22.4CVJul 17, 2024
HIMO: A New Benchmark for Full-Body Human Interacting with Multiple ObjectsXintao Lv, Liang Xu, Yichao Yan et al.
Generating human-object interactions (HOIs) is critical with the tremendous advances of digital avatars. Existing datasets are typically limited to humans interacting with a single object while neglecting the ubiquitous manipulation of multiple objects. Thus, we propose HIMO, a large-scale MoCap dataset of full-body human interacting with multiple objects, containing 3.3K 4D HOI sequences and 4.08M 3D HOI frames. We also annotate HIMO with detailed textual descriptions and temporal segments, benchmarking two novel tasks of HOI synthesis conditioned on either the whole text prompt or the segmented text prompts as fine-grained timeline control. To address these novel tasks, we propose a dual-branch conditional diffusion model with a mutual interaction module for HOI synthesis. Besides, an auto-regressive generation pipeline is also designed to obtain smooth transitions between HOI segments. Experimental results demonstrate the generalization ability to unseen object geometries and temporal compositions.
Inter-X: Towards Versatile Human-Human Interaction AnalysisLiang Xu, Xintao Lv, Yichao Yan et al.
The analysis of the ubiquitous human-human interactions is pivotal for understanding humans as social beings. Existing human-human interaction datasets typically suffer from inaccurate body motions, lack of hand gestures and fine-grained textual descriptions. To better perceive and generate human-human interactions, we propose Inter-X, a currently largest human-human interaction dataset with accurate body movements and diverse interaction patterns, together with detailed hand gestures. The dataset includes ~11K interaction sequences and more than 8.1M frames. We also equip Inter-X with versatile annotations of more than 34K fine-grained human part-level textual descriptions, semantic interaction categories, interaction order, and the relationship and personality of the subjects. Based on the elaborate annotations, we propose a unified benchmark composed of 4 categories of downstream tasks from both the perceptual and generative directions. Extensive experiments and comprehensive analysis show that Inter-X serves as a testbed for promoting the development of versatile human-human interaction analysis. Our dataset and benchmark will be publicly available for research purposes.
A Weight-aware-based Multi-source Unsupervised Domain Adaptation Method for Human Motion Intention RecognitionXiao-Yin Liu, Guotao Li, Xiao-Hu Zhou et al.
Accurate recognition of human motion intention (HMI) is beneficial for exoskeleton robots to improve the wearing comfort level and achieve natural human-robot interaction. A classifier trained on labeled source subjects (domains) performs poorly on unlabeled target subject since the difference in individual motor characteristics. The unsupervised domain adaptation (UDA) method has become an effective way to this problem. However, the labeled data are collected from multiple source subjects that might be different not only from the target subject but also from each other. The current UDA methods for HMI recognition ignore the difference between each source subject, which reduces the classification accuracy. Therefore, this paper considers the differences between source subjects and develops a novel theory and algorithm for UDA to recognize HMI, where the margin disparity discrepancy (MDD) is extended to multi-source UDA theory and a novel weight-aware-based multi-source UDA algorithm (WMDD) is proposed. The source domain weight, which can be adjusted adaptively by the MDD between each source subject and target subject, is incorporated into UDA to measure the differences between source subjects. The developed multi-source UDA theory is theoretical and the generalization error on target subject is guaranteed. The theory can be transformed into an optimization problem for UDA, successfully bridging the gap between theory and algorithm. Moreover, a lightweight network is employed to guarantee the real-time of classification and the adversarial learning between feature generator and ensemble classifiers is utilized to further improve the generalization ability. The extensive experiments verify theoretical analysis and show that WMDD outperforms previous UDA methods on HMI recognition tasks.
2.7CLDec 30, 2024
Knowledge Editing for Large Language Model with Knowledge Neuronal EnsembleYongchang Li, Yujin Zhu, Tao Yan et al.
As real-world knowledge is constantly evolving, ensuring the timeliness and accuracy of a model's knowledge is crucial. This has made knowledge editing in large language models increasingly important. However, existing knowledge editing methods face several challenges, including parameter localization coupling, imprecise localization, and a lack of dynamic interaction across layers. In this paper, we propose a novel knowledge editing method called Knowledge Neuronal Ensemble (KNE). A knowledge neuronal ensemble represents a group of neurons encoding specific knowledge, thus mitigating the issue of frequent parameter modification caused by coupling in parameter localization. The KNE method enhances the precision and accuracy of parameter localization by computing gradient attribution scores for each parameter at each layer. During the editing process, only the gradients and losses associated with the knowledge neuronal ensemble are computed, with error backpropagation performed accordingly, ensuring dynamic interaction and collaborative updates among parameters. Experimental results on three widely used knowledge editing datasets show that the KNE method significantly improves the accuracy of knowledge editing and achieves, or even exceeds, the performance of the best baseline methods in portability and locality metrics.
2.6CVDec 5, 2019
3D Objectness Estimation via Bottom-up Regret GroupingZelin Ye, Yan Hao, Liang Xu et al.
3D objectness estimation, namely discovering semantic objects from 3D scene, is a challenging and significant task in 3D understanding. In this paper, we propose a 3D objectness method working in a bottom-up manner. Beginning with over-segmented 3D segments, we iteratively group them into object proposals by learning an ingenious grouping predictor to determine whether two 3D segments can be grouped or not. To enhance robustness, a novel regret mechanism is presented to withdraw incorrect grouping operations. Hence the irreparable consequences brought by mistaken grouping in prior bottom-up works can be greatly reduced. Our experiments show that our method outperforms state-of-the-art 3D objectness methods with a small number of proposals in two difficult datasets, GMU-kitchen and CTD. Further ablation study also demonstrates the effectiveness of our grouping predictor and regret mechanism.
HAKE: Human Activity Knowledge EngineYong-Lu Li, Liang Xu, Xinpeng Liu et al.
Human activity understanding is crucial for building automatic intelligent system. With the help of deep learning, activity understanding has made huge progress recently. But some challenges such as imbalanced data distribution, action ambiguity, complex visual patterns still remain. To address these and promote the activity understanding, we build a large-scale Human Activity Knowledge Engine (HAKE) based on the human body part states. Upon existing activity datasets, we annotate the part states of all the active persons in all images, thus establish the relationship between instance activity and body part states. Furthermore, we propose a HAKE based part state recognition model with a knowledge extractor named Activity2Vec and a corresponding part state based reasoning network. With HAKE, our method can alleviate the learning difficulty brought by the long-tail data distribution, and bring in interpretability. Now our HAKE has more than 7 M+ part state annotations and is still under construction. We first validate our approach on a part of HAKE in this preliminary paper, where we show 7.2 mAP performance improvement on Human-Object Interaction recognition, and 12.38 mAP improvement on the one-shot subsets.
9.1CVDec 14, 2018
Action Machine: Rethinking Action Recognition in Trimmed VideosJiagang Zhu, Wei Zou, Liang Xu et al.
Existing methods in video action recognition mostly do not distinguish human body from the environment and easily overfit the scenes and objects. In this work, we present a conceptually simple, general and high-performance framework for action recognition in trimmed videos, aiming at person-centric modeling. The method, called Action Machine, takes as inputs the videos cropped by person bounding boxes. It extends the Inflated 3D ConvNet (I3D) by adding a branch for human pose estimation and a 2D CNN for pose-based action recognition, being fast to train and test. Action Machine can benefit from the multi-task training of action recognition and pose estimation, the fusion of predictions from RGB images and poses. On NTU RGB-D, Action Machine achieves the state-of-the-art performance with top-1 accuracies of 97.2% and 94.3% on cross-view and cross-subject respectively. Action Machine also achieves competitive performance on another three smaller action recognition datasets: Northwestern UCLA Multiview Action3D, MSR Daily Activity3D and UTD-MHAD. Code will be made available.