset description at https://aircraftverse.onrender.com/.

cs.RO↗

Deep Ritz Method with Adaptive Quadrature for Linear Elasticity

In this paper, we study the deep Ritz method for solving the linear elasticity equation from a numerical analysis perspective. A modified Ritz formulation using the $H^{1/2}(Γ_D)$ norm is introduced and analyzed for linear elasticity equation in order to deal with the (essential) Dirichlet boundary condition. We show that the resulting deep Ritz method provides the best approximation among the set of deep neural network (DNN) functions with respect to the ``energy'' norm. Furthermore, we demonstrate that the total error of the deep Ritz simulation is bounded by the sum of the network approximation error and the numerical integration error, disregarding the algebraic error. To effectively control the numerical integration error, we propose an adaptive quadrature-based numerical integration technique with a residual-based local error indicator. This approach enables efficient approximation of the modified energy functional. Through numerical experiments involving smooth and singular problems, as well as problems with stress concentration, we validate the effectiveness and efficiency of the proposed deep Ritz method with adaptive quadrature.

math.NA↗

Egocentric View Hand Action Recognition by Leveraging Hand Surface and Hand Grasp Type

We introduce a multi-stage framework that uses mean curvature on a hand surface and focuses on learning interaction between hand and object by analyzing hand grasp type for hand action recognition in egocentric videos. The proposed method does not require 3D information of objects including 6D object poses which are difficult to annotate for learning an object's behavior while it interacts with hands. Instead, the framework synthesizes the mean curvature of the hand mesh model to encode the hand surface geometry in 3D space. Additionally, our method learns the hand grasp type which is highly correlated with the hand action. From our experiment, we notice that using hand grasp type and mean curvature of hand increases the performance of the hand action recognition.

cs.CV↗

DAR-Net: Dynamic Aggregation Network for Semantic Scene Segmentation

Traditional grid/neighbor-based static pooling has become a constraint for point cloud geometry analysis. In this paper, we propose DAR-Net, a novel network architecture that focuses on dynamic feature aggregation. The central idea of DAR-Net is generating a self-adaptive pooling skeleton that considers both scene complexity and local geometry features. Providing variable semi-local receptive fields and weights, the skeleton serves as a bridge that connect local convolutional feature extractors and a global recurrent feature integrator. Experimental results on indoor scene datasets show advantages of the proposed approach compared to state-of-the-art architectures that adopt static pooling methods.

cs.CV↗

Latent Transformations for Object View Points Synthesis

We propose a fully-convolutional conditional generative model, the latent transformation neural network (LTNN), capable of view synthesis using a light-weight neural network suited for real-time applications. In contrast to existing conditional generative models which incorporate conditioning information via concatenation, we introduce a dedicated network component, the conditional transformation unit (CTU), designed to learn the latent space transformations corresponding to specified target views. In addition, a consistency loss term is defined to guide the network toward learning the desired latent space mappings, a task-divided decoder is constructed to refine the quality of generated views, and an adaptive discriminator is introduced to improve the adversarial training process. The generality of the proposed methodology is demonstrated on a collection of three diverse tasks: multi-view reconstruction on real hand depth images, view synthesis of real and synthetic faces, and the rotation of rigid objects. The proposed model is shown to exceed state-of-the-art results in each category while simultaneously achieving a reduction in the computational demand required for inference by 30% on average.

cs.CV↗

3D Object Classification via Spherical Projections

In this paper, we introduce a new method for classifying 3D objects. Our main idea is to project a 3D object onto a spherical domain centered around its barycenter and develop neural network to classify the spherical projection. We introduce two complementary projections. The first captures depth variations of a 3D object, and the second captures contour-information viewed from different angles. Spherical projections combine key advantages of two main-stream 3D classification methods: image-based and 3D-based. Specifically, spherical projections are locally planar, allowing us to use massive image datasets (e.g, ImageNet) for pre-training. Also spherical projections are similar to voxel-based methods, as they encode complete information of a 3D object in a single neural network capturing dependencies across different views. Our novel network design can fully utilize these advantages. Experimental results on ModelNet40 and ShapeNetCore show that our method is superior to prior methods.

cs.CV↗

SurfNet: Generating 3D shape surfaces using deep residual networks

3D shape models are naturally parameterized using vertices and faces, \ie, composed of polygons forming a surface. However, current 3D learning paradigms for predictive and generative tasks using convolutional neural networks focus on a voxelized representation of the object. Lifting convolution operators from the traditional 2D to 3D results in high computational overhead with little additional benefit as most of the geometry information is contained on the surface boundary. Here we study the problem of directly generating the 3D shape surface of rigid and non-rigid shapes using deep convolutional neural networks. We develop a procedure to create consistent `geometry images' representing the shape surface of a category of 3D objects. We then use this consistent representation for category-specific shape surface generation from a parametric representation or an image by developing novel extensions of deep residual networks for the task of geometry image generation. Our experiments indicate that our network learns a meaningful representation of shape surfaces allowing it to interpolate between shape orientations and poses, invent new shape surfaces and reconstruct 3D shape surfaces from previously unseen images.

cs.CV↗

Deconvolving Feedback Loops in Recommender Systems

Collaborative filtering is a popular technique to infer users' preferences on new content based on the collective information of all users preferences. Recommender systems then use this information to make personalized suggestions to users. When users accept these recommendations it creates a feedback loop in the recommender system, and these loops iteratively influence the collaborative filtering algorithm's predictions over time. We investigate whether it is possible to identify items affected by these feedback loops. We state sufficient assumptions to deconvolve the feedback loops while keeping the inverse solution tractable. We furthermore develop a metric to unravel the recommender system's influence on the entire user-item rating matrix. We use this metric on synthetic and real-world datasets to (1) identify the extent to which the recommender system affects the final rating matrix, (2) rank frequently recommended items, and (3) distinguish whether a user's rated item was recommended or an intrinsic preference. Our results indicate that it is possible to recover the ratings matrix of intrinsic user preferences using a single snapshot of the ratings matrix without any temporal information.

cs.SI↗