Recognizing human activities in partially observed videos is a challenging problem and has many practical applications. When the unobserved subsequence is at the end of the video, the problem is reduced to activity prediction from unfinished activity streaming, which has been studied by many researchers. However, in the general case, an unobserved subsequence may occur at any time by yielding a temporal gap in the video. In this paper, we propose a new method that can recognize human activities from partially observed videos in the general case. Specifically, we formulate the problem into a probabilistic framework: 1) dividing each activity into multiple ordered temporal segments, 2) using spatiotemporal features of the training video samples in each segment as bases and applying sparse coding (SC) to derive the activity likelihood of the test video sample at each segment, and 3) finally combining the likelihood at each segment to achieve a global posterior for the activities. We further extend the proposed method to include more bases that correspond to a mixture of segments with different temporal lengths (MSSC), which can better represent the activities with large intra-class variations. We evaluate the proposed methods (SC and MSSC) on various real videos. We also evaluate the proposed methods on two special cases: 1) activity prediction where the unobserved subsequence is at the end of the video, and 2) human activity recognition on fully observed videos. Experimental results show that the proposed methods outperform existing state-of-the-art comparison methods.
We present a system that demonstrates how the compositional structure of events, in concert with the compositional structure of language, can interplay with the underlying focusing mechanisms in video action recognition, providing a medium for top-down and bottom-up integration as well as multimodal integration between vision and language. We show how the roles played by participants (nouns), their characteristics (adjectives), the actions performed (verbs), the manner of such actions (adverbs), and changing spatial relations between participants (prepositions), in the form of whole-sentence descriptions mediated by a grammar, guides the activity-recognition process. Further, the utility and expressiveness of our framework is demonstrated by performing three separate tasks in the domain of multi-activity video: sentence-guided focus of attention, generation of sentential description, and query-based search, simply by leveraging the framework in different manners.This research was supported, in part, by ARL, under Cooperative Agreement Number W911NF-10-2-0060, and the Center for Brains, Minds and Machines, funded by NSF STC award CCF-1231216. Abstract: We present a system that demonstrates how the compositional structure of events, in concert with the compositional structure of language, can interplay with the underlying focusing mechanisms in video action recognition, providing a medium for top-down and bottom-up integration as well as multimodal integration between vision and language. We show how the roles played by participants (nouns), their characteristics (adjectives), the actions performed (verbs), the manner of such actions (adverbs), and changing spatial relations between participants (prepositions), in the form of whole-sentence descriptions mediated by a grammar, guides the activity-recognition process. Further, the utility and expressiveness of our framework is demonstrated by performing three separate tasks in the domain of multi-activity video: sentence-guided focus of attention, generation of sentential description, and query-based search, simply by leveraging the framework in different manners. AbstractWe present a system that demonstrates how the compositional structure of events, in concert with the compositional structure of language, can interplay with the underlying focusing mechanisms in video action recognition, providing a medium for top-down and bottom-up integration as well as multi-modal integration between vision and language. We show how the roles played by participants (nouns), their characteristics (adjectives), the actions performed (verbs), the manner of such actions (adverbs), and changing spatial relations between participants (prepositions), in the form of whole-sentence descriptions mediated by a grammar, guides the activity-recognition process. Further, the utility and expressiveness of our framework is demonstrated by performing three separate tasks in the domain of multiactivity video: sentence-guided focus of attention, generation of sentential description, and...
We present an approach to simultaneously reasoning about a video clip and an entire natural-language sentence. The compositional nature of language is exploited to construct models which represent the meanings of entire sentences composed out of the meanings of the words in those sentences mediated by a grammar that encodes the predicate-argument relations. We demonstrate that these models faithfully represent the meanings of sentences and are sensitive to how the roles played by participants (nouns), their characteristics (adjectives), the actions performed (verbs), the manner of such actions (adverbs), and changing spatial relations between participants (prepositions) affect the meaning of a sentence and how it is grounded in video. We exploit this methodology in three ways. In the first, a video clip along with a sentence are taken as input and the participants in the event described by the sentence are highlighted, even when the clip depicts multiple similar simultaneous events. In the second, a video clip is taken as input without a sentence and a sentence is generated that describes an event in that clip. In the third, a corpus of video clips is paired with sentences which describe some of the events in those clips and the meanings of the words in those sentences are learned. We learn these meanings without needing to specify which attribute of the video clips each word in a given sentence refers to. The learned meaning representations are shown to be intelligible to humans.
Abstract-We present an integrated vision and robotic system that plays, and learns to play, simple physically-instantiated board games that are variants of TIC TAC TOE and HEXA-PAWN. We employ novel custom vision and robotic hardware designed specifically for this learning task. The game rules can be parametrically specified. Two independent computational agents alternate playing the two opponents with the shared vision and robotic hardware, using pre-specified rule sets. A third independent computational agent, sharing the same hardware, learns the game rules solely by observing the physical play, without access to the pre-specified rule set, using inductive logic programming with minimal background knowledge possessed by human children. The vision component of our integrated system reliably detects the position of the board in the image and reconstructs the game state after every move, from a single image. The robotic component reliably moves pieces both between board positions and to and from off-board positions as needed by an arbitrary parametrically-specified legal-move generator. Thus the rules of games learned solely by observing physical play can drive further physical play. We demonstrate our system learning to play six different games.
Abstract. We had human subjects perform a one-out-of-six class action recognition task from video stimuli while undergoing functional magnetic resonance imaging (fMRI). Support-vector machines (SVMs) were trained on the recovered brain scans to classify actions observed during imaging, yielding average classification accuracy of 69.73% when tested on scans from the same subject and of 34.80% when tested on scans from different subjects. An apples-to-apples comparison was performed with all publicly available software that implements state-of-the-art action recognition on the same video corpus with the same cross-validation regimen and same partitioning into training and test sets, yielding classification accuracies between 31.25% and 52.34%. This indicates that one can read people's minds better than state-of-the-art computer-vision methods can perform action recognition.
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