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Egocentric action recognition is essential for healthcare and assistive technology that relies on egocentric cameras because it allows for the automatic and continuous monitoring of activities of daily living (ADLs) without requiring any conscious effort from the user. This study explores the feasibility of using 2D hand and object pose information for egocentric action recognition. While current literature focuses on 3D hand pose information, our work shows that using 2D skeleton data is a promising approach for hand-based action classification, might offer privacy enhancement, and could be less computationally demanding. The study uses a state-of-the-art transformer-based method to classify sequences and achieves validation results of 94%, outperforming other existing solutions. The accuracy of the test subset drops to 76%, indicating the need for further generalization improvement. This research highlights the potential of 2D hand and object pose information for action recognition tasks and offers a promising alternative to 3D-based methods.

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《計算機信息》雜志發表高質量的論文,擴大了運籌學和計算的范圍,尋求有關理論、方法、實驗、系統和應用方面的原創研究論文、新穎的調查和教程論文,以及描述新的和有用的軟件工具的論文。官網鏈接: · 3D · Learning · 變換 · 對比學習 ·
2023 年 7 月 31 日

In this study, we focus on the problem of 3D human mesh recovery from a single image under obscured conditions. Most state-of-the-art methods aim to improve 2D alignment technologies, such as spatial averaging and 2D joint sampling. However, they tend to neglect the crucial aspect of 3D alignment by improving 3D representations. Furthermore, recent methods struggle to separate the target human from occlusion or background in crowded scenes as they optimize the 3D space of target human with 3D joint coordinates as local supervision. To address these issues, a desirable method would involve a framework for fusing 2D and 3D features and a strategy for optimizing the 3D space globally. Therefore, this paper presents 3D JOint contrastive learning with TRansformers (JOTR) framework for handling occluded 3D human mesh recovery. Our method includes an encoder-decoder transformer architecture to fuse 2D and 3D representations for achieving 2D$\&$3D aligned results in a coarse-to-fine manner and a novel 3D joint contrastive learning approach for adding explicitly global supervision for the 3D feature space. The contrastive learning approach includes two contrastive losses: joint-to-joint contrast for enhancing the similarity of semantically similar voxels (i.e., human joints), and joint-to-non-joint contrast for ensuring discrimination from others (e.g., occlusions and background). Qualitative and quantitative analyses demonstrate that our method outperforms state-of-the-art competitors on both occlusion-specific and standard benchmarks, significantly improving the reconstruction of occluded humans.

Gait recognition holds the promise of robustly identifying subjects based on their walking patterns instead of color information. While previous approaches have performed well for curated indoor scenes, they have significantly impeded applicability in unconstrained situations, e.g. outdoor, long distance scenes. We propose an end-to-end GAit DEtection and Recognition (GADER) algorithm for human authentication in challenging outdoor scenarios. Specifically, GADER leverages a Double Helical Signature to detect the fragment of human movement and incorporates a novel gait recognition method, which learns representations by distilling from an auxiliary RGB recognition model. At inference time, GADER only uses the silhouette modality but benefits from a more robust representation. Extensive experiments on indoor and outdoor datasets demonstrate that the proposed method outperforms the State-of-The-Arts for gait recognition and verification, with a significant 20.6% improvement on unconstrained, long distance scenes.

Holistic 3D human-scene reconstruction is a crucial and emerging research area in robot perception. A key challenge in holistic 3D human-scene reconstruction is to generate a physically plausible 3D scene from a single monocular RGB image. The existing research mainly proposes optimization-based approaches for reconstructing the scene from a sequence of RGB frames with explicitly defined physical laws and constraints between different scene elements (humans and objects). However, it is hard to explicitly define and model every physical law in every scenario. This paper proposes using an implicit feature representation of the scene elements to distinguish a physically plausible alignment of humans and objects from an implausible one. We propose using a graph-based holistic representation with an encoded physical representation of the scene to analyze the human-object and object-object interactions within the scene. Using this graphical representation, we adversarially train our model to learn the feasible alignments of the scene elements from the training data itself without explicitly defining the laws and constraints between them. Unlike the existing inference-time optimization-based approaches, we use this adversarially trained model to produce a per-frame 3D reconstruction of the scene that abides by the physical laws and constraints. Our learning-based method achieves comparable 3D reconstruction quality to existing optimization-based holistic human-scene reconstruction methods and does not need inference time optimization. This makes it better suited when compared to existing methods, for potential use in robotic applications, such as robot navigation, etc.

Supervised classification algorithms are used to solve a growing number of real-life problems around the globe. Their performance is strictly connected with the quality of labels used in training. Unfortunately, acquiring good-quality annotations for many tasks is infeasible or too expensive to be done in practice. To tackle this challenge, active learning algorithms are commonly employed to select only the most relevant data for labeling. However, this is possible only when the quality and quantity of labels acquired from experts are sufficient. Unfortunately, in many applications, a trade-off between annotating individual samples by multiple annotators to increase label quality vs. annotating new samples to increase the total number of labeled instances is necessary. In this paper, we address the issue of faulty data annotations in the context of active learning. In particular, we propose two novel annotation unification algorithms that utilize unlabeled parts of the sample space. The proposed methods require little to no intersection between samples annotated by different experts. Our experiments on four public datasets indicate the robustness and superiority of the proposed methods in both, the estimation of the annotator's reliability, and the assignment of actual labels, against the state-of-the-art algorithms and the simple majority voting.

Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at //github.com/tinatiansjz/hmr-survey.

Defensive deception is a promising approach for cyberdefense. Although defensive deception is increasingly popular in the research community, there has not been a systematic investigation of its key components, the underlying principles, and its tradeoffs in various problem settings. This survey paper focuses on defensive deception research centered on game theory and machine learning, since these are prominent families of artificial intelligence approaches that are widely employed in defensive deception. This paper brings forth insights, lessons, and limitations from prior work. It closes with an outline of some research directions to tackle major gaps in current defensive deception research.

Human pose estimation aims to locate the human body parts and build human body representation (e.g., body skeleton) from input data such as images and videos. It has drawn increasing attention during the past decade and has been utilized in a wide range of applications including human-computer interaction, motion analysis, augmented reality, and virtual reality. Although the recently developed deep learning-based solutions have achieved high performance in human pose estimation, there still remain challenges due to insufficient training data, depth ambiguities, and occlusions. The goal of this survey paper is to provide a comprehensive review of recent deep learning-based solutions for both 2D and 3D pose estimation via a systematic analysis and comparison of these solutions based on their input data and inference procedures. More than 240 research papers since 2014 are covered in this survey. Furthermore, 2D and 3D human pose estimation datasets and evaluation metrics are included. Quantitative performance comparisons of the reviewed methods on popular datasets are summarized and discussed. Finally, the challenges involved, applications, and future research directions are concluded. We also provide a regularly updated project page on: \url{//github.com/zczcwh/DL-HPE}

The content based image retrieval aims to find the similar images from a large scale dataset against a query image. Generally, the similarity between the representative features of the query image and dataset images is used to rank the images for retrieval. In early days, various hand designed feature descriptors have been investigated based on the visual cues such as color, texture, shape, etc. that represent the images. However, the deep learning has emerged as a dominating alternative of hand-designed feature engineering from a decade. It learns the features automatically from the data. This paper presents a comprehensive survey of deep learning based developments in the past decade for content based image retrieval. The categorization of existing state-of-the-art methods from different perspectives is also performed for greater understanding of the progress. The taxonomy used in this survey covers different supervision, different networks, different descriptor type and different retrieval type. A performance analysis is also performed using the state-of-the-art methods. The insights are also presented for the benefit of the researchers to observe the progress and to make the best choices. The survey presented in this paper will help in further research progress in image retrieval using deep learning.

Semantic reconstruction of indoor scenes refers to both scene understanding and object reconstruction. Existing works either address one part of this problem or focus on independent objects. In this paper, we bridge the gap between understanding and reconstruction, and propose an end-to-end solution to jointly reconstruct room layout, object bounding boxes and meshes from a single image. Instead of separately resolving scene understanding and object reconstruction, our method builds upon a holistic scene context and proposes a coarse-to-fine hierarchy with three components: 1. room layout with camera pose; 2. 3D object bounding boxes; 3. object meshes. We argue that understanding the context of each component can assist the task of parsing the others, which enables joint understanding and reconstruction. The experiments on the SUN RGB-D and Pix3D datasets demonstrate that our method consistently outperforms existing methods in indoor layout estimation, 3D object detection and mesh reconstruction.

With the advent of deep neural networks, learning-based approaches for 3D reconstruction have gained popularity. However, unlike for images, in 3D there is no canonical representation which is both computationally and memory efficient yet allows for representing high-resolution geometry of arbitrary topology. Many of the state-of-the-art learning-based 3D reconstruction approaches can hence only represent very coarse 3D geometry or are limited to a restricted domain. In this paper, we propose occupancy networks, a new representation for learning-based 3D reconstruction methods. Occupancy networks implicitly represent the 3D surface as the continuous decision boundary of a deep neural network classifier. In contrast to existing approaches, our representation encodes a description of the 3D output at infinite resolution without excessive memory footprint. We validate that our representation can efficiently encode 3D structure and can be inferred from various kinds of input. Our experiments demonstrate competitive results, both qualitatively and quantitatively, for the challenging tasks of 3D reconstruction from single images, noisy point clouds and coarse discrete voxel grids. We believe that occupancy networks will become a useful tool in a wide variety of learning-based 3D tasks.

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