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Mubbasir Kapadia

Publications and source records attributed to Mubbasir Kapadia.

44 records · Page 3Linked to original sources

Domain Authoring Assistant for Intelligent Virtual Agents

Developing intelligent virtual characters has attracted a lot of attention in the recent years. The process of creating such characters often involves a team of creative authors who describe different aspects of the characters in natural language, and planning experts that translate this description into a planning domain. This can be quite challenging as the team of creative authors should diligently define every aspect of the character especially if it contains complex human-like behavior. Also a team of engineers has to manually translate the natural language description of a character's personality into the planning domain knowledge. This can be extremely time and resource demanding and can be an obstacle to author's creativity. The goal of this paper is to introduce an authoring assistant tool to automate the process of domain generation from natural language description of virtual characters, thus bridging between the creative authoring team and the planning domain experts. Moreover, the proposed tool also identifies possible missing information in the domain description and iteratively makes suggestions to the author.

cs.AI↗

Affect-Driven Dialog Generation

The majority of current systems for end-to-end dialog generation focus on response quality without an explicit control over the affective content of the responses. In this paper, we present an affect-driven dialog system, which generates emotional responses in a controlled manner using a continuous representation of emotions. The system achieves this by modeling emotions at a word and sequence level using: (1) a vector representation of the desired emotion, (2) an affect regularizer, which penalizes neutral words, and (3) an affect sampling method, which forces the neural network to generate diverse words that are emotionally relevant. During inference, we use a reranking procedure that aims to extract the most emotionally relevant responses using a human-in-the-loop optimization process. We study the performance of our system in terms of both quantitative (BLEU score and response diversity), and qualitative (emotional appropriateness) measures.

cs.CL↗

Topic Spotting using Hierarchical Networks with Self Attention

Success of deep learning techniques have renewed the interest in development of dialogue systems. However, current systems struggle to have consistent long term conversations with the users and fail to build rapport. Topic spotting, the task of automatically inferring the topic of a conversation, has been shown to be helpful in making a dialog system more engaging and efficient. We propose a hierarchical model with self attention for topic spotting. Experiments on the Switchboard corpus show the superior performance of our model over previously proposed techniques for topic spotting and deep models for text classification. Additionally, in contrast to offline processing of dialog, we also analyze the performance of our model in a more realistic setting i.e. in an online setting where the topic is identified in real time as the dialog progresses. Results show that our model is able to generalize even with limited information in the online setting.

cs.CL↗

Cartoonish sketch-based face editing in videos using identity deformation transfer

We address the problem of using hand-drawn sketches to create exaggerated deformations to faces in videos, such as enlarging the shape or modifying the position of eyes or mouth. This task is formulated as a 3D face model reconstruction and deformation problem. We first recover the facial identity and expressions from the video by fitting a face morphable model for each frame. At the same time, user's editing intention is recognized from input sketches as a set of facial modifications. Then a novel identity deformation algorithm is proposed to transfer these facial deformations from 2D space to the 3D facial identity directly while preserving the facial expressions. After an optional stage for further refining the 3D face model, these changes are propagated to the whole video with the modified identity. Both the user study and experimental results demonstrate that our sketching framework can help users effectively edit facial identities in videos, while high consistency and fidelity are ensured at the same time.

cs.CV↗

Learning to Forecast and Refine Residual Motion for Image-to-Video Generation

We consider the problem of image-to-video translation, where an input image is translated into an output video containing motions of a single object. Recent methods for such problems typically train transformation networks to generate future frames conditioned on the structure sequence. Parallel work has shown that short high-quality motions can be generated by spatiotemporal generative networks that leverage temporal knowledge from the training data. We combine the benefits of both approaches and propose a two-stage generation framework where videos are generated from structures and then refined by temporal signals. To model motions more efficiently, we train networks to learn residual motion between the current and future frames, which avoids learning motion-irrelevant details. We conduct extensive experiments on two image-to-video translation tasks: facial expression retargeting and human pose forecasting. Superior results over the state-of-the-art methods on both tasks demonstrate the effectiveness of our approach.

cs.CV↗

Interactive Diversity Optimization of Environments

The design of a building requires an architect to balance a wide range of constraints: aesthetic, geometric, usability, lighting, safety, etc. At the same time, there are often a multiplicity of diverse designs that can meet these constraints equally well. Architects must use their skills and artistic vision to explore these rich but highly constrained design spaces. A number of computer-aided design tools use automation to provide useful analytical data and optimal designs with respect to certain fitness criteria. However, this automation can come at the expense of a designer's creative control. We propose uDOME, a user-in-the-loop system for computer-aided design exploration that balances automation and control by efficiently exploring, analyzing, and filtering the space of environment layouts to better inform an architect's decision-making. At each design iteration, uDOME provides a set of diverse designs which satisfy user-defined constraints and optimality criteria within a user defined parameterization of the design space. The user then selects a design and performs a similar optimization with the same or different parameters and objectives. This exploration process can be repeated as many times as the designer wishes. Our user studies indicates that \DOME, with its diversity-based approach, improves the efficiency and effectiveness of even novice users with minimal training, without compromising the quality of their designs.

cs.HC↗

The Role of Data-driven Priors in Multi-agent Crowd Trajectory Estimation

Trajectory interpolation, the process of filling-in the gaps and removing noise from observed agent trajectories, is an essential task for the motion inference in multi-agent setting. A desired trajectory interpolation method should be robust to noise, changes in environments or agent densities, while also being yielding realistic group movement behaviors. Such realistic behaviors are, however, challenging to model as they require avoidance of agent-agent or agent-environment collisions and, at the same time, seek computational efficiency. In this paper, we propose a novel framework composed of data-driven priors (local, global or combined) and an efficient optimization strategy for multi-agent trajectory interpolation. The data-driven priors implicitly encode the dependencies of movements of multiple agents and the collision-avoiding desiderata, enabling elimination of costly pairwise collision constraints and resulting in reduced computational complexity and often improved estimation. Various combinations of priors and optimization algorithms are evaluated in comprehensive simulated experiments. Our experimental results reveal important insights, including the significance of the global flow prior and the lesser-than-expected influence of data-driven collision priors.

cs.MA↗

Crowd Behaviour during High-Stress Evacuations in an Immersive Virtual Environment

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared 3D virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive 3D virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioral mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.

physics.soc-ph↗