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Michael Wray

Publications and source records attributed to Michael Wray.

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Beyond Caption-Based Queries for Video Moment Retrieval

In this work, we investigate the degradation of existing VMR methods, particularly of DETR architectures, when trained on caption-based queries but evaluated on search queries. For this, we introduce three benchmarks by modifying the textual queries in three public VMR datasets -- i.e., HD-EPIC, YouCook2 and ActivityNet-Captions. Our analysis reveals two key generalization challenges: (i) A language gap, arising from the linguistic under-specification of search queries, and (ii) a multi-moment gap, caused by the shift from single-moment to multi-moment queries. We also identify a critical issue in these architectures -- an active decoder-query collapse -- as a primary cause of the poor generalization to multi-moment instances. We mitigate this issue with architectural modifications that effectively increase the number of active decoder queries. Extensive experiments demonstrate that our approach improves performance on search queries by up to 14.82% mAP_m, and up to 21.83% mAP_m on multi-moment search queries. The code, models and data are available in the project webpage: https://davidpujol.github.io/beyond-vmr/

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Towards Egocentric 3D Hand Pose Estimation in Unseen Domains

We present V-HPOT, a novel approach for improving the cross-domain performance of 3D hand pose estimation from egocentric images across diverse, unseen domains. State-of-the-art methods demonstrate strong performance when trained and tested within the same domain. However, they struggle to generalise to new environments due to limited training data and depth perception -- overfitting to specific camera intrinsics. Our method addresses this by estimating keypoint z-coordinates in a virtual camera space, normalised by focal length and image size, enabling camera-agnostic depth prediction. We further leverage this invariance to camera intrinsics to propose a self-supervised test-time optimisation strategy that refines the model's depth perception during inference. This is achieved by applying a 3D consistency loss between predicted and in-space scale-transformed hand poses, allowing the model to adapt to target domain characteristics without requiring ground truth annotations. V-HPOT significantly improves 3D hand pose estimation performance in cross-domain scenarios, achieving a 71% reduction in mean pose error on the H2O dataset and a 41% reduction on the AssemblyHands dataset. Compared to state-of-the-art methods, V-HPOT outperforms all single-stage approaches across all datasets and competes closely with two-stage methods, despite needing approximately x3.5 to x14 less data.

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From Detection to Anticipation: Online Understanding of Struggles across Various Tasks and Activities

Understanding human skill performance is essential for intelligent assistive systems, with struggle recognition offering a natural cue for identifying user difficulties. While prior work focuses on offline struggle classification and localization, real-time applications require models capable of detecting and anticipating struggle online. We reformulate struggle localization as an online detection task and further extend it to anticipation, predicting struggle moments before they occur. We adapt two off-the-shelf models as baselines for online struggle detection and anticipation. Online struggle detection achieves 70-80% per-frame mAP, while struggle anticipation up to 2 seconds ahead yields comparable performance with slight drops. We further examine generalization across tasks and activities and analyse the impact of skill evolution. Despite larger domain gaps in activity-level generalization, models still outperform random baselines by 4-20%. Our feature-based models run at up to 143 FPS, and the whole pipeline, including feature extraction, operates at around 20 FPS, sufficient for real-time assistive applications.

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A Video Is Not Worth a Thousand Words

As we become increasingly dependent on vision language models (VLMs) to answer questions about the world around us, there is a significant amount of research devoted to increasing both the difficulty of video question answering (VQA) datasets, and the context lengths of the models that they evaluate. The reliance on large language models as backbones has lead to concerns about potential text dominance, and the exploration of interactions between modalities is underdeveloped. How do we measure whether we're heading in the right direction, with the complexity that multi-modal models introduce? We propose a joint method of computing both feature attributions and modality scores based on Shapley values, where both the features and modalities are arbitrarily definable. Using these metrics, we compare $6$ VLM models of varying context lengths on $4$ representative datasets, focusing on multiple-choice VQA. In particular, we consider video frames and whole textual elements as equal features in the hierarchy, and the multiple-choice VQA task as an interaction between three modalities: video, question and answer. Our results demonstrate a dependence on text and show that the multiple-choice VQA task devolves into a model's ability to ignore distractors. Code available at https://github.com/sjpollard/a-video-is-not-worth-a-thousand-words.

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EvoStruggle: A Dataset Capturing the Evolution of Struggle across Activities and Skill Levels

The ability to determine when a person struggles during skill acquisition is crucial for both optimizing human learning and enabling the development of effective assistive systems. As skills develop, the type and frequency of struggles tend to change, and understanding this evolution is key to determining the user's current stage of learning. However, existing manipulation datasets have not focused on how struggle evolves over time. In this work, we collect a dataset for struggle determination, featuring 61.68 hours of video recordings, 2,793 videos, and 5,385 annotated temporal struggle segments collected from 76 participants. The dataset includes 18 tasks grouped into four diverse activities -- tying knots, origami, tangram puzzles, and shuffling cards, representing different task variations. In addition, participants repeated the same task five times to capture their evolution of skill. We define the struggle determination problem as a temporal action localization task, focusing on identifying and precisely localizing struggle segments with start and end times. Experimental results show that Temporal Action Localization models can successfully learn to detect struggle cues, even when evaluated on unseen tasks or activities. The models attain an overall average mAP of 34.56% when generalizing across tasks and 19.24% across activities, indicating that struggle is a transferable concept across various skill-based tasks while still posing challenges for further improvement in struggle detection. Our dataset is available at https://github.com/FELIXFENG2019/EvoStruggle.

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Evaluating Compositional Generalisation in VLMs and Diffusion Models

A fundamental aspect of the semantics of natural language is that novel meanings can be formed from the composition of previously known parts. Vision-language models (VLMs) have made significant progress in recent years, however, there is evidence that they are unable to perform this kind of composition. For example, given an image of a red cube and a blue cylinder, a VLM such as CLIP is likely to incorrectly label the image as a red cylinder or a blue cube, indicating it represents the image as a `bag-of-words' and fails to capture compositional semantics. Diffusion models have recently gained significant attention for their impressive generative abilities, and zero-shot classifiers based on diffusion models have been shown to perform competitively with CLIP in certain compositional tasks. In this work we explore whether the generative Diffusion Classifier has improved compositional generalisation abilities compared to discriminative models. We assess three models -- Diffusion Classifier, CLIP, and ViLT -- on their ability to bind objects with attributes and relations in both zero-shot learning (ZSL) and generalised zero-shot learning (GZSL) settings. Our results show that the Diffusion Classifier and ViLT perform well at concept binding tasks, but that all models struggle significantly with the relational GZSL task, underscoring the broader challenges VLMs face with relational reasoning. Analysis of CLIP embeddings suggests that the difficulty may stem from overly similar representations of relational concepts such as left and right. Code and dataset are available at: https://github.com/otmive/diffusion_classifier_clip

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Video, How Do Your Tokens Merge?

Video transformer models require huge amounts of compute resources due to the spatio-temporal scaling of the input. Tackling this, recent methods have proposed to drop or merge tokens for image models, whether randomly or via learned methods. Merging tokens has many benefits: it can be plugged into any vision transformer, does not require model re-training, and it propagates information that would otherwise be dropped through the model. Before now, video token merging has not been evaluated on temporally complex datasets for video understanding. In this work, we explore training-free token merging for video to provide comprehensive experiments and find best practices across four video transformers on three datasets that exhibit coarse and fine-grained action recognition. Our results showcase the benefits of video token merging with a speedup of around $2.5$X while maintaining accuracy (avg. $-0.55\%$ for ViViT). Code available at https://github.com/sjpollard/video-how-do-your-tokens-merge.

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Leveraging Auxiliary Information in Text-to-Video Retrieval: A Review

Text-to-Video (T2V) retrieval aims to identify the most relevant item from a gallery of videos based on a user's text query. Traditional methods rely solely on aligning video and text modalities to compute the similarity and retrieve relevant items. However, recent advancements emphasise incorporating auxiliary information extracted from video and text modalities to improve retrieval performance and bridge the semantic gap between these modalities. Auxiliary information can include visual attributes, such as objects; temporal and spatial context; and textual descriptions, such as speech and rephrased captions. This survey comprehensively reviews 81 research papers on Text-to-Video retrieval that utilise such auxiliary information. It provides a detailed analysis of their methodologies; highlights state-of-the-art results on benchmark datasets; and discusses available datasets and their auxiliary information. Additionally, it proposes promising directions for future research, focusing on different ways to further enhance retrieval performance using this information.

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Leveraging Modality Tags for Enhanced Cross-Modal Video Retrieval

Video retrieval requires aligning visual content with corresponding natural language descriptions. In this paper, we introduce Modality Auxiliary Concepts for Video Retrieval (MAC-VR), a novel approach that leverages modality-specific tags -- automatically extracted from foundation models -- to enhance video retrieval. We propose to align modalities in a latent space, along with learning and aligning auxiliary latent concepts derived from the features of a video and its corresponding caption. We introduce these auxiliary concepts to improve the alignment of visual and textual latent concepts, allowing concepts to be distinguished from one another. We conduct extensive experiments on six diverse datasets: two different splits of MSR-VTT, DiDeMo, TGIF, Charades and YouCook2. The experimental results consistently demonstrate that modality-specific tags improve cross-modal alignment, outperforming current state-of-the-art methods across three datasets and performing comparably or better across others. Project Webpage: https://adrianofragomeni.github.io/MAC-VR/

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Moment of Untruth: Dealing with Negative Queries in Video Moment Retrieval

Video Moment Retrieval is a common task to evaluate the performance of visual-language models - it involves localising start and end times of moments in videos from query sentences. The current task formulation assumes that the queried moment is present in the video, resulting in false positive moment predictions when irrelevant query sentences are provided. In this paper we propose the task of Negative-Aware Video Moment Retrieval (NA-VMR), which considers both moment retrieval accuracy and negative query rejection accuracy. We make the distinction between In-Domain and Out-of-Domain negative queries and provide new evaluation benchmarks for two popular video moment retrieval datasets: QVHighlights and Charades-STA. We analyse the ability of current SOTA video moment retrieval approaches to adapt to Negative-Aware Video Moment Retrieval and propose UniVTG-NA, an adaptation of UniVTG designed to tackle NA-VMR. UniVTG-NA achieves high negative rejection accuracy (avg. $98.4\%$) scores while retaining moment retrieval scores to within $3.87\%$ Recall@1. Dataset splits and code are available at https://github.com/keflanagan/MomentofUntruth

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HD-EPIC: A Highly-Detailed Egocentric Video Dataset

We present a validation dataset of newly-collected kitchen-based egocentric videos, manually annotated with highly detailed and interconnected ground-truth labels covering: recipe steps, fine-grained actions, ingredients with nutritional values, moving objects, and audio annotations. Importantly, all annotations are grounded in 3D through digital twinning of the scene, fixtures, object locations, and primed with gaze. Footage is collected from unscripted recordings in diverse home environments, making HDEPIC the first dataset collected in-the-wild but with detailed annotations matching those in controlled lab environments. We show the potential of our highly-detailed annotations through a challenging VQA benchmark of 26K questions assessing the capability to recognise recipes, ingredients, nutrition, fine-grained actions, 3D perception, object motion, and gaze direction. The powerful long-context Gemini Pro only achieves 38.5% on this benchmark, showcasing its difficulty and highlighting shortcomings in current VLMs. We additionally assess action recognition, sound recognition, and long-term video-object segmentation on HD-EPIC. HD-EPIC is 41 hours of video in 9 kitchens with digital twins of 413 kitchen fixtures, capturing 69 recipes, 59K fine-grained actions, 51K audio events, 20K object movements and 37K object masks lifted to 3D. On average, we have 263 annotations per minute of our unscripted videos.

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ShowHowTo: Generating Scene-Conditioned Step-by-Step Visual Instructions

The goal of this work is to generate step-by-step visual instructions in the form of a sequence of images, given an input image that provides the scene context and the sequence of textual instructions. This is a challenging problem as it requires generating multi-step image sequences to achieve a complex goal while being grounded in a specific environment. Part of the challenge stems from the lack of large-scale training data for this problem. The contribution of this work is thus three-fold. First, we introduce an automatic approach for collecting large step-by-step visual instruction training data from instructional videos. We apply this approach to one million videos and create a large-scale, high-quality dataset of 0.6M sequences of image-text pairs. Second, we develop and train ShowHowTo, a video diffusion model capable of generating step-by-step visual instructions consistent with the provided input image. Third, we evaluate the generated image sequences across three dimensions of accuracy (step, scene, and task) and show our model achieves state-of-the-art results on all of them. Our code, dataset, and trained models are publicly available.

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SHARP: Segmentation of Hands and Arms by Range using Pseudo-Depth for Enhanced Egocentric 3D Hand Pose Estimation and Action Recognition

Hand pose represents key information for action recognition in the egocentric perspective, where the user is interacting with objects. We propose to improve egocentric 3D hand pose estimation based on RGB frames only by using pseudo-depth images. Incorporating state-of-the-art single RGB image depth estimation techniques, we generate pseudo-depth representations of the frames and use distance knowledge to segment irrelevant parts of the scene. The resulting depth maps are then used as segmentation masks for the RGB frames. Experimental results on H2O Dataset confirm the high accuracy of the estimated pose with our method in an action recognition task. The 3D hand pose, together with information from object detection, is processed by a transformer-based action recognition network, resulting in an accuracy of 91.73%, outperforming all state-of-the-art methods. Estimations of 3D hand pose result in competitive performance with existing methods with a mean pose error of 28.66 mm. This method opens up new possibilities for employing distance information in egocentric 3D hand pose estimation without relying on depth sensors.

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HOI-Ref: Hand-Object Interaction Referral in Egocentric Vision

Large Vision Language Models (VLMs) are now the de facto state-of-the-art for a number of tasks including visual question answering, recognising objects, and spatial referral. In this work, we propose the HOI-Ref task for egocentric images that aims to understand interactions between hands and objects using VLMs. To enable HOI-Ref, we curate the HOI-QA dataset that consists of 3.9M question-answer pairs for training and evaluating VLMs. HOI-QA includes questions relating to locating hands, objects, and critically their interactions (e.g. referring to the object being manipulated by the hand). We train the first VLM for HOI-Ref on this dataset and call it VLM4HOI. Our results demonstrate that VLMs trained for referral on third person images fail to recognise and refer hands and objects in egocentric images. When fine-tuned on our egocentric HOI-QA dataset, performance improves by 27.9% for referring hands and objects, and by 26.7% for referring interactions.

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Are you Struggling? Dataset and Baselines for Struggle Determination in Assembly Videos

Determining when people are struggling allows for a finer-grained understanding of actions that complements conventional action classification and error detection. Struggle detection, as defined in this paper, is a distinct and important task that can be identified without explicit step or activity knowledge. We introduce the first struggle dataset with three real-world problem-solving activities that are labelled by both expert and crowd-source annotators. Video segments were scored w.r.t. their level of struggle using a forced choice 4-point scale. This dataset contains 5.1 hours of video from 73 participants. We conducted a series of experiments to identify the most suitable modelling approaches for struggle determination. Additionally, we compared various deep learning models, establishing baseline results for struggle classification, struggle regression, and struggle label distribution learning. Our results indicate that struggle detection in video can achieve up to $88.24\%$ accuracy in binary classification, while detecting the level of struggle in a four-way classification setting performs lower, with an overall accuracy of $52.45\%$. Our work is motivated toward a more comprehensive understanding of action in video and potentially the improvement of assistive systems that analyse struggle and can better support users during manual activities.

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Video Editing for Video Retrieval

Though pre-training vision-language models have demonstrated significant benefits in boosting video-text retrieval performance from large-scale web videos, fine-tuning still plays a critical role with manually annotated clips with start and end times, which requires considerable human effort. To address this issue, we explore an alternative cheaper source of annotations, single timestamps, for video-text retrieval. We initialise clips from timestamps in a heuristic way to warm up a retrieval model. Then a video clip editing method is proposed to refine the initial rough boundaries to improve retrieval performance. A student-teacher network is introduced for video clip editing. The teacher model is employed to edit the clips in the training set whereas the student model trains on the edited clips. The teacher weights are updated from the student's after the student's performance increases. Our method is model agnostic and applicable to any retrieval models. We conduct experiments based on three state-of-the-art retrieval models, COOT, VideoCLIP and CLIP4Clip. Experiments conducted on three video retrieval datasets, YouCook2, DiDeMo and ActivityNet-Captions show that our edited clips consistently improve retrieval performance over initial clips across all the three retrieval models.

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GenHowTo: Learning to Generate Actions and State Transformations from Instructional Videos

We address the task of generating temporally consistent and physically plausible images of actions and object state transformations. Given an input image and a text prompt describing the targeted transformation, our generated images preserve the environment and transform objects in the initial image. Our contributions are threefold. First, we leverage a large body of instructional videos and automatically mine a dataset of triplets of consecutive frames corresponding to initial object states, actions, and resulting object transformations. Second, equipped with this data, we develop and train a conditioned diffusion model dubbed GenHowTo. Third, we evaluate GenHowTo on a variety of objects and actions and show superior performance compared to existing methods. In particular, we introduce a quantitative evaluation where GenHowTo achieves 88% and 74% on seen and unseen interaction categories, respectively, outperforming prior work by a large margin.

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Learning Temporal Sentence Grounding From Narrated EgoVideos

The onset of long-form egocentric datasets such as Ego4D and EPIC-Kitchens presents a new challenge for the task of Temporal Sentence Grounding (TSG). Compared to traditional benchmarks on which this task is evaluated, these datasets offer finer-grained sentences to ground in notably longer videos. In this paper, we develop an approach for learning to ground sentences in these datasets using only narrations and their corresponding rough narration timestamps. We propose to artificially merge clips to train for temporal grounding in a contrastive manner using text-conditioning attention. This Clip Merging (CliMer) approach is shown to be effective when compared with a high performing TSG method -- e.g. mean R@1 improves from 3.9 to 5.7 on Ego4D and from 10.7 to 13.0 on EPIC-Kitchens. Code and data splits available from: https://github.com/keflanagan/CliMer

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