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Oswald Lanz

Publications and source records attributed to Oswald Lanz.

32 records · Page 2Linked to original sources

Learning to Recognize Actions on Objects in Egocentric Video with Attention Dictionaries

We present EgoACO, a deep neural architecture for video action recognition that learns to pool action-context-object descriptors from frame level features by leveraging the verb-noun structure of action labels in egocentric video datasets. The core component of EgoACO is class activation pooling (CAP), a differentiable pooling operation that combines ideas from bilinear pooling for fine-grained recognition and from feature learning for discriminative localization. CAP uses self-attention with a dictionary of learnable weights to pool from the most relevant feature regions. Through CAP, EgoACO learns to decode object and scene context descriptors from video frame features. For temporal modeling in EgoACO, we design a recurrent version of class activation pooling termed Long Short-Term Attention (LSTA). LSTA extends convolutional gated LSTM with built-in spatial attention and a re-designed output gate. Action, object and context descriptors are fused by a multi-head prediction that accounts for the inter-dependencies between noun-verb-action structured labels in egocentric video datasets. EgoACO features built-in visual explanations, helping learning and interpretation. Results on the two largest egocentric action recognition datasets currently available, EPIC-KITCHENS and EGTEA, show that by explicitly decoding action-context-object descriptors, EgoACO achieves state-of-the-art recognition performance.

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Novel-View Human Action Synthesis

Novel-View Human Action Synthesis aims to synthesize the movement of a body from a virtual viewpoint, given a video from a real viewpoint. We present a novel 3D reasoning to synthesize the target viewpoint. We first estimate the 3D mesh of the target body and transfer the rough textures from the 2D images to the mesh. As this transfer may generate sparse textures on the mesh due to frame resolution or occlusions. We produce a semi-dense textured mesh by propagating the transferred textures both locally, within local geodesic neighborhoods, and globally, across symmetric semantic parts. Next, we introduce a context-based generator to learn how to correct and complete the residual appearance information. This allows the network to independently focus on learning the foreground and background synthesis tasks. We validate the proposed solution on the public NTU RGB+D dataset. The code and resources are available at https://bit.ly/36u3h4K.

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Data augmentation techniques for the Video Question Answering task

Video Question Answering (VideoQA) is a task that requires a model to analyze and understand both the visual content given by the input video and the textual part given by the question, and the interaction between them in order to produce a meaningful answer. In our work we focus on the Egocentric VideoQA task, which exploits first-person videos, because of the importance of such task which can have impact on many different fields, such as those pertaining the social assistance and the industrial training. Recently, an Egocentric VideoQA dataset, called EgoVQA, has been released. Given its small size, models tend to overfit quickly. To alleviate this problem, we propose several augmentation techniques which give us a +5.5% improvement on the final accuracy over the considered baseline.

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FBK-HUPBA Submission to the EPIC-Kitchens Action Recognition 2020 Challenge

In this report we describe the technical details of our submission to the EPIC-Kitchens Action Recognition 2020 Challenge. To participate in the challenge we deployed spatio-temporal feature extraction and aggregation models we have developed recently: Gate-Shift Module (GSM) [1] and EgoACO, an extension of Long Short-Term Attention (LSTA) [2]. We design an ensemble of GSM and EgoACO model families with different backbones and pre-training to generate the prediction scores. Our submission, visible on the public leaderboard with team name FBK-HUPBA, achieved a top-1 action recognition accuracy of 40.0% on S1 setting, and 25.71% on S2 setting, using only RGB.

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Gate-Shift Networks for Video Action Recognition

Deep 3D CNNs for video action recognition are designed to learn powerful representations in the joint spatio-temporal feature space. In practice however, because of the large number of parameters and computations involved, they may under-perform in the lack of sufficiently large datasets for training them at scale. In this paper we introduce spatial gating in spatial-temporal decomposition of 3D kernels. We implement this concept with Gate-Shift Module (GSM). GSM is lightweight and turns a 2D-CNN into a highly efficient spatio-temporal feature extractor. With GSM plugged in, a 2D-CNN learns to adaptively route features through time and combine them, at almost no additional parameters and computational overhead. We perform an extensive evaluation of the proposed module to study its effectiveness in video action recognition, achieving state-of-the-art results on Something Something-V1 and Diving48 datasets, and obtaining competitive results on EPIC-Kitchens with far less model complexity.

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FBK-HUPBA Submission to the EPIC-Kitchens 2019 Action Recognition Challenge

In this report we describe the technical details of our submission to the EPIC-Kitchens 2019 action recognition challenge. To participate in the challenge we have developed a number of CNN-LSTA [3] and HF-TSN [2] variants, and submitted predictions from an ensemble compiled out of these two model families. Our submission, visible on the public leaderboard with team name FBK-HUPBA, achieved a top-1 action recognition accuracy of 35.54% on S1 setting, and 20.25% on S2 setting.

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Hierarchical Feature Aggregation Networks for Video Action Recognition

Most action recognition methods base on a) a late aggregation of frame level CNN features using average pooling, max pooling, or RNN, among others, or b) spatio-temporal aggregation via 3D convolutions. The first assume independence among frame features up to a certain level of abstraction and then perform higher-level aggregation, while the second extracts spatio-temporal features from grouped frames as early fusion. In this paper we explore the space in between these two, by letting adjacent feature branches interact as they develop into the higher level representation. The interaction happens between feature differencing and averaging at each level of the hierarchy, and it has convolutional structure that learns to select the appropriate mode locally in contrast to previous works that impose one of the modes globally (e.g. feature differencing) as a design choice. We further constrain this interaction to be conservative, e.g. a local feature subtraction in one branch is compensated by the addition on another, such that the total feature flow is preserved. We evaluate the performance of our proposal on a number of existing models, i.e. TSN, TRN and ECO, to show its flexibility and effectiveness in improving action recognition performance.

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LSTA: Long Short-Term Attention for Egocentric Action Recognition

Egocentric activity recognition is one of the most challenging tasks in video analysis. It requires a fine-grained discrimination of small objects and their manipulation. While some methods base on strong supervision and attention mechanisms, they are either annotation consuming or do not take spatio-temporal patterns into account. In this paper we propose LSTA as a mechanism to focus on features from spatial relevant parts while attention is being tracked smoothly across the video sequence. We demonstrate the effectiveness of LSTA on egocentric activity recognition with an end-to-end trainable two-stream architecture, achieving state of the art performance on four standard benchmarks.

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Top-down Attention Recurrent VLAD Encoding for Action Recognition in Videos

Most recent approaches for action recognition from video leverage deep architectures to encode the video clip into a fixed length representation vector that is then used for classification. For this to be successful, the network must be capable of suppressing irrelevant scene background and extract the representation from the most discriminative part of the video. Our contribution builds on the observation that spatio-temporal patterns characterizing actions in videos are highly correlated with objects and their location in the video. We propose Top-down Attention Action VLAD (TA-VLAD), a deep recurrent architecture with built-in spatial attention that performs temporally aggregated VLAD encoding for action recognition from videos. We adopt a top-down approach of attention, by using class specific activation maps obtained from a deep CNN pre-trained for image classification, to weight appearance features before encoding them into a fixed-length video descriptor using Gated Recurrent Units. Our method achieves state of the art recognition accuracy on HMDB51 and UCF101 benchmarks.

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Attention is All We Need: Nailing Down Object-centric Attention for Egocentric Activity Recognition

In this paper we propose an end-to-end trainable deep neural network model for egocentric activity recognition. Our model is built on the observation that egocentric activities are highly characterized by the objects and their locations in the video. Based on this, we develop a spatial attention mechanism that enables the network to attend to regions containing objects that are correlated with the activity under consideration. We learn highly specialized attention maps for each frame using class-specific activations from a CNN pre-trained for generic image recognition, and use them for spatio-temporal encoding of the video with a convolutional LSTM. Our model is trained in a weakly supervised setting using raw video-level activity-class labels. Nonetheless, on standard egocentric activity benchmarks our model surpasses by up to +6% points recognition accuracy the currently best performing method that leverages hand segmentation and object location strong supervision for training. We visually analyze attention maps generated by the network, revealing that the network successfully identifies the relevant objects present in the video frames which may explain the strong recognition performance. We also discuss an extensive ablation analysis regarding the design choices.

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Convolutional Long Short-Term Memory Networks for Recognizing First Person Interactions

In this paper, we present a novel deep learning based approach for addressing the problem of interaction recognition from a first person perspective. The proposed approach uses a pair of convolutional neural networks, whose parameters are shared, for extracting frame level features from successive frames of the video. The frame level features are then aggregated using a convolutional long short-term memory. The hidden state of the convolutional long short-term memory, after all the input video frames are processed, is used for classification in to the respective categories. The two branches of the convolutional neural network perform feature encoding on a short time interval whereas the convolutional long short term memory encodes the changes on a longer temporal duration. In our network the spatio-temporal structure of the input is preserved till the very final processing stage. Experimental results show that our method outperforms the state of the art on most recent first person interactions datasets that involve complex ego-motion. In particular, on UTKinect-FirstPerson it competes with methods that use depth image and skeletal joints information along with RGB images, while it surpasses all previous methods that use only RGB images by more than 20% in recognition accuracy.

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Learning to Detect Violent Videos using Convolutional Long Short-Term Memory

Developing a technique for the automatic analysis of surveillance videos in order to identify the presence of violence is of broad interest. In this work, we propose a deep neural network for the purpose of recognizing violent videos. A convolutional neural network is used to extract frame level features from a video. The frame level features are then aggregated using a variant of the long short term memory that uses convolutional gates. The convolutional neural network along with the convolutional long short term memory is capable of capturing localized spatio-temporal features which enables the analysis of local motion taking place in the video. We also propose to use adjacent frame differences as the input to the model thereby forcing it to encode the changes occurring in the video. The performance of the proposed feature extraction pipeline is evaluated on three standard benchmark datasets in terms of recognition accuracy. Comparison of the results obtained with the state of the art techniques revealed the promising capability of the proposed method in recognizing violent videos.

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SALSA: A Novel Dataset for Multimodal Group Behavior Analysis

Studying free-standing conversational groups (FCGs) in unstructured social settings (e.g., cocktail party ) is gratifying due to the wealth of information available at the group (mining social networks) and individual (recognizing native behavioral and personality traits) levels. However, analyzing social scenes involving FCGs is also highly challenging due to the difficulty in extracting behavioral cues such as target locations, their speaking activity and head/body pose due to crowdedness and presence of extreme occlusions. To this end, we propose SALSA, a novel dataset facilitating multimodal and Synergetic sociAL Scene Analysis, and make two main contributions to research on automated social interaction analysis: (1) SALSA records social interactions among 18 participants in a natural, indoor environment for over 60 minutes, under the poster presentation and cocktail party contexts presenting difficulties in the form of low-resolution images, lighting variations, numerous occlusions, reverberations and interfering sound sources; (2) To alleviate these problems we facilitate multimodal analysis by recording the social interplay using four static surveillance cameras and sociometric badges worn by each participant, comprising the microphone, accelerometer, bluetooth and infrared sensors. In addition to raw data, we also provide annotations concerning individuals' personality as well as their position, head, body orientation and F-formation information over the entire event duration. Through extensive experiments with state-of-the-art approaches, we show (a) the limitations of current methods and (b) how the recorded multiple cues synergetically aid automatic analysis of social interactions. SALSA is available at http://tev.fbk.eu/salsa.

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