4.9HCAug 5, 2024
Analyzing Data Efficiency and Performance of Machine Learning Algorithms for Assessing Low Back Pain Physical Rehabilitation ExercisesAleksa Marusic, Louis Annabi, Sao Msi Nguyen et al.
Analyzing human motion is an active research area, with various applications. In this work, we focus on human motion analysis in the context of physical rehabilitation using a robot coach system. Computer-aided assessment of physical rehabilitation entails evaluation of patient performance in completing prescribed rehabilitation exercises, based on processing movement data captured with a sensory system, such as RGB and RGB-D cameras. As 2D and 3D human pose estimation from RGB images had made impressive improvements, we aim to compare the assessment of physical rehabilitation exercises using movement data obtained from both RGB-D camera (Microsoft Kinect) and estimation from RGB videos (OpenPose and BlazePose algorithms). A Gaussian Mixture Model (GMM) is employed from position (and orientation) features, with performance metrics defined based on the log-likelihood values from GMM. The evaluation is performed on a medical database of clinical patients carrying out low back-pain rehabilitation exercises, previously coached by robot Poppy.
8.8LGSep 14, 2023
Goal Space Abstraction in Hierarchical Reinforcement Learning via Set-Based Reachability AnalysisMehdi Zadem, Sergio Mover, Sao Mai Nguyen
Open-ended learning benefits immensely from the use of symbolic methods for goal representation as they offer ways to structure knowledge for efficient and transferable learning. However, the existing Hierarchical Reinforcement Learning (HRL) approaches relying on symbolic reasoning are often limited as they require a manual goal representation. The challenge in autonomously discovering a symbolic goal representation is that it must preserve critical information, such as the environment dynamics. In this paper, we propose a developmental mechanism for goal discovery via an emergent representation that abstracts (i.e., groups together) sets of environment states that have similar roles in the task. We introduce a Feudal HRL algorithm that concurrently learns both the goal representation and a hierarchical policy. The algorithm uses symbolic reachability analysis for neural networks to approximate the transition relation among sets of states and to refine the goal representation. We evaluate our approach on complex navigation tasks, showing the learned representation is interpretable, transferrable and results in data efficient learning.
2.0LGSep 12, 2023
Goal Space Abstraction in Hierarchical Reinforcement Learning via Reachability AnalysisMehdi Zadem, Sergio Mover, Sao Mai Nguyen
Open-ended learning benefits immensely from the use of symbolic methods for goal representation as they offer ways to structure knowledge for efficient and transferable learning. However, the existing Hierarchical Reinforcement Learning (HRL) approaches relying on symbolic reasoning are often limited as they require a manual goal representation. The challenge in autonomously discovering a symbolic goal representation is that it must preserve critical information, such as the environment dynamics. In this work, we propose a developmental mechanism for subgoal discovery via an emergent representation that abstracts (i.e., groups together) sets of environment states that have similar roles in the task. We create a HRL algorithm that gradually learns this representation along with the policies and evaluate it on navigation tasks to show the learned representation is interpretable and results in data efficiency.
Polar Coordinate-Based 2D Pose Prior with Neural Distance FieldQi Gan, Sao Mai Nguyen, Eric Fenaux et al.
Human pose capture is essential for sports analysis, enabling precise evaluation of athletes' movements. While deep learning-based human pose estimation (HPE) models from RGB videos have achieved impressive performance on public datasets, their effectiveness in real-world sports scenarios is often hindered by motion blur, occlusions, and domain shifts across different pose representations. Fine-tuning these models can partially alleviate such challenges but typically requires large-scale annotated data and still struggles to generalize across diverse sports environments. To address these limitations, we propose a 2D pose prior-guided refinement approach based on Neural Distance Fields (NDF). Unlike existing approaches that rely solely on angular representations of human poses, we introduce a polar coordinate-based representation that explicitly incorporates joint connection lengths, enabling a more accurate correction of erroneous pose estimations. Additionally, we define a novel non-geodesic distance metric that separates angular and radial discrepancies, which we demonstrate is better suited for polar representations than traditional geodesic distances. To mitigate data scarcity, we develop a gradient-based batch-projection augmentation strategy, which synthesizes realistic pose samples through iterative refinement. Our method is evaluated on a long jump dataset, demonstrating its ability to improve 2D pose estimation across multiple pose representations, making it robust across different domains. Experimental results show that our approach enhances pose plausibility while requiring only limited training data. Code is available at: https://github.com/QGAN2019/polar-NDF.
Reconciling Spatial and Temporal Abstractions for Goal RepresentationMehdi Zadem, Sergio Mover, Sao Mai Nguyen
Goal representation affects the performance of Hierarchical Reinforcement Learning (HRL) algorithms by decomposing the complex learning problem into easier subtasks. Recent studies show that representations that preserve temporally abstract environment dynamics are successful in solving difficult problems and provide theoretical guarantees for optimality. These methods however cannot scale to tasks where environment dynamics increase in complexity i.e. the temporally abstract transition relations depend on larger number of variables. On the other hand, other efforts have tried to use spatial abstraction to mitigate the previous issues. Their limitations include scalability to high dimensional environments and dependency on prior knowledge. In this paper, we propose a novel three-layer HRL algorithm that introduces, at different levels of the hierarchy, both a spatial and a temporal goal abstraction. We provide a theoretical study of the regret bounds of the learned policies. We evaluate the approach on complex continuous control tasks, demonstrating the effectiveness of spatial and temporal abstractions learned by this approach. Find open-source code at https://github.com/cosynus-lix/STAR.
5.8AIDec 29, 2024
The intrinsic motivation of reinforcement and imitation learning for sequential tasksSao Mai Nguyen
This work in the field of developmental cognitive robotics aims to devise a new domain bridging between reinforcement learning and imitation learning, with a model of the intrinsic motivation for learning agents to learn with guidance from tutors multiple tasks, including sequential tasks. The main contribution has been to propose a common formulation of intrinsic motivation based on empirical progress for a learning agent to choose automatically its learning curriculum by actively choosing its learning strategy for simple or sequential tasks: which task to learn, between autonomous exploration or imitation learning, between low-level actions or task decomposition, between several tutors. The originality is to design a learner that benefits not only passively from data provided by tutors, but to actively choose when to request tutoring and what and whom to ask. The learner is thus more robust to the quality of the tutoring and learns faster with fewer demonstrations. We developed the framework of socially guided intrinsic motivation with machine learning algorithms to learn multiple tasks by taking advantage of the generalisability properties of human demonstrations in a passive manner or in an active manner through requests of demonstrations from the best tutor for simple and composing subtasks. The latter relies on a representation of subtask composition proposed for a construction process, which should be refined by representations used for observational processes of analysing human movements and activities of daily living. With the outlook of a language-like communication with the tutor, we investigated the emergence of a symbolic representation of the continuous sensorimotor space and of tasks using intrinsic motivation. We proposed within the reinforcement learning framework, a reward function for interacting with tutors for automatic curriculum learning in multi-task learning.
Generative Pretrained Embedding and Hierarchical Irregular Time Series Representation for Daily Living Activity RecognitionDamien Bouchabou, Sao Mai Nguyen
Within the evolving landscape of smart homes, the precise recognition of daily living activities using ambient sensor data stands paramount. This paper not only aims to bolster existing algorithms by evaluating two distinct pretrained embeddings suited for ambient sensor activations but also introduces a novel hierarchical architecture. We delve into an architecture anchored on Transformer Decoder-based pre-trained embeddings, reminiscent of the GPT design, and contrast it with the previously established state-of-the-art (SOTA) ELMo embeddings for ambient sensors. Our proposed hierarchical structure leverages the strengths of each pre-trained embedding, enabling the discernment of activity dependencies and sequence order, thereby enhancing classification precision. To further refine recognition, we incorporate into our proposed architecture an hour-of-the-day embedding. Empirical evaluations underscore the preeminence of the Transformer Decoder embedding in classification endeavors. Additionally, our innovative hierarchical design significantly bolsters the efficacy of both pre-trained embeddings, notably in capturing inter-activity nuances. The integration of temporal aspects subtly but distinctively augments classification, especially for time-sensitive activities. In conclusion, our GPT-inspired hierarchical approach, infused with temporal insights, outshines the SOTA ELMo benchmark.
A Medical Low-Back Pain Physical Rehabilitation Dataset for Human Body Movement AnalysisSao Mai Nguyen, Maxime Devanne, Olivier Remy-Neris et al.
While automatic monitoring and coaching of exercises are showing encouraging results in non-medical applications, they still have limitations such as errors and limited use contexts. To allow the development and assessment of physical rehabilitation by an intelligent tutoring system, we identify in this article four challenges to address and propose a medical dataset of clinical patients carrying out low back-pain rehabilitation exercises. The dataset includes 3D Kinect skeleton positions and orientations, RGB videos, 2D skeleton data, and medical annotations to assess the correctness, and error classification and localisation of body part and timespan. Along this dataset, we perform a complete research path, from data collection to processing, and finally a small benchmark. We evaluated on the dataset two baseline movement recognition algorithms, pertaining to two different approaches: the probabilistic approach with a Gaussian Mixture Model (GMM), and the deep learning approach with a Long-Short Term Memory (LSTM). This dataset is valuable because it includes rehabilitation relevant motions in a clinical setting with patients in their rehabilitation program, using a cost-effective, portable, and convenient sensor, and because it shows the potential for improvement on these challenges.
5.7ROJan 18, 2024
Unsupervised Motion Retargeting for Human-Robot ImitationLouis Annabi, Ziqi Ma, Sao Mai Nguyen
This early-stage research work aims to improve online human-robot imitation by translating sequences of joint positions from the domain of human motions to a domain of motions achievable by a given robot, thus constrained by its embodiment. Leveraging the generalization capabilities of deep learning methods, we address this problem by proposing an encoder-decoder neural network model performing domain-to-domain translation. In order to train such a model, one could use pairs of associated robot and human motions. Though, such paired data is extremely rare in practice, and tedious to collect. Therefore, we turn towards deep learning methods for unpaired domain-to-domain translation, that we adapt in order to perform human-robot imitation.
Prerequisite Structure Discovery in Intelligent Tutoring SystemsLouis Annabi, Sao Mai Nguyen
This paper addresses the importance of Knowledge Structure (KS) and Knowledge Tracing (KT) in improving the recommendation of educational content in intelligent tutoring systems. The KS represents the relations between different Knowledge Components (KCs), while KT predicts a learner's success based on her past history. The contribution of this research includes proposing a KT model that incorporates the KS as a learnable parameter, enabling the discovery of the underlying KS from learner trajectories. The quality of the uncovered KS is assessed by using it to recommend content and evaluating the recommendation algorithm with simulated students.
4.0ROFeb 11, 2022
Robots Learn Increasingly Complex Tasks with Intrinsic Motivation and Automatic Curriculum LearningSao Mai Nguyen, Nicolas Duminy, Alexandre Manoury et al.
Multi-task learning by robots poses the challenge of the domain knowledge: complexity of tasks, complexity of the actions required, relationship between tasks for transfer learning. We demonstrate that this domain knowledge can be learned to address the challenges in life-long learning. Specifically, the hierarchy between tasks of various complexities is key to infer a curriculum from simple to composite tasks. We propose a framework for robots to learn sequences of actions of unbounded complexity in order to achieve multiple control tasks of various complexity. Our hierarchical reinforcement learning framework, named SGIM-SAHT, offers a new direction of research, and tries to unify partial implementations on robot arms and mobile robots. We outline our contributions to enable robots to map multiple control tasks to sequences of actions: representations of task dependencies, an intrinsically motivated exploration to learn task hierarchies, and active imitation learning. While learning the hierarchy of tasks, it infers its curriculum by deciding which tasks to explore first, how to transfer knowledge, and when, how and whom to imitate.
10.4HCDec 20, 2021
Human Activity Recognition (HAR) in Smart HomesDamien Bouchabou, Christophe Lohr, Ioannis Kanellos et al.
Generally, Human Activity Recognition (HAR) consists of monitoring and analyzing the behavior of one or more persons in order to deduce their activity. In a smart home context, the HAR consists of monitoring daily activities of the residents. Thanks to this monitoring, a smart home can offer home assistance services to improve quality of life, autonomy and health of their residents, especially for elderly and dependent people.
Using Language Model to Bootstrap Human Activity Recognition Ambient Sensors Based in Smart HomesDamien Bouchabou, Sao Mai Nguyen, Christophe Lohr et al.
Long Short Term Memory LSTM-based structures have demonstrated their efficiency for daily living recognition activities in smart homes by capturing the order of sensor activations and their temporal dependencies. Nevertheless, they still fail in dealing with the semantics and the context of the sensors. More than isolated id and their ordered activation values, sensors also carry meaning. Indeed, their nature and type of activation can translate various activities. Their logs are correlated with each other, creating a global context. We propose to use and compare two Natural Language Processing embedding methods to enhance LSTM-based structures in activity-sequences classification tasks: Word2Vec, a static semantic embedding, and ELMo, a contextualized embedding. Results, on real smart homes datasets, indicate that this approach provides useful information, such as a sensor organization map, and makes less confusion between daily activity classes. It helps to better perform on datasets with competing activities of other residents or pets. Our tests show also that the embeddings can be pretrained on different datasets than the target one, enabling transfer learning. We thus demonstrate that taking into account the context of the sensors and their semantics increases the classification performances and enables transfer learning.
23.1HCOct 18, 2021
A Survey of Human Activity Recognition in Smart Homes Based on IoT Sensors Algorithms: Taxonomies, Challenges, and Opportunities with Deep LearningDamien Bouchabou, Sao Mai Nguyen, Christophe Lohr et al.
Recent advances in Internet of Things (IoT) technologies and the reduction in the cost of sensors have encouraged the development of smart environments, such as smart homes. Smart homes can offer home assistance services to improve the quality of life, autonomy and health of their residents, especially for the elderly and dependent. To provide such services, a smart home must be able to understand the daily activities of its residents. Techniques for recognizing human activity in smart homes are advancing daily. But new challenges are emerging every day. In this paper, we present recent algorithms, works, challenges and taxonomy of the field of human activity recognition in a smart home through ambient sensors. Moreover, since activity recognition in smart homes is a young field, we raise specific problems, missing and needed contributions. But also propose directions, research opportunities and solutions to accelerate advances in this field.
Fully Convolutional Network Bootstrapped by Word Encoding and Embedding for Activity Recognition in Smart HomesDamien Bouchabou, Sao Nguyen, Christophe Lohr et al.
Activity recognition in smart homes is essential when we wish to propose automatic services for the inhabitants. However, it poses challenges in terms of variability of the environment, sensorimotor system, but also user habits. Therefore, endto-end systems fail at automatically extracting key features, without extensive pre-processing. We propose to tackle feature extraction for activity recognition in smart homes by merging methods from the Natural Language Processing (NLP) and the Time Series Classification (TSC) domains. We evaluate the performance of our method on two datasets issued from the Center for Advanced Studies in Adaptive Systems (CASAS). Moreover, we analyze the contributions of the use of NLP encoding Bag-Of-Word with Embedding as well as the ability of the FCN algorithm to automatically extract features and classify. The method we propose shows good performance in offline activity classification. Our analysis also shows that FCN is a suitable algorithm for smart home activity recognition and hightlights the advantages of automatic feature extraction.
12.3AISep 23, 2020
Hierarchical Affordance Discovery using Intrinsic MotivationAlexandre Manoury, Sao Mai Nguyen, Cédric Buche
To be capable of lifelong learning in a real-life environment, robots have to tackle multiple challenges. Being able to relate physical properties they may observe in their environment to possible interactions they may have is one of them. This skill, named affordance learning, is strongly related to embodiment and is mastered through each person's development: each individual learns affordances differently through their own interactions with their surroundings. Current methods for affordance learning usually use either fixed actions to learn these affordances or focus on static setups involving a robotic arm to be operated. In this article, we propose an algorithm using intrinsic motivation to guide the learning of affordances for a mobile robot. This algorithm is capable to autonomously discover, learn and adapt interrelated affordances without pre-programmed actions. Once learned, these affordances may be used by the algorithm to plan sequences of actions in order to perform tasks of various difficulties. We then present one experiment and analyse our system before comparing it with other approaches from reinforcement learning and affordance learning.
3.3HCJul 10, 2020
How An Automated Gesture Imitation Game Can Improve Social Interactions With Teenagers With ASDLinda Nanan Vallée, Sao Mai Nguyen, Christophe Lohr et al.
With the outlook of improving communication and social abilities of people with ASD, we propose to extend the paradigm of robot-based imitation games to ASD teenagers. In this paper, we present an interaction scenario adapted to ASD teenagers, propose a computational architecture using the latest machine learning algorithm Openpose for human pose detection, and present the results of our basic testing of the scenario with human caregivers. These results are preliminary due to the number of session (1) and participants (4). They include a technical assessment of the performance of Openpose, as well as a preliminary user study to confirm our game scenario could elicit the expected response from subjects.
3.3HCJul 9, 2020
Building an Automated Gesture Imitation Game for Teenagers with ASDLinda Nanan Vallée, Christophe Lohr, Sao Mai Nguyen et al.
Autism spectrum disorder is a neurodevelopmental condition that includes issues with communication and social interactions. People with ASD also often have restricted interests and repetitive behaviors. In this paper we build preliminary bricks of an automated gesture imitation game that will aim at improving social interactions with teenagers with ASD. The structure of the game is presented, as well as support tools and methods for skeleton detection and imitation learning. The game shall later be implemented using an interactive robot.
5.8HCApr 10, 2020
An implementation of an imitation game with ASD children to learn nursery rhymesSao Mai Nguyen, Nathalie Collot-Lavenne, Christophe Lohr et al.
Previous studies have suggested that being imitated by an adult is an effective intervention with children with autism and developmental delay. The purpose of this study is to investigate if an imitation game with a robot can arise interest from children and constitute an effective tool to be used in clinical activities. In this paper, we describe the design of our nursery rhyme imitation game, its implementation based on RGB image pose recognition and the preliminary tests we performed.
4.2ROOct 11, 2018
Generating Shared Latent Variables for Robots to Imitate Human Movements and Understand their Physical LimitationsMaxime Devanne, Sao Mai Nguyen
Assistive robotics and particularly robot coaches may be very helpful for rehabilitation healthcare. In this context, we propose a method based on Gaussian Process Latent Variable Model (GP-LVM) to transfer knowledge between a physiotherapist, a robot coach and a patient. Our model is able to map visual human body features to robot data in order to facilitate the robot learning and imitation. In addition , we propose to extend the model to adapt robots' understanding to patient's physical limitations during the assessment of rehabilitation exercises. Experimental evaluation demonstrates promising results for both robot imitation and model adaptation according to the patients' limitations.
10.1LGApr 18, 2018
Active choice of teachers, learning strategies and goals for a socially guided intrinsic motivation learnerSao Mai Nguyen, Pierre-Yves Oudeyer
We present an active learning architecture that allows a robot to actively learn which data collection strategy is most efficient for acquiring motor skills to achieve multiple outcomes, and generalise over its experience to achieve new outcomes. The robot explores its environment both via interactive learning and goal-babbling. It learns at the same time when, who and what to actively imitate from several available teachers, and learns when not to use social guidance but use active goal-oriented self-exploration. This is formalised in the framework of life-long strategic learning. The proposed architecture, called Socially Guided Intrinsic Motivation with Active Choice of Teacher and Strategy (SGIM-ACTS), relies on hierarchical active decisions of what and how to learn driven by empirical evaluation of learning progress for each learning strategy. We illustrate with an experiment where a simulated robot learns to control its arm for realising two kinds of different outcomes. It has to choose actively and hierarchically at each learning episode: 1) what to learn: which outcome is most interesting to select as a goal to focus on for goal-directed exploration; 2) how to learn: which data collection strategy to use among self-exploration, mimicry and emulation; 3) once he has decided when and what to imitate by choosing mimicry or emulation, then he has to choose who to imitate, from a set of different teachers. We show that SGIM-ACTS learns significantly more efficiently than using single learning strategies, and coherently selects the best strategy with respect to the chosen outcome, taking advantage of the available teachers (with different levels of skills).