Searcharxiv⌕ Search

arXiv subjects

Silvia Cascianelli

Publications and source records attributed to Silvia Cascianelli.

31 records · Page 2Linked to original sources

Evaluating Synthetic Pre-Training for Handwriting Processing Tasks

In this work, we explore massive pre-training on synthetic word images for enhancing the performance on four benchmark downstream handwriting analysis tasks. To this end, we build a large synthetic dataset of word images rendered in several handwriting fonts, which offers a complete supervision signal. We use it to train a simple convolutional neural network (ConvNet) with a fully supervised objective. The vector representations of the images obtained from the pre-trained ConvNet can then be considered as encodings of the handwriting style. We exploit such representations for Writer Retrieval, Writer Identification, Writer Verification, and Writer Classification and demonstrate that our pre-training strategy allows extracting rich representations of the writers' style that enable the aforementioned tasks with competitive results with respect to task-specific State-of-the-Art approaches.

cs.CV↗

Handwritten Text Generation from Visual Archetypes

Generating synthetic images of handwritten text in a writer-specific style is a challenging task, especially in the case of unseen styles and new words, and even more when these latter contain characters that are rarely encountered during training. While emulating a writer's style has been recently addressed by generative models, the generalization towards rare characters has been disregarded. In this work, we devise a Transformer-based model for Few-Shot styled handwritten text generation and focus on obtaining a robust and informative representation of both the text and the style. In particular, we propose a novel representation of the textual content as a sequence of dense vectors obtained from images of symbols written as standard GNU Unifont glyphs, which can be considered their visual archetypes. This strategy is more suitable for generating characters that, despite having been seen rarely during training, possibly share visual details with the frequently observed ones. As for the style, we obtain a robust representation of unseen writers' calligraphy by exploiting specific pre-training on a large synthetic dataset. Quantitative and qualitative results demonstrate the effectiveness of our proposal in generating words in unseen styles and with rare characters more faithfully than existing approaches relying on independent one-hot encodings of the characters.

cs.CV↗

Embodied Agents for Efficient Exploration and Smart Scene Description

The development of embodied agents that can communicate with humans in natural language has gained increasing interest over the last years, as it facilitates the diffusion of robotic platforms in human-populated environments. As a step towards this objective, in this work, we tackle a setting for visual navigation in which an autonomous agent needs to explore and map an unseen indoor environment while portraying interesting scenes with natural language descriptions. To this end, we propose and evaluate an approach that combines recent advances in visual robotic exploration and image captioning on images generated through agent-environment interaction. Our approach can generate smart scene descriptions that maximize semantic knowledge of the environment and avoid repetitions. Further, such descriptions offer user-understandable insights into the robot's representation of the environment by highlighting the prominent objects and the correlation between them as encountered during the exploration. To quantitatively assess the performance of the proposed approach, we also devise a specific score that takes into account both exploration and description skills. The experiments carried out on both photorealistic simulated environments and real-world ones demonstrate that our approach can effectively describe the robot's point of view during exploration, improving the human-friendly interpretability of its observations.

cs.RO↗

Boosting Modern and Historical Handwritten Text Recognition with Deformable Convolutions

Handwritten Text Recognition (HTR) in free-layout pages is a challenging image understanding task that can provide a relevant boost to the digitization of handwritten documents and reuse of their content. The task becomes even more challenging when dealing with historical documents due to the variability of the writing style and degradation of the page quality. State-of-the-art HTR approaches typically couple recurrent structures for sequence modeling with Convolutional Neural Networks for visual feature extraction. Since convolutional kernels are defined on fixed grids and focus on all input pixels independently while moving over the input image, this strategy disregards the fact that handwritten characters can vary in shape, scale, and orientation even within the same document and that the ink pixels are more relevant than the background ones. To cope with these specific HTR difficulties, we propose to adopt deformable convolutions, which can deform depending on the input at hand and better adapt to the geometric variations of the text. We design two deformable architectures and conduct extensive experiments on both modern and historical datasets. Experimental results confirm the suitability of deformable convolutions for the HTR task.

cs.CV↗

The LAM Dataset: A Novel Benchmark for Line-Level Handwritten Text Recognition

Handwritten Text Recognition (HTR) is an open problem at the intersection of Computer Vision and Natural Language Processing. The main challenges, when dealing with historical manuscripts, are due to the preservation of the paper support, the variability of the handwriting -- even of the same author over a wide time-span -- and the scarcity of data from ancient, poorly represented languages. With the aim of fostering the research on this topic, in this paper we present the Ludovico Antonio Muratori (LAM) dataset, a large line-level HTR dataset of Italian ancient manuscripts edited by a single author over 60 years. The dataset comes in two configurations: a basic splitting and a date-based splitting which takes into account the age of the author. The first setting is intended to study HTR on ancient documents in Italian, while the second focuses on the ability of HTR systems to recognize text written by the same writer in time periods for which training data are not available. For both configurations, we analyze quantitative and qualitative characteristics, also with respect to other line-level HTR benchmarks, and present the recognition performance of state-of-the-art HTR architectures. The dataset is available for download at \url{https://aimagelab.ing.unimore.it/go/lam}.

cs.CV↗

Embodied Navigation at the Art Gallery

Embodied agents, trained to explore and navigate indoor photorealistic environments, have achieved impressive results on standard datasets and benchmarks. So far, experiments and evaluations have involved domestic and working scenes like offices, flats, and houses. In this paper, we build and release a new 3D space with unique characteristics: the one of a complete art museum. We name this environment ArtGallery3D (AG3D). Compared with existing 3D scenes, the collected space is ampler, richer in visual features, and provides very sparse occupancy information. This feature is challenging for occupancy-based agents which are usually trained in crowded domestic environments with plenty of occupancy information. Additionally, we annotate the coordinates of the main points of interest inside the museum, such as paintings, statues, and other items. Thanks to this manual process, we deliver a new benchmark for PointGoal navigation inside this new space. Trajectories in this dataset are far more complex and lengthy than existing ground-truth paths for navigation in Gibson and Matterport3D. We carry on extensive experimental evaluation using our new space for evaluation and prove that existing methods hardly adapt to this scenario. As such, we believe that the availability of this 3D model will foster future research and help improve existing solutions.

cs.CV↗

Spot the Difference: A Novel Task for Embodied Agents in Changing Environments

Embodied AI is a recent research area that aims at creating intelligent agents that can move and operate inside an environment. Existing approaches in this field demand the agents to act in completely new and unexplored scenes. However, this setting is far from realistic use cases that instead require executing multiple tasks in the same environment. Even if the environment changes over time, the agent could still count on its global knowledge about the scene while trying to adapt its internal representation to the current state of the environment. To make a step towards this setting, we propose Spot the Difference: a novel task for Embodied AI where the agent has access to an outdated map of the environment and needs to recover the correct layout in a fixed time budget. To this end, we collect a new dataset of occupancy maps starting from existing datasets of 3D spaces and generating a number of possible layouts for a single environment. This dataset can be employed in the popular Habitat simulator and is fully compliant with existing methods that employ reconstructed occupancy maps during navigation. Furthermore, we propose an exploration policy that can take advantage of previous knowledge of the environment and identify changes in the scene faster and more effectively than existing agents. Experimental results show that the proposed architecture outperforms existing state-of-the-art models for exploration on this new setting.

cs.CV↗

CaMEL: Mean Teacher Learning for Image Captioning

Describing images in natural language is a fundamental step towards the automatic modeling of connections between the visual and textual modalities. In this paper we present CaMEL, a novel Transformer-based architecture for image captioning. Our proposed approach leverages the interaction of two interconnected language models that learn from each other during the training phase. The interplay between the two language models follows a mean teacher learning paradigm with knowledge distillation. Experimentally, we assess the effectiveness of the proposed solution on the COCO dataset and in conjunction with different visual feature extractors. When comparing with existing proposals, we demonstrate that our model provides state-of-the-art caption quality with a significantly reduced number of parameters. According to the CIDEr metric, we obtain a new state of the art on COCO when training without using external data. The source code and trained models are publicly available at: https://github.com/aimagelab/camel.

cs.CV↗

Focus on Impact: Indoor Exploration with Intrinsic Motivation

Exploration of indoor environments has recently experienced a significant interest, also thanks to the introduction of deep neural agents built in a hierarchical fashion and trained with Deep Reinforcement Learning (DRL) on simulated environments. Current state-of-the-art methods employ a dense extrinsic reward that requires the complete a priori knowledge of the layout of the training environment to learn an effective exploration policy. However, such information is expensive to gather in terms of time and resources. In this work, we propose to train the model with a purely intrinsic reward signal to guide exploration, which is based on the impact of the robot's actions on its internal representation of the environment. So far, impact-based rewards have been employed for simple tasks and in procedurally generated synthetic environments with countable states. Since the number of states observable by the agent in realistic indoor environments is non-countable, we include a neural-based density model and replace the traditional count-based regularization with an estimated pseudo-count of previously visited states. The proposed exploration approach outperforms DRL-based competitors relying on intrinsic rewards and surpasses the agents trained with a dense extrinsic reward computed with the environment layouts. We also show that a robot equipped with the proposed approach seamlessly adapts to point-goal navigation and real-world deployment.

cs.RO↗

From Show to Tell: A Survey on Deep Learning-based Image Captioning

Connecting Vision and Language plays an essential role in Generative Intelligence. For this reason, large research efforts have been devoted to image captioning, i.e. describing images with syntactically and semantically meaningful sentences. Starting from 2015 the task has generally been addressed with pipelines composed of a visual encoder and a language model for text generation. During these years, both components have evolved considerably through the exploitation of object regions, attributes, the introduction of multi-modal connections, fully-attentive approaches, and BERT-like early-fusion strategies. However, regardless of the impressive results, research in image captioning has not reached a conclusive answer yet. This work aims at providing a comprehensive overview of image captioning approaches, from visual encoding and text generation to training strategies, datasets, and evaluation metrics. In this respect, we quantitatively compare many relevant state-of-the-art approaches to identify the most impactful technical innovations in architectures and training strategies. Moreover, many variants of the problem and its open challenges are discussed. The final goal of this work is to serve as a tool for understanding the existing literature and highlighting the future directions for a research area where Computer Vision and Natural Language Processing can find an optimal synergy.

cs.CV↗

Out of the Box: Embodied Navigation in the Real World

The research field of Embodied AI has witnessed substantial progress in visual navigation and exploration thanks to powerful simulating platforms and the availability of 3D data of indoor and photorealistic environments. These two factors have opened the doors to a new generation of intelligent agents capable of achieving nearly perfect PointGoal Navigation. However, such architectures are commonly trained with millions, if not billions, of frames and tested in simulation. Together with great enthusiasm, these results yield a question: how many researchers will effectively benefit from these advances? In this work, we detail how to transfer the knowledge acquired in simulation into the real world. To that end, we describe the architectural discrepancies that damage the Sim2Real adaptation ability of models trained on the Habitat simulator and propose a novel solution tailored towards the deployment in real-world scenarios. We then deploy our models on a LoCoBot, a Low-Cost Robot equipped with a single Intel RealSense camera. Different from previous work, our testing scene is unavailable to the agent in simulation. The environment is also inaccessible to the agent beforehand, so it cannot count on scene-specific semantic priors. In this way, we reproduce a setting in which a research group (potentially from other fields) needs to employ the agent visual navigation capabilities as-a-Service. Our experiments indicate that it is possible to achieve satisfying results when deploying the obtained model in the real world. Our code and models are available at https://github.com/aimagelab/LoCoNav.

cs.CV↗

The Role of the Input in Natural Language Video Description

Natural Language Video Description (NLVD) has recently received strong interest in the Computer Vision, Natural Language Processing (NLP), Multimedia, and Autonomous Robotics communities. The State-of-the-Art (SotA) approaches obtained remarkable results when tested on the benchmark datasets. However, those approaches poorly generalize to new datasets. In addition, none of the existing works focus on the processing of the input to the NLVD systems, which is both visual and textual. In this work, it is presented an extensive study dealing with the role of the visual input, evaluated with respect to the overall NLP performance. This is achieved performing data augmentation of the visual component, applying common transformations to model camera distortions, noise, lighting, and camera positioning, that are typical in real-world operative scenarios. A t-SNE based analysis is proposed to evaluate the effects of the considered transformations on the overall visual data distribution. For this study, it is considered the English subset of Microsoft Research Video Description (MSVD) dataset, which is used commonly for NLVD. It was observed that this dataset contains a relevant amount of syntactic and semantic errors. These errors have been amended manually, and the new version of the dataset (called MSVD-v2) is used in the experimentation. The MSVD-v2 dataset is released to help to gain insight into the NLVD problem.

cs.CV↗

Explore and Explain: Self-supervised Navigation and Recounting

Embodied AI has been recently gaining attention as it aims to foster the development of autonomous and intelligent agents. In this paper, we devise a novel embodied setting in which an agent needs to explore a previously unknown environment while recounting what it sees during the path. In this context, the agent needs to navigate the environment driven by an exploration goal, select proper moments for description, and output natural language descriptions of relevant objects and scenes. Our model integrates a novel self-supervised exploration module with penalty, and a fully-attentive captioning model for explanation. Also, we investigate different policies for selecting proper moments for explanation, driven by information coming from both the environment and the navigation. Experiments are conducted on photorealistic environments from the Matterport3D dataset and investigate the navigation and explanation capabilities of the agent as well as the role of their interactions.

cs.CV↗