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Siyang Song

Publications and source records attributed to Siyang Song.

At least 55 records · Page 3Linked to original sources

Graph in Graph Neural Network

Existing Graph Neural Networks (GNNs) are limited to process graphs each of whose vertices is represented by a vector or a single value, limited their representing capability to describe complex objects. In this paper, we propose the first GNN (called Graph in Graph Neural (GIG) Network) which can process graph-style data (called GIG sample) whose vertices are further represented by graphs. Given a set of graphs or a data sample whose components can be represented by a set of graphs (called multi-graph data sample), our GIG network starts with a GIG sample generation (GSG) module which encodes the input as a \textbf{GIG sample}, where each GIG vertex includes a graph. Then, a set of GIG hidden layers are stacked, with each consisting of: (1) a GIG vertex-level updating (GVU) module that individually updates the graph in every GIG vertex based on its internal information; and (2) a global-level GIG sample updating (GGU) module that updates graphs in all GIG vertices based on their relationships, making the updated GIG vertices become global context-aware. This way, both internal cues within the graph contained in each GIG vertex and the relationships among GIG vertices could be utilized for down-stream tasks. Experimental results demonstrate that our GIG network generalizes well for not only various generic graph analysis tasks but also real-world multi-graph data analysis (e.g., human skeleton video-based action recognition), which achieved the new state-of-the-art results on 13 out of 14 evaluated datasets. Our code is publicly available at https://github.com/wangjs96/Graph-in-Graph-Neural-Network.

cs.LG↗

Rethinking Remote Sensing Change Detection With A Mask View

Remote sensing change detection aims to compare two or more images recorded for the same area but taken at different time stamps to quantitatively and qualitatively assess changes in geographical entities and environmental factors. Mainstream models usually built on pixel-by-pixel change detection paradigms, which cannot tolerate the diversity of changes due to complex scenes and variation in imaging conditions. To address this shortcoming, this paper rethinks the change detection with the mask view, and further proposes the corresponding: 1) meta-architecture CDMask and 2) instance network CDMaskFormer. Components of CDMask include Siamese backbone, change extractor, pixel decoder, transformer decoder and normalized detector, which ensures the proper functioning of the mask detection paradigm. Since the change query can be adaptively updated based on the bi-temporal feature content, the proposed CDMask can adapt to different latent data distributions, thus accurately identifying regions of interest changes in complex scenarios. Consequently, we further propose the instance network CDMaskFormer customized for the change detection task, which includes: (i) a Spatial-temporal convolutional attention-based instantiated change extractor to capture spatio-temporal context simultaneously with lightweight operations; and (ii) a scene-guided axial attention-instantiated transformer decoder to extract more spatial details. State-of-the-art performance of CDMaskFormer is achieved on five benchmark datasets with a satisfactory efficiency-accuracy trade-off. Code is available at https://github.com/xwmaxwma/rschange.

cs.CV↗

Multi-scale Dynamic and Hierarchical Relationship Modeling for Facial Action Units Recognition

Human facial action units (AUs) are mutually related in a hierarchical manner, as not only they are associated with each other in both spatial and temporal domains but also AUs located in the same/close facial regions show stronger relationships than those of different facial regions. While none of existing approach thoroughly model such hierarchical inter-dependencies among AUs, this paper proposes to comprehensively model multi-scale AU-related dynamic and hierarchical spatio-temporal relationship among AUs for their occurrences recognition. Specifically, we first propose a novel multi-scale temporal differencing network with an adaptive weighting block to explicitly capture facial dynamics across frames at different spatial scales, which specifically considers the heterogeneity of range and magnitude in different AUs' activation. Then, a two-stage strategy is introduced to hierarchically model the relationship among AUs based on their spatial distribution (i.e., local and cross-region AU relationship modelling). Experimental results achieved on BP4D and DISFA show that our approach is the new state-of-the-art in the field of AU occurrence recognition. Our code is publicly available at https://github.com/CVI-SZU/MDHR.

cs.CV↗

An Open-source Benchmark of Deep Learning Models for Audio-visual Apparent and Self-reported Personality Recognition

Personality determines a wide variety of human daily and working behaviours, and is crucial for understanding human internal and external states. In recent years, a large number of automatic personality computing approaches have been developed to predict either the apparent personality or self-reported personality of the subject based on non-verbal audio-visual behaviours. However, the majority of them suffer from complex and dataset-specific pre-processing steps and model training tricks. In the absence of a standardized benchmark with consistent experimental settings, it is not only impossible to fairly compare the real performances of these personality computing models but also makes them difficult to be reproduced. In this paper, we present the first reproducible audio-visual benchmarking framework to provide a fair and consistent evaluation of eight existing personality computing models (e.g., audio, visual and audio-visual) and seven standard deep learning models on both self-reported and apparent personality recognition tasks. Building upon a set of benchmarked models, we also investigate the impact of two previously-used long-term modelling strategies for summarising short-term/frame-level predictions on personality computing results. The results conclude: (i) apparent personality traits, inferred from facial behaviours by most benchmarked deep learning models, show more reliability than self-reported ones; (ii) visual models frequently achieved superior performances than audio models on personality recognition; (iii) non-verbal behaviours contribute differently in predicting different personality traits; and (iv) our reproduced personality computing models generally achieved worse performances than their original reported results. Our benchmark is publicly available at \url{https://github.com/liaorongfan/DeepPersonality}.

cs.CV↗

Boosting Adversarial Transferability across Model Genus by Deformation-Constrained Warping

Adversarial examples generated by a surrogate model typically exhibit limited transferability to unknown target systems. To address this problem, many transferability enhancement approaches (e.g., input transformation and model augmentation) have been proposed. However, they show poor performances in attacking systems having different model genera from the surrogate model. In this paper, we propose a novel and generic attacking strategy, called Deformation-Constrained Warping Attack (DeCoWA), that can be effectively applied to cross model genus attack. Specifically, DeCoWA firstly augments input examples via an elastic deformation, namely Deformation-Constrained Warping (DeCoW), to obtain rich local details of the augmented input. To avoid severe distortion of global semantics led by random deformation, DeCoW further constrains the strength and direction of the warping transformation by a novel adaptive control strategy. Extensive experiments demonstrate that the transferable examples crafted by our DeCoWA on CNN surrogates can significantly hinder the performance of Transformers (and vice versa) on various tasks, including image classification, video action recognition, and audio recognition. Code is made available at https://github.com/LinQinLiang/DeCoWA.

cs.CV↗

REACT 2024: the Second Multiple Appropriate Facial Reaction Generation Challenge

In dyadic interactions, humans communicate their intentions and state of mind using verbal and non-verbal cues, where multiple different facial reactions might be appropriate in response to a specific speaker behaviour. Then, how to develop a machine learning (ML) model that can automatically generate multiple appropriate, diverse, realistic and synchronised human facial reactions from an previously unseen speaker behaviour is a challenging task. Following the successful organisation of the first REACT challenge (REACT 2023), this edition of the challenge (REACT 2024) employs a subset used by the previous challenge, which contains segmented 30-secs dyadic interaction clips originally recorded as part of the NOXI and RECOLA datasets, encouraging participants to develop and benchmark Machine Learning (ML) models that can generate multiple appropriate facial reactions (including facial image sequences and their attributes) given an input conversational partner's stimulus under various dyadic video conference scenarios. This paper presents: (i) the guidelines of the REACT 2024 challenge; (ii) the dataset utilized in the challenge; and (iii) the performance of the baseline systems on the two proposed sub-challenges: Offline Multiple Appropriate Facial Reaction Generation and Online Multiple Appropriate Facial Reaction Generation, respectively. The challenge baseline code is publicly available at https://github.com/reactmultimodalchallenge/baseline_react2024.

cs.CV↗

Multi-level graph learning for audio event classification and human-perceived annoyance rating prediction

WHO's report on environmental noise estimates that 22 M people suffer from chronic annoyance related to noise caused by audio events (AEs) from various sources. Annoyance may lead to health issues and adverse effects on metabolic and cognitive systems. In cities, monitoring noise levels does not provide insights into noticeable AEs, let alone their relations to annoyance. To create annoyance-related monitoring, this paper proposes a graph-based model to identify AEs in a soundscape, and explore relations between diverse AEs and human-perceived annoyance rating (AR). Specifically, this paper proposes a lightweight multi-level graph learning (MLGL) based on local and global semantic graphs to simultaneously perform audio event classification (AEC) and human annoyance rating prediction (ARP). Experiments show that: 1) MLGL with 4.1 M parameters improves AEC and ARP results by using semantic node information in local and global context aware graphs; 2) MLGL captures relations between coarse and fine-grained AEs and AR well; 3) Statistical analysis of MLGL results shows that some AEs from different sources significantly correlate with AR, which is consistent with previous research on human perception of these sound sources.

eess.AS↗

Reversible Graph Neural Network-based Reaction Distribution Learning for Multiple Appropriate Facial Reactions Generation

Generating facial reactions in a human-human dyadic interaction is complex and highly dependent on the context since more than one facial reactions can be appropriate for the speaker's behaviour. This has challenged existing machine learning (ML) methods, whose training strategies enforce models to reproduce a specific (not multiple) facial reaction from each input speaker behaviour. This paper proposes the first multiple appropriate facial reaction generation framework that re-formulates the one-to-many mapping facial reaction generation problem as a one-to-one mapping problem. This means that we approach this problem by considering the generation of a distribution of the listener's appropriate facial reactions instead of multiple different appropriate facial reactions, i.e., 'many' appropriate facial reaction labels are summarised as 'one' distribution label during training. Our model consists of a perceptual processor, a cognitive processor, and a motor processor. The motor processor is implemented with a novel Reversible Multi-dimensional Edge Graph Neural Network (REGNN). This allows us to obtain a distribution of appropriate real facial reactions during the training process, enabling the cognitive processor to be trained to predict the appropriate facial reaction distribution. At the inference stage, the REGNN decodes an appropriate facial reaction by using this distribution as input. Experimental results demonstrate that our approach outperforms existing models in generating more appropriate, realistic, and synchronized facial reactions. The improved performance is largely attributed to the proposed appropriate facial reaction distribution learning strategy and the use of a REGNN. The code is available at https://github.com/TongXu-05/REGNN-Multiple-Appropriate-Facial-Reaction-Generation.

cs.CV↗

Audio Event-Relational Graph Representation Learning for Acoustic Scene Classification

Most deep learning-based acoustic scene classification (ASC) approaches identify scenes based on acoustic features converted from audio clips containing mixed information entangled by polyphonic audio events (AEs). However, these approaches have difficulties in explaining what cues they use to identify scenes. This paper conducts the first study on disclosing the relationship between real-life acoustic scenes and semantic embeddings from the most relevant AEs. Specifically, we propose an event-relational graph representation learning (ERGL) framework for ASC to classify scenes, and simultaneously answer clearly and straightly which cues are used in classifying. In the event-relational graph, embeddings of each event are treated as nodes, while relationship cues derived from each pair of nodes are described by multi-dimensional edge features. Experiments on a real-life ASC dataset show that the proposed ERGL achieves competitive performance on ASC by learning embeddings of only a limited number of AEs. The results show the feasibility of recognizing diverse acoustic scenes based on the audio event-relational graph. Visualizations of graph representations learned by ERGL are available here (https://github.com/Yuanbo2020/ERGL).

eess.AS↗

Joint Prediction of Audio Event and Annoyance Rating in an Urban Soundscape by Hierarchical Graph Representation Learning

Sound events in daily life carry rich information about the objective world. The composition of these sounds affects the mood of people in a soundscape. Most previous approaches only focus on classifying and detecting audio events and scenes, but may ignore their perceptual quality that may impact humans' listening mood for the environment, e.g. annoyance. To this end, this paper proposes a novel hierarchical graph representation learning (HGRL) approach which links objective audio events (AE) with subjective annoyance ratings (AR) of the soundscape perceived by humans. The hierarchical graph consists of fine-grained event (fAE) embeddings with single-class event semantics, coarse-grained event (cAE) embeddings with multi-class event semantics, and AR embeddings. Experiments show the proposed HGRL successfully integrates AE with AR for AEC and ARP tasks, while coordinating the relations between cAE and fAE and further aligning the two different grains of AE information with the AR.

eess.AS↗

Fourier-Net: Fast Image Registration with Band-limited Deformation

Unsupervised image registration commonly adopts U-Net style networks to predict dense displacement fields in the full-resolution spatial domain. For high-resolution volumetric image data, this process is however resource-intensive and time-consuming. To tackle this problem, we propose the Fourier-Net, replacing the expansive path in a U-Net style network with a parameter-free model-driven decoder. Specifically, instead of our Fourier-Net learning to output a full-resolution displacement field in the spatial domain, we learn its low-dimensional representation in a band-limited Fourier domain. This representation is then decoded by our devised model-driven decoder (consisting of a zero padding layer and an inverse discrete Fourier transform layer) to the dense, full-resolution displacement field in the spatial domain. These changes allow our unsupervised Fourier-Net to contain fewer parameters and computational operations, resulting in faster inference speeds. Fourier-Net is then evaluated on two public 3D brain datasets against various state-of-the-art approaches. For example, when compared to a recent transformer-based method, named TransMorph, our Fourier-Net, which only uses 2.2\% of its parameters and 6.66\% of the multiply-add operations, achieves a 0.5\% higher Dice score and an 11.48 times faster inference speed. Code is available at \url{https://github.com/xi-jia/Fourier-Net}.

cs.CV↗

MRecGen: Multimodal Appropriate Reaction Generator

Verbal and non-verbal human reaction generation is a challenging task, as different reactions could be appropriate for responding to the same behaviour. This paper proposes the first multiple and multimodal (verbal and nonverbal) appropriate human reaction generation framework that can generate appropriate and realistic human-style reactions (displayed in the form of synchronised text, audio and video streams) in response to an input user behaviour. This novel technique can be applied to various human-computer interaction scenarios by generating appropriate virtual agent/robot behaviours. Our demo is available at \url{https://github.com/SSYSteve/MRecGen}.

cs.CV↗

REACT2023: the first Multi-modal Multiple Appropriate Facial Reaction Generation Challenge

The Multi-modal Multiple Appropriate Facial Reaction Generation Challenge (REACT2023) is the first competition event focused on evaluating multimedia processing and machine learning techniques for generating human-appropriate facial reactions in various dyadic interaction scenarios, with all participants competing strictly under the same conditions. The goal of the challenge is to provide the first benchmark test set for multi-modal information processing and to foster collaboration among the audio, visual, and audio-visual affective computing communities, to compare the relative merits of the approaches to automatic appropriate facial reaction generation under different spontaneous dyadic interaction conditions. This paper presents: (i) novelties, contributions and guidelines of the REACT2023 challenge; (ii) the dataset utilized in the challenge; and (iii) the performance of baseline systems on the two proposed sub-challenges: Offline Multiple Appropriate Facial Reaction Generation and Online Multiple Appropriate Facial Reaction Generation, respectively. The challenge baseline code is publicly available at \url{https://github.com/reactmultimodalchallenge/baseline_react2023}.

cs.CV↗

Spatio-Temporal AU Relational Graph Representation Learning For Facial Action Units Detection

This paper presents our Facial Action Units (AUs) detection submission to the fifth Affective Behavior Analysis in-the-wild Competition (ABAW). Our approach consists of three main modules: (i) a pre-trained facial representation encoder which produce a strong facial representation from each input face image in the input sequence; (ii) an AU-specific feature generator that specifically learns a set of AU features from each facial representation; and (iii) a spatio-temporal graph learning module that constructs a spatio-temporal graph representation. This graph representation describes AUs contained in all frames and predicts the occurrence of each AU based on both the modeled spatial information within the corresponding face and the learned temporal dynamics among frames. The experimental results show that our approach outperformed the baseline and the spatio-temporal graph representation learning allows our model to generate the best results among all ablated systems. Our model ranks at the 4th place in the AU recognition track at the 5th ABAW Competition. Our code is publicly available at https://github.com/wzh125/ABAW-5.

cs.CV↗

Multiple Appropriate Facial Reaction Generation in Dyadic Interaction Settings: What, Why and How?

According to the Stimulus Organism Response (SOR) theory, all human behavioral reactions are stimulated by context, where people will process the received stimulus and produce an appropriate reaction. This implies that in a specific context for a given input stimulus, a person can react differently according to their internal state and other contextual factors. Analogously, in dyadic interactions, humans communicate using verbal and nonverbal cues, where a broad spectrum of listeners' non-verbal reactions might be appropriate for responding to a specific speaker behaviour. There already exists a body of work that investigated the problem of automatically generating an appropriate reaction for a given input. However, none attempted to automatically generate multiple appropriate reactions in the context of dyadic interactions and evaluate the appropriateness of those reactions using objective measures. This paper starts by defining the facial Multiple Appropriate Reaction Generation (fMARG) task for the first time in the literature and proposes a new set of objective evaluation metrics to evaluate the appropriateness of the generated reactions. The paper subsequently introduces a framework to predict, generate, and evaluate multiple appropriate facial reactions.

cs.CV↗

GRATIS: Deep Learning Graph Representation with Task-specific Topology and Multi-dimensional Edge Features

Graph is powerful for representing various types of real-world data. The topology (edges' presence) and edges' features of a graph decides the message passing mechanism among vertices within the graph. While most existing approaches only manually define a single-value edge to describe the connectivity or strength of association between a pair of vertices, task-specific and crucial relationship cues may be disregarded by such manually defined topology and single-value edge features. In this paper, we propose the first general graph representation learning framework (called GRATIS) which can generate a strong graph representation with a task-specific topology and task-specific multi-dimensional edge features from any arbitrary input. To learn each edge's presence and multi-dimensional feature, our framework takes both of the corresponding vertices pair and their global contextual information into consideration, enabling the generated graph representation to have a globally optimal message passing mechanism for different down-stream tasks. The principled investigation results achieved for various graph analysis tasks on 11 graph and non-graph datasets show that our GRATIS can not only largely enhance pre-defined graphs but also learns a strong graph representation for non-graph data, with clear performance improvements on all tasks. In particular, the learned topology and multi-dimensional edge features provide complementary task-related cues for graph analysis tasks. Our framework is effective, robust and flexible, and is a plug-and-play module that can be combined with different backbones and Graph Neural Networks (GNNs) to generate a task-specific graph representation from various graph and non-graph data. Our code is made publicly available at https://github.com/SSYSteve/Learning-Graph-Representation-with-Task-specific-Topology-and-Multi-dimensional-Edge-Features.

cs.LG↗

Scale-free and Task-agnostic Attack: Generating Photo-realistic Adversarial Patterns with Patch Quilting Generator

\noindent Traditional L_p norm-restricted image attack algorithms suffer from poor transferability to black box scenarios and poor robustness to defense algorithms. Recent CNN generator-based attack approaches can synthesize unrestricted and semantically meaningful entities to the image, which is shown to be transferable and robust. However, such methods attack images by either synthesizing local adversarial entities, which are only suitable for attacking specific contents or performing global attacks, which are only applicable to a specific image scale. In this paper, we propose a novel Patch Quilting Generative Adversarial Networks (PQ-GAN) to learn the first scale-free CNN generator that can be applied to attack images with arbitrary scales for various computer vision tasks. The principal investigation on transferability of the generated adversarial examples, robustness to defense frameworks, and visual quality assessment show that the proposed PQG-based attack framework outperforms the other nine state-of-the-art adversarial attack approaches when attacking the neural networks trained on two standard evaluation datasets (i.e., ImageNet and CityScapes).

cs.CV↗

Multi-dimensional Edge-based Audio Event Relational Graph Representation Learning for Acoustic Scene Classification

Most existing deep learning-based acoustic scene classification (ASC) approaches directly utilize representations extracted from spectrograms to identify target scenes. However, these approaches pay little attention to the audio events occurring in the scene despite they provide crucial semantic information. This paper conducts the first study that investigates whether real-life acoustic scenes can be reliably recognized based only on the features that describe a limited number of audio events. To model the task-specific relationships between coarse-grained acoustic scenes and fine-grained audio events, we propose an event relational graph representation learning (ERGL) framework for ASC. Specifically, ERGL learns a graph representation of an acoustic scene from the input audio, where the embedding of each event is treated as a node, while the relationship cues derived from each pair of event embeddings are described by a learned multidimensional edge feature. Experiments on a polyphonic acoustic scene dataset show that the proposed ERGL achieves competitive performance on ASC by using only a limited number of embeddings of audio events without any data augmentations. The validity of the proposed ERGL framework proves the feasibility of recognizing diverse acoustic scenes based on the event relational graph. Our code is available on our homepage (https://github.com/Yuanbo2020/ERGL).

eess.AS↗