new

Get trending papers in your email inbox!

Subscribe

byAK and the research community

Mar 13

RHINO: Learning Real-Time Humanoid-Human-Object Interaction from Human Demonstrations

Humanoid robots have shown success in locomotion and manipulation. Despite these basic abilities, humanoids are still required to quickly understand human instructions and react based on human interaction signals to become valuable assistants in human daily life. Unfortunately, most existing works only focus on multi-stage interactions, treating each task separately, and neglecting real-time feedback. In this work, we aim to empower humanoid robots with real-time reaction abilities to achieve various tasks, allowing human to interrupt robots at any time, and making robots respond to humans immediately. To support such abilities, we propose a general humanoid-human-object interaction framework, named RHINO, i.e., Real-time Humanoid-human Interaction and Object manipulation. RHINO provides a unified view of reactive motion, instruction-based manipulation, and safety concerns, over multiple human signal modalities, such as languages, images, and motions. RHINO is a hierarchical learning framework, enabling humanoids to learn reaction skills from human-human-object demonstrations and teleoperation data. In particular, it decouples the interaction process into two levels: 1) a high-level planner inferring human intentions from real-time human behaviors; and 2) a low-level controller achieving reactive motion behaviors and object manipulation skills based on the predicted intentions. We evaluate the proposed framework on a real humanoid robot and demonstrate its effectiveness, flexibility, and safety in various scenarios.

"No, to the Right" -- Online Language Corrections for Robotic Manipulation via Shared Autonomy

Systems for language-guided human-robot interaction must satisfy two key desiderata for broad adoption: adaptivity and learning efficiency. Unfortunately, existing instruction-following agents cannot adapt, lacking the ability to incorporate online natural language supervision, and even if they could, require hundreds of demonstrations to learn even simple policies. In this work, we address these problems by presenting Language-Informed Latent Actions with Corrections (LILAC), a framework for incorporating and adapting to natural language corrections - "to the right," or "no, towards the book" - online, during execution. We explore rich manipulation domains within a shared autonomy paradigm. Instead of discrete turn-taking between a human and robot, LILAC splits agency between the human and robot: language is an input to a learned model that produces a meaningful, low-dimensional control space that the human can use to guide the robot. Each real-time correction refines the human's control space, enabling precise, extended behaviors - with the added benefit of requiring only a handful of demonstrations to learn. We evaluate our approach via a user study where users work with a Franka Emika Panda manipulator to complete complex manipulation tasks. Compared to existing learned baselines covering both open-loop instruction following and single-turn shared autonomy, we show that our corrections-aware approach obtains higher task completion rates, and is subjectively preferred by users because of its reliability, precision, and ease of use.

RaceVLA: VLA-based Racing Drone Navigation with Human-like Behaviour

RaceVLA presents an innovative approach for autonomous racing drone navigation by leveraging Visual-Language-Action (VLA) to emulate human-like behavior. This research explores the integration of advanced algorithms that enable drones to adapt their navigation strategies based on real-time environmental feedback, mimicking the decision-making processes of human pilots. The model, fine-tuned on a collected racing drone dataset, demonstrates strong generalization despite the complexity of drone racing environments. RaceVLA outperforms OpenVLA in motion (75.0 vs 60.0) and semantic generalization (45.5 vs 36.3), benefiting from the dynamic camera and simplified motion tasks. However, visual (79.6 vs 87.0) and physical (50.0 vs 76.7) generalization were slightly reduced due to the challenges of maneuvering in dynamic environments with varying object sizes. RaceVLA also outperforms RT-2 across all axes - visual (79.6 vs 52.0), motion (75.0 vs 55.0), physical (50.0 vs 26.7), and semantic (45.5 vs 38.8), demonstrating its robustness for real-time adjustments in complex environments. Experiments revealed an average velocity of 1.04 m/s, with a maximum speed of 2.02 m/s, and consistent maneuverability, demonstrating RaceVLA's ability to handle high-speed scenarios effectively. These findings highlight the potential of RaceVLA for high-performance navigation in competitive racing contexts. The RaceVLA codebase, pretrained weights, and dataset are available at this http URL: https://racevla.github.io/

Encoding Time-Series Explanations through Self-Supervised Model Behavior Consistency

Interpreting time series models is uniquely challenging because it requires identifying both the location of time series signals that drive model predictions and their matching to an interpretable temporal pattern. While explainers from other modalities can be applied to time series, their inductive biases do not transfer well to the inherently challenging interpretation of time series. We present TimeX, a time series consistency model for training explainers. TimeX trains an interpretable surrogate to mimic the behavior of a pretrained time series model. It addresses the issue of model faithfulness by introducing model behavior consistency, a novel formulation that preserves relations in the latent space induced by the pretrained model with relations in the latent space induced by TimeX. TimeX provides discrete attribution maps and, unlike existing interpretability methods, it learns a latent space of explanations that can be used in various ways, such as to provide landmarks to visually aggregate similar explanations and easily recognize temporal patterns. We evaluate TimeX on eight synthetic and real-world datasets and compare its performance against state-of-the-art interpretability methods. We also conduct case studies using physiological time series. Quantitative evaluations demonstrate that TimeX achieves the highest or second-highest performance in every metric compared to baselines across all datasets. Through case studies, we show that the novel components of TimeX show potential for training faithful, interpretable models that capture the behavior of pretrained time series models.

Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction

Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a system that disentangles Perception, Decision, and Reaction. Dispider features a lightweight proactive streaming video processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments show that Dispider not only maintains strong performance in conventional video QA tasks, but also significantly surpasses previous online models in streaming scenario responses, thereby validating the effectiveness of our architecture. The code and model are released at https://github.com/Mark12Ding/Dispider.

SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the Wild

Natural human-computer interaction and audio-visual human behaviour sensing systems, which would achieve robust performance in-the-wild are more needed than ever as digital devices are increasingly becoming an indispensable part of our life. Accurately annotated real-world data are the crux in devising such systems. However, existing databases usually consider controlled settings, low demographic variability, and a single task. In this paper, we introduce the SEWA database of more than 2000 minutes of audio-visual data of 398 people coming from six cultures, 50% female, and uniformly spanning the age range of 18 to 65 years old. Subjects were recorded in two different contexts: while watching adverts and while discussing adverts in a video chat. The database includes rich annotations of the recordings in terms of facial landmarks, facial action units (FAU), various vocalisations, mirroring, and continuously valued valence, arousal, liking, agreement, and prototypic examples of (dis)liking. This database aims to be an extremely valuable resource for researchers in affective computing and automatic human sensing and is expected to push forward the research in human behaviour analysis, including cultural studies. Along with the database, we provide extensive baseline experiments for automatic FAU detection and automatic valence, arousal and (dis)liking intensity estimation.

SACSoN: Scalable Autonomous Control for Social Navigation

Machine learning provides a powerful tool for building socially compliant robotic systems that go beyond simple predictive models of human behavior. By observing and understanding human interactions from past experiences, learning can enable effective social navigation behaviors directly from data. In this paper, our goal is to develop methods for training policies for socially unobtrusive navigation, such that robots can navigate among humans in ways that don't disturb human behavior. We introduce a definition for such behavior based on the counterfactual perturbation of the human: if the robot had not intruded into the space, would the human have acted in the same way? By minimizing this counterfactual perturbation, we can induce robots to behave in ways that do not alter the natural behavior of humans in the shared space. Instantiating this principle requires training policies to minimize their effect on human behavior, and this in turn requires data that allows us to model the behavior of humans in the presence of robots. Therefore, our approach is based on two key contributions. First, we collect a large dataset where an indoor mobile robot interacts with human bystanders. Second, we utilize this dataset to train policies that minimize counterfactual perturbation. We provide supplementary videos and make publicly available the largest-of-its-kind visual navigation dataset on our project page.

TimeGraphs: Graph-based Temporal Reasoning

Many real-world systems exhibit temporal, dynamic behaviors, which are captured as time series of complex agent interactions. To perform temporal reasoning, current methods primarily encode temporal dynamics through simple sequence-based models. However, in general these models fail to efficiently capture the full spectrum of rich dynamics in the input, since the dynamics is not uniformly distributed. In particular, relevant information might be harder to extract and computing power is wasted for processing all individual timesteps, even if they contain no significant changes or no new information. Here we propose TimeGraphs, a novel approach that characterizes dynamic interactions as a hierarchical temporal graph, diverging from traditional sequential representations. Our approach models the interactions using a compact graph-based representation, enabling adaptive reasoning across diverse time scales. Adopting a self-supervised method, TimeGraphs constructs a multi-level event hierarchy from a temporal input, which is then used to efficiently reason about the unevenly distributed dynamics. This construction process is scalable and incremental to accommodate streaming data. We evaluate TimeGraphs on multiple datasets with complex, dynamic agent interactions, including a football simulator, the Resistance game, and the MOMA human activity dataset. The results demonstrate both robustness and efficiency of TimeGraphs on a range of temporal reasoning tasks. Our approach obtains state-of-the-art performance and leads to a performance increase of up to 12.2% on event prediction and recognition tasks over current approaches. Our experiments further demonstrate a wide array of capabilities including zero-shot generalization, robustness in case of data sparsity, and adaptability to streaming data flow.

Adaptive Human Trajectory Prediction via Latent Corridors

Human trajectory prediction is typically posed as a zero-shot generalization problem: a predictor is learnt on a dataset of human motion in training scenes, and then deployed on unseen test scenes. While this paradigm has yielded tremendous progress, it fundamentally assumes that trends in human behavior within the deployment scene are constant over time. As such, current prediction models are unable to adapt to scene-specific transient human behaviors, such as crowds temporarily gathering to see buskers, pedestrians hurrying through the rain and avoiding puddles, or a protest breaking out. We formalize the problem of scene-specific adaptive trajectory prediction and propose a new adaptation approach inspired by prompt tuning called latent corridors. By augmenting the input of any pre-trained human trajectory predictor with learnable image prompts, the predictor can improve in the deployment scene by inferring trends from extremely small amounts of new data (e.g., 2 humans observed for 30 seconds). With less than 0.1% additional model parameters, we see up to 23.9% ADE improvement in MOTSynth simulated data and 16.4% ADE in MOT and Wildtrack real pedestrian data. Qualitatively, we observe that latent corridors imbue predictors with an awareness of scene geometry and scene-specific human behaviors that non-adaptive predictors struggle to capture. The project website can be found at https://neerja.me/atp_latent_corridors/.

Proactive Interaction Framework for Intelligent Social Receptionist Robots

Proactive human-robot interaction (HRI) allows the receptionist robots to actively greet people and offer services based on vision, which has been found to improve acceptability and customer satisfaction. Existing approaches are either based on multi-stage decision processes or based on end-to-end decision models. However, the rule-based approaches require sedulous expert efforts and only handle minimal pre-defined scenarios. On the other hand, existing works with end-to-end models are limited to very general greetings or few behavior patterns (typically less than 10). To address those challenges, we propose a new end-to-end framework, the TransFormer with Visual Tokens for Human-Robot Interaction (TFVT-HRI). The proposed framework extracts visual tokens of relative objects from an RGB camera first. To ensure the correct interpretation of the scenario, a transformer decision model is then employed to process the visual tokens, which is augmented with the temporal and spatial information. It predicts the appropriate action to take in each scenario and identifies the right target. Our data is collected from an in-service receptionist robot in an office building, which is then annotated by experts for appropriate proactive behavior. The action set includes 1000+ diverse patterns by combining language, emoji expression, and body motions. We compare our model with other SOTA end-to-end models on both offline test sets and online user experiments in realistic office building environments to validate this framework. It is demonstrated that the decision model achieves SOTA performance in action triggering and selection, resulting in more humanness and intelligence when compared with the previous reactive reception policies.

EventTransAct: A video transformer-based framework for Event-camera based action recognition

Recognizing and comprehending human actions and gestures is a crucial perception requirement for robots to interact with humans and carry out tasks in diverse domains, including service robotics, healthcare, and manufacturing. Event cameras, with their ability to capture fast-moving objects at a high temporal resolution, offer new opportunities compared to standard action recognition in RGB videos. However, previous research on event camera action recognition has primarily focused on sensor-specific network architectures and image encoding, which may not be suitable for new sensors and limit the use of recent advancements in transformer-based architectures. In this study, we employ a computationally efficient model, namely the video transformer network (VTN), which initially acquires spatial embeddings per event-frame and then utilizes a temporal self-attention mechanism. In order to better adopt the VTN for the sparse and fine-grained nature of event data, we design Event-Contrastive Loss (L_{EC}) and event-specific augmentations. Proposed L_{EC} promotes learning fine-grained spatial cues in the spatial backbone of VTN by contrasting temporally misaligned frames. We evaluate our method on real-world action recognition of N-EPIC Kitchens dataset, and achieve state-of-the-art results on both protocols - testing in seen kitchen (74.9\% accuracy) and testing in unseen kitchens (42.43\% and 46.66\% Accuracy). Our approach also takes less computation time compared to competitive prior approaches, which demonstrates the potential of our framework EventTransAct for real-world applications of event-camera based action recognition. Project Page: https://tristandb8.github.io/EventTransAct_webpage/

Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction

Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.

InterTrack: Tracking Human Object Interaction without Object Templates

Tracking human object interaction from videos is important to understand human behavior from the rapidly growing stream of video data. Previous video-based methods require predefined object templates while single-image-based methods are template-free but lack temporal consistency. In this paper, we present a method to track human object interaction without any object shape templates. We decompose the 4D tracking problem into per-frame pose tracking and canonical shape optimization. We first apply a single-view reconstruction method to obtain temporally-inconsistent per-frame interaction reconstructions. Then, for the human, we propose an efficient autoencoder to predict SMPL vertices directly from the per-frame reconstructions, introducing temporally consistent correspondence. For the object, we introduce a pose estimator that leverages temporal information to predict smooth object rotations under occlusions. To train our model, we propose a method to generate synthetic interaction videos and synthesize in total 10 hour videos of 8.5k sequences with full 3D ground truth. Experiments on BEHAVE and InterCap show that our method significantly outperforms previous template-based video tracking and single-frame reconstruction methods. Our proposed synthetic video dataset also allows training video-based methods that generalize to real-world videos. Our code and dataset will be publicly released.

Follow Anything: Open-set detection, tracking, and following in real-time

Tracking and following objects of interest is critical to several robotics use cases, ranging from industrial automation to logistics and warehousing, to healthcare and security. In this paper, we present a robotic system to detect, track, and follow any object in real-time. Our approach, dubbed ``follow anything'' (FAn), is an open-vocabulary and multimodal model -- it is not restricted to concepts seen at training time and can be applied to novel classes at inference time using text, images, or click queries. Leveraging rich visual descriptors from large-scale pre-trained models (foundation models), FAn can detect and segment objects by matching multimodal queries (text, images, clicks) against an input image sequence. These detected and segmented objects are tracked across image frames, all while accounting for occlusion and object re-emergence. We demonstrate FAn on a real-world robotic system (a micro aerial vehicle) and report its ability to seamlessly follow the objects of interest in a real-time control loop. FAn can be deployed on a laptop with a lightweight (6-8 GB) graphics card, achieving a throughput of 6-20 frames per second. To enable rapid adoption, deployment, and extensibility, we open-source all our code on our project webpage at https://github.com/alaamaalouf/FollowAnything . We also encourage the reader the watch our 5-minutes explainer video in this https://www.youtube.com/watch?v=6Mgt3EPytrw .

Modelling Human Visual Motion Processing with Trainable Motion Energy Sensing and a Self-attention Network

Visual motion processing is essential for humans to perceive and interact with dynamic environments. Despite extensive research in cognitive neuroscience, image-computable models that can extract informative motion flow from natural scenes in a manner consistent with human visual processing have yet to be established. Meanwhile, recent advancements in computer vision (CV), propelled by deep learning, have led to significant progress in optical flow estimation, a task closely related to motion perception. Here we propose an image-computable model of human motion perception by bridging the gap between biological and CV models. Specifically, we introduce a novel two-stages approach that combines trainable motion energy sensing with a recurrent self-attention network for adaptive motion integration and segregation. This model architecture aims to capture the computations in V1-MT, the core structure for motion perception in the biological visual system, while providing the ability to derive informative motion flow for a wide range of stimuli, including complex natural scenes. In silico neurophysiology reveals that our model's unit responses are similar to mammalian neural recordings regarding motion pooling and speed tuning. The proposed model can also replicate human responses to a range of stimuli examined in past psychophysical studies. The experimental results on the Sintel benchmark demonstrate that our model predicts human responses better than the ground truth, whereas the state-of-the-art CV models show the opposite. Our study provides a computational architecture consistent with human visual motion processing, although the physiological correspondence may not be exact.

Multimodal Fusion with LLMs for Engagement Prediction in Natural Conversation

Over the past decade, wearable computing devices (``smart glasses'') have undergone remarkable advancements in sensor technology, design, and processing power, ushering in a new era of opportunity for high-density human behavior data. Equipped with wearable cameras, these glasses offer a unique opportunity to analyze non-verbal behavior in natural settings as individuals interact. Our focus lies in predicting engagement in dyadic interactions by scrutinizing verbal and non-verbal cues, aiming to detect signs of disinterest or confusion. Leveraging such analyses may revolutionize our understanding of human communication, foster more effective collaboration in professional environments, provide better mental health support through empathetic virtual interactions, and enhance accessibility for those with communication barriers. In this work, we collect a dataset featuring 34 participants engaged in casual dyadic conversations, each providing self-reported engagement ratings at the end of each conversation. We introduce a novel fusion strategy using Large Language Models (LLMs) to integrate multiple behavior modalities into a ``multimodal transcript'' that can be processed by an LLM for behavioral reasoning tasks. Remarkably, this method achieves performance comparable to established fusion techniques even in its preliminary implementation, indicating strong potential for further research and optimization. This fusion method is one of the first to approach ``reasoning'' about real-world human behavior through a language model. Smart glasses provide us the ability to unobtrusively gather high-density multimodal data on human behavior, paving the way for new approaches to understanding and improving human communication with the potential for important societal benefits. The features and data collected during the studies will be made publicly available to promote further research.

Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos

Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.

3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans

We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI

Life, uh, Finds a Way: Systematic Neural Search

We tackle the challenge of rapidly adapting an agent's behavior to solve spatiotemporally continuous problems in novel settings. Animals exhibit extraordinary abilities to adapt to new contexts, a capacity unmatched by artificial systems. Instead of focusing on generalization through deep reinforcement learning, we propose viewing behavior as the physical manifestation of a search procedure, where robust problem-solving emerges from an exhaustive search across all possible behaviors. Surprisingly, this can be done efficiently using online modification of a cognitive graph that guides action, challenging the predominant view that exhaustive search in continuous spaces is impractical. We describe an algorithm that implicitly enumerates behaviors by regulating the tight feedback loop between execution of behaviors and mutation of the graph, and provide a neural implementation based on Hebbian learning and a novel high-dimensional harmonic representation inspired by entorhinal cortex. By framing behavior as search, we provide a mathematically simple and biologically plausible model for real-time behavioral adaptation, successfully solving a variety of continuous state-space navigation problems. This framework not only offers a flexible neural substrate for other applications but also presents a powerful paradigm for understanding adaptive behavior. Our results suggest potential advancements in developmental learning and unsupervised skill acquisition, paving the way for autonomous robots to master complex skills in data-sparse environments demanding flexibility.

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

Towards Diverse Behaviors: A Benchmark for Imitation Learning with Human Demonstrations

Imitation learning with human data has demonstrated remarkable success in teaching robots in a wide range of skills. However, the inherent diversity in human behavior leads to the emergence of multi-modal data distributions, thereby presenting a formidable challenge for existing imitation learning algorithms. Quantifying a model's capacity to capture and replicate this diversity effectively is still an open problem. In this work, we introduce simulation benchmark environments and the corresponding Datasets with Diverse human Demonstrations for Imitation Learning (D3IL), designed explicitly to evaluate a model's ability to learn multi-modal behavior. Our environments are designed to involve multiple sub-tasks that need to be solved, consider manipulation of multiple objects which increases the diversity of the behavior and can only be solved by policies that rely on closed loop sensory feedback. Other available datasets are missing at least one of these challenging properties. To address the challenge of diversity quantification, we introduce tractable metrics that provide valuable insights into a model's ability to acquire and reproduce diverse behaviors. These metrics offer a practical means to assess the robustness and versatility of imitation learning algorithms. Furthermore, we conduct a thorough evaluation of state-of-the-art methods on the proposed task suite. This evaluation serves as a benchmark for assessing their capability to learn diverse behaviors. Our findings shed light on the effectiveness of these methods in tackling the intricate problem of capturing and generalizing multi-modal human behaviors, offering a valuable reference for the design of future imitation learning algorithms.

Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control

Reinforcement learning (RL) is rapidly reaching and surpassing human-level control capabilities. However, state-of-the-art RL algorithms often require timesteps and reaction times significantly faster than human capabilities, which is impractical in real-world settings and typically necessitates specialized hardware. Such speeds are difficult to achieve in the real world and often requires specialized hardware. We introduce Sequence Reinforcement Learning (SRL), an RL algorithm designed to produce a sequence of actions for a given input state, enabling effective control at lower decision frequencies. SRL addresses the challenges of learning action sequences by employing both a model and an actor-critic architecture operating at different temporal scales. We propose a "temporal recall" mechanism, where the critic uses the model to estimate intermediate states between primitive actions, providing a learning signal for each individual action within the sequence. Once training is complete, the actor can generate action sequences independently of the model, achieving model-free control at a slower frequency. We evaluate SRL on a suite of continuous control tasks, demonstrating that it achieves performance comparable to state-of-the-art algorithms while significantly reducing actor sample complexity. To better assess performance across varying decision frequencies, we introduce the Frequency-Averaged Score (FAS) metric. Our results show that SRL significantly outperforms traditional RL algorithms in terms of FAS, making it particularly suitable for applications requiring variable decision frequencies. Additionally, we compare SRL with model-based online planning, showing that SRL achieves superior FAS while leveraging the same model during training that online planners use for planning.

Neural Foundations of Mental Simulation: Future Prediction of Latent Representations on Dynamic Scenes

Humans and animals have a rich and flexible understanding of the physical world, which enables them to infer the underlying dynamical trajectories of objects and events, plausible future states, and use that to plan and anticipate the consequences of actions. However, the neural mechanisms underlying these computations are unclear. We combine a goal-driven modeling approach with dense neurophysiological data and high-throughput human behavioral readouts to directly impinge on this question. Specifically, we construct and evaluate several classes of sensory-cognitive networks to predict the future state of rich, ethologically-relevant environments, ranging from self-supervised end-to-end models with pixel-wise or object-centric objectives, to models that future predict in the latent space of purely static image-based or dynamic video-based pretrained foundation models. We find strong differentiation across these model classes in their ability to predict neural and behavioral data both within and across diverse environments. In particular, we find that neural responses are currently best predicted by models trained to predict the future state of their environment in the latent space of pretrained foundation models optimized for dynamic scenes in a self-supervised manner. Notably, models that future predict in the latent space of video foundation models that are optimized to support a diverse range of sensorimotor tasks, reasonably match both human behavioral error patterns and neural dynamics across all environmental scenarios that we were able to test. Overall, these findings suggest that the neural mechanisms and behaviors of primate mental simulation are thus far most consistent with being optimized to future predict on dynamic, reusable visual representations that are useful for embodied AI more generally.

TI-PREGO: Chain of Thought and In-Context Learning for Online Mistake Detection in PRocedural EGOcentric Videos

Identifying procedural errors online from egocentric videos is a critical yet challenging task across various domains, including manufacturing, healthcare, and skill-based training. The nature of such mistakes is inherently open-set, as unforeseen or novel errors may occur, necessitating robust detection systems that do not rely on prior examples of failure. Currently, however, no technique effectively detects open-set procedural mistakes online. We propose a dual branch architecture to address this problem in an online fashion: one branch continuously performs step recognition from the input egocentric video, while the other anticipates future steps based on the recognition module's output. Mistakes are detected as mismatches between the currently recognized action and the action predicted by the anticipation module. The recognition branch takes input frames, predicts the current action, and aggregates frame-level results into action tokens. The anticipation branch, specifically, leverages the solid pattern-matching capabilities of Large Language Models (LLMs) to predict action tokens based on previously predicted ones. Given the online nature of the task, we also thoroughly benchmark the difficulties associated with per-frame evaluations, particularly the need for accurate and timely predictions in dynamic online scenarios. Extensive experiments on two procedural datasets demonstrate the challenges and opportunities of leveraging a dual-branch architecture for mistake detection, showcasing the effectiveness of our proposed approach. In a thorough evaluation including recognition and anticipation variants and state-of-the-art models, our method reveals its robustness and effectiveness in online applications.

AVA: A Video Dataset of Spatio-temporally Localized Atomic Visual Actions

This paper introduces a video dataset of spatio-temporally localized Atomic Visual Actions (AVA). The AVA dataset densely annotates 80 atomic visual actions in 430 15-minute video clips, where actions are localized in space and time, resulting in 1.58M action labels with multiple labels per person occurring frequently. The key characteristics of our dataset are: (1) the definition of atomic visual actions, rather than composite actions; (2) precise spatio-temporal annotations with possibly multiple annotations for each person; (3) exhaustive annotation of these atomic actions over 15-minute video clips; (4) people temporally linked across consecutive segments; and (5) using movies to gather a varied set of action representations. This departs from existing datasets for spatio-temporal action recognition, which typically provide sparse annotations for composite actions in short video clips. We will release the dataset publicly. AVA, with its realistic scene and action complexity, exposes the intrinsic difficulty of action recognition. To benchmark this, we present a novel approach for action localization that builds upon the current state-of-the-art methods, and demonstrates better performance on JHMDB and UCF101-24 categories. While setting a new state of the art on existing datasets, the overall results on AVA are low at 15.6% mAP, underscoring the need for developing new approaches for video understanding.

ActionVOS: Actions as Prompts for Video Object Segmentation

Delving into the realm of egocentric vision, the advancement of referring video object segmentation (RVOS) stands as pivotal in understanding human activities. However, existing RVOS task primarily relies on static attributes such as object names to segment target objects, posing challenges in distinguishing target objects from background objects and in identifying objects undergoing state changes. To address these problems, this work proposes a novel action-aware RVOS setting called ActionVOS, aiming at segmenting only active objects in egocentric videos using human actions as a key language prompt. This is because human actions precisely describe the behavior of humans, thereby helping to identify the objects truly involved in the interaction and to understand possible state changes. We also build a method tailored to work under this specific setting. Specifically, we develop an action-aware labeling module with an efficient action-guided focal loss. Such designs enable ActionVOS model to prioritize active objects with existing readily-available annotations. Experimental results on VISOR dataset reveal that ActionVOS significantly reduces the mis-segmentation of inactive objects, confirming that actions help the ActionVOS model understand objects' involvement. Further evaluations on VOST and VSCOS datasets show that the novel ActionVOS setting enhances segmentation performance when encountering challenging circumstances involving object state changes. We will make our implementation available at https://github.com/ut-vision/ActionVOS.

HARDVS: Revisiting Human Activity Recognition with Dynamic Vision Sensors

The main streams of human activity recognition (HAR) algorithms are developed based on RGB cameras which are suffered from illumination, fast motion, privacy-preserving, and large energy consumption. Meanwhile, the biologically inspired event cameras attracted great interest due to their unique features, such as high dynamic range, dense temporal but sparse spatial resolution, low latency, low power, etc. As it is a newly arising sensor, even there is no realistic large-scale dataset for HAR. Considering its great practical value, in this paper, we propose a large-scale benchmark dataset to bridge this gap, termed HARDVS, which contains 300 categories and more than 100K event sequences. We evaluate and report the performance of multiple popular HAR algorithms, which provide extensive baselines for future works to compare. More importantly, we propose a novel spatial-temporal feature learning and fusion framework, termed ESTF, for event stream based human activity recognition. It first projects the event streams into spatial and temporal embeddings using StemNet, then, encodes and fuses the dual-view representations using Transformer networks. Finally, the dual features are concatenated and fed into a classification head for activity prediction. Extensive experiments on multiple datasets fully validated the effectiveness of our model. Both the dataset and source code will be released on https://github.com/Event-AHU/HARDVS.

HumanPlus: Humanoid Shadowing and Imitation from Humans

One of the key arguments for building robots that have similar form factors to human beings is that we can leverage the massive human data for training. Yet, doing so has remained challenging in practice due to the complexities in humanoid perception and control, lingering physical gaps between humanoids and humans in morphologies and actuation, and lack of a data pipeline for humanoids to learn autonomous skills from egocentric vision. In this paper, we introduce a full-stack system for humanoids to learn motion and autonomous skills from human data. We first train a low-level policy in simulation via reinforcement learning using existing 40-hour human motion datasets. This policy transfers to the real world and allows humanoid robots to follow human body and hand motion in real time using only a RGB camera, i.e. shadowing. Through shadowing, human operators can teleoperate humanoids to collect whole-body data for learning different tasks in the real world. Using the data collected, we then perform supervised behavior cloning to train skill policies using egocentric vision, allowing humanoids to complete different tasks autonomously by imitating human skills. We demonstrate the system on our customized 33-DoF 180cm humanoid, autonomously completing tasks such as wearing a shoe to stand up and walk, unloading objects from warehouse racks, folding a sweatshirt, rearranging objects, typing, and greeting another robot with 60-100% success rates using up to 40 demonstrations. Project website: https://humanoid-ai.github.io/

GPT-4o: Visual perception performance of multimodal large language models in piglet activity understanding

Animal ethology is an crucial aspect of animal research, and animal behavior labeling is the foundation for studying animal behavior. This process typically involves labeling video clips with behavioral semantic tags, a task that is complex, subjective, and multimodal. With the rapid development of multimodal large language models(LLMs), new application have emerged for animal behavior understanding tasks in livestock scenarios. This study evaluates the visual perception capabilities of multimodal LLMs in animal activity recognition. To achieve this, we created piglet test data comprising close-up video clips of individual piglets and annotated full-shot video clips. These data were used to assess the performance of four multimodal LLMs-Video-LLaMA, MiniGPT4-Video, Video-Chat2, and GPT-4 omni (GPT-4o)-in piglet activity understanding. Through comprehensive evaluation across five dimensions, including counting, actor referring, semantic correspondence, time perception, and robustness, we found that while current multimodal LLMs require improvement in semantic correspondence and time perception, they have initially demonstrated visual perception capabilities for animal activity recognition. Notably, GPT-4o showed outstanding performance, with Video-Chat2 and GPT-4o exhibiting significantly better semantic correspondence and time perception in close-up video clips compared to full-shot clips. The initial evaluation experiments in this study validate the potential of multimodal large language models in livestock scene video understanding and provide new directions and references for future research on animal behavior video understanding. Furthermore, by deeply exploring the influence of visual prompts on multimodal large language models, we expect to enhance the accuracy and efficiency of animal behavior recognition in livestock scenarios through human visual processing methods.

XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.

Action in Mind: A Neural Network Approach to Action Recognition and Segmentation

Recognizing and categorizing human actions is an important task with applications in various fields such as human-robot interaction, video analysis, surveillance, video retrieval, health care system and entertainment industry. This thesis presents a novel computational approach for human action recognition through different implementations of multi-layer architectures based on artificial neural networks. Each system level development is designed to solve different aspects of the action recognition problem including online real-time processing, action segmentation and the involvement of objects. The analysis of the experimental results are illustrated and described in six articles. The proposed action recognition architecture of this thesis is composed of several processing layers including a preprocessing layer, an ordered vector representation layer and three layers of neural networks. It utilizes self-organizing neural networks such as Kohonen feature maps and growing grids as the main neural network layers. Thus the architecture presents a biological plausible approach with certain features such as topographic organization of the neurons, lateral interactions, semi-supervised learning and the ability to represent high dimensional input space in lower dimensional maps. For each level of development the system is trained with the input data consisting of consecutive 3D body postures and tested with generalized input data that the system has never met before. The experimental results of different system level developments show that the system performs well with quite high accuracy for recognizing human actions.

Physics-based Motion Retargeting from Sparse Inputs

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

UniMTS: Unified Pre-training for Motion Time Series

Motion time series collected from mobile and wearable devices such as smartphones and smartwatches offer significant insights into human behavioral patterns, with wide applications in healthcare, automation, IoT, and AR/XR due to their low-power, always-on nature. However, given security and privacy concerns, building large-scale motion time series datasets remains difficult, preventing the development of pre-trained models for human activity analysis. Typically, existing models are trained and tested on the same dataset, leading to poor generalizability across variations in device location, device mounting orientation and human activity type. In this paper, we introduce UniMTS, the first unified pre-training procedure for motion time series that generalizes across diverse device latent factors and activities. Specifically, we employ a contrastive learning framework that aligns motion time series with text descriptions enriched by large language models. This helps the model learn the semantics of time series to generalize across activities. Given the absence of large-scale motion time series data, we derive and synthesize time series from existing motion skeleton data with all-joint coverage. Spatio-temporal graph networks are utilized to capture the relationships across joints for generalization across different device locations. We further design rotation-invariant augmentation to make the model agnostic to changes in device mounting orientations. Our model shows exceptional generalizability across 18 motion time series classification benchmark datasets, outperforming the best baselines by 340% in the zero-shot setting, 16.3% in the few-shot setting, and 9.2% in the full-shot setting.

SpikMamba: When SNN meets Mamba in Event-based Human Action Recognition

Human action recognition (HAR) plays a key role in various applications such as video analysis, surveillance, autonomous driving, robotics, and healthcare. Most HAR algorithms are developed from RGB images, which capture detailed visual information. However, these algorithms raise concerns in privacy-sensitive environments due to the recording of identifiable features. Event cameras offer a promising solution by capturing scene brightness changes sparsely at the pixel level, without capturing full images. Moreover, event cameras have high dynamic ranges that can effectively handle scenarios with complex lighting conditions, such as low light or high contrast environments. However, using event cameras introduces challenges in modeling the spatially sparse and high temporal resolution event data for HAR. To address these issues, we propose the SpikMamba framework, which combines the energy efficiency of spiking neural networks and the long sequence modeling capability of Mamba to efficiently capture global features from spatially sparse and high a temporal resolution event data. Additionally, to improve the locality of modeling, a spiking window-based linear attention mechanism is used. Extensive experiments show that SpikMamba achieves remarkable recognition performance, surpassing the previous state-of-the-art by 1.45%, 7.22%, 0.15%, and 3.92% on the PAF, HARDVS, DVS128, and E-FAction datasets, respectively. The code is available at https://github.com/Typistchen/SpikMamba.

BAT: Behavior-Aware Human-Like Trajectory Prediction for Autonomous Driving

The ability to accurately predict the trajectory of surrounding vehicles is a critical hurdle to overcome on the journey to fully autonomous vehicles. To address this challenge, we pioneer a novel behavior-aware trajectory prediction model (BAT) that incorporates insights and findings from traffic psychology, human behavior, and decision-making. Our model consists of behavior-aware, interaction-aware, priority-aware, and position-aware modules that perceive and understand the underlying interactions and account for uncertainty and variability in prediction, enabling higher-level learning and flexibility without rigid categorization of driving behavior. Importantly, this approach eliminates the need for manual labeling in the training process and addresses the challenges of non-continuous behavior labeling and the selection of appropriate time windows. We evaluate BAT's performance across the Next Generation Simulation (NGSIM), Highway Drone (HighD), Roundabout Drone (RounD), and Macao Connected Autonomous Driving (MoCAD) datasets, showcasing its superiority over prevailing state-of-the-art (SOTA) benchmarks in terms of prediction accuracy and efficiency. Remarkably, even when trained on reduced portions of the training data (25%), our model outperforms most of the baselines, demonstrating its robustness and efficiency in predicting vehicle trajectories, and the potential to reduce the amount of data required to train autonomous vehicles, especially in corner cases. In conclusion, the behavior-aware model represents a significant advancement in the development of autonomous vehicles capable of predicting trajectories with the same level of proficiency as human drivers. The project page is available at https://github.com/Petrichor625/BATraj-Behavior-aware-Model.

One to rule them all: natural language to bind communication, perception and action

In recent years, research in the area of human-robot interaction has focused on developing robots capable of understanding complex human instructions and performing tasks in dynamic and diverse environments. These systems have a wide range of applications, from personal assistance to industrial robotics, emphasizing the importance of robots interacting flexibly, naturally and safely with humans. This paper presents an advanced architecture for robotic action planning that integrates communication, perception, and planning with Large Language Models (LLMs). Our system is designed to translate commands expressed in natural language into executable robot actions, incorporating environmental information and dynamically updating plans based on real-time feedback. The Planner Module is the core of the system where LLMs embedded in a modified ReAct framework are employed to interpret and carry out user commands. By leveraging their extensive pre-trained knowledge, LLMs can effectively process user requests without the need to introduce new knowledge on the changing environment. The modified ReAct framework further enhances the execution space by providing real-time environmental perception and the outcomes of physical actions. By combining robust and dynamic semantic map representations as graphs with control components and failure explanations, this architecture enhances a robot adaptability, task execution, and seamless collaboration with human users in shared and dynamic environments. Through the integration of continuous feedback loops with the environment the system can dynamically adjusts the plan to accommodate unexpected changes, optimizing the robot ability to perform tasks. Using a dataset of previous experience is possible to provide detailed feedback about the failure. Updating the LLMs context of the next iteration with suggestion on how to overcame the issue.

Agent AI: Surveying the Horizons of Multimodal Interaction

Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.

Generative Agents: Interactive Simulacra of Human Behavior

Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.

HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation

Human image animation involves generating videos from a character photo, allowing user control and unlocking potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation.To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of copyright-free real-world videos from the internet. Through a carefully designed rule-based filtering strategy, we ensure the inclusion of high-quality videos, resulting in a collection of 20K human-centric videos in 1080P resolution. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. For the synthetic data, we gather 2,300 copyright-free 3D avatar assets to augment existing available 3D assets. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Code and data will be publicly available at https://github.com/zhenzhiwang/HumanVid/.

ROCKET-1: Master Open-World Interaction with Visual-Temporal Context Prompting

Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. A key issue is the difficulty in smoothly connecting individual entities in low-level observations with abstract concepts required for planning. A common approach to address this problem is through the use of hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language and imagined observations. However, language often fails to effectively convey spatial information, while generating future images with sufficient accuracy remains challenging. To address these limitations, we propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from both past and present observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, with real-time object tracking provided by SAM-2. Our method unlocks the full potential of VLMs visual-language reasoning abilities, enabling them to solve complex creative tasks, especially those heavily reliant on spatial understanding. Experiments in Minecraft demonstrate that our approach allows agents to accomplish previously unattainable tasks, highlighting the effectiveness of visual-temporal context prompting in embodied decision-making. Codes and demos will be available on the project page: https://craftjarvis.github.io/ROCKET-1.

LALM: Long-Term Action Anticipation with Language Models

Understanding human activity is a crucial yet intricate task in egocentric vision, a field that focuses on capturing visual perspectives from the camera wearer's viewpoint. While traditional methods heavily rely on representation learning trained on extensive video data, there exists a significant limitation: obtaining effective video representations proves challenging due to the inherent complexity and variability in human activities.Furthermore, exclusive dependence on video-based learning may constrain a model's capability to generalize across long-tail classes and out-of-distribution scenarios. In this study, we introduce a novel approach for long-term action anticipation using language models (LALM), adept at addressing the complex challenges of long-term activity understanding without the need for extensive training. Our method incorporates an action recognition model to track previous action sequences and a vision-language model to articulate relevant environmental details. By leveraging the context provided by these past events, we devise a prompting strategy for action anticipation using large language models (LLMs). Moreover, we implement Maximal Marginal Relevance for example selection to facilitate in-context learning of the LLMs. Our experimental results demonstrate that LALM surpasses the state-of-the-art methods in the task of long-term action anticipation on the Ego4D benchmark. We further validate LALM on two additional benchmarks, affirming its capacity for generalization across intricate activities with different sets of taxonomies. These are achieved without specific fine-tuning.

Time is on my sight: scene graph filtering for dynamic environment perception in an LLM-driven robot

Robots are increasingly being used in dynamic environments like workplaces, hospitals, and homes. As a result, interactions with robots must be simple and intuitive, with robots perception adapting efficiently to human-induced changes. This paper presents a robot control architecture that addresses key challenges in human-robot interaction, with a particular focus on the dynamic creation and continuous update of the robot state representation. The architecture uses Large Language Models to integrate diverse information sources, including natural language commands, robotic skills representation, real-time dynamic semantic mapping of the perceived scene. This enables flexible and adaptive robotic behavior in complex, dynamic environments. Traditional robotic systems often rely on static, pre-programmed instructions and settings, limiting their adaptability to dynamic environments and real-time collaboration. In contrast, this architecture uses LLMs to interpret complex, high-level instructions and generate actionable plans that enhance human-robot collaboration. At its core, the system Perception Module generates and continuously updates a semantic scene graph using RGB-D sensor data, providing a detailed and structured representation of the environment. A particle filter is employed to ensure accurate object localization in dynamic, real-world settings. The Planner Module leverages this up-to-date semantic map to break down high-level tasks into sub-tasks and link them to robotic skills such as navigation, object manipulation (e.g., PICK and PLACE), and movement (e.g., GOTO). By combining real-time perception, state tracking, and LLM-driven communication and task planning, the architecture enhances adaptability, task efficiency, and human-robot collaboration in dynamic environments.

Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors

Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.

Prompt-augmented Temporal Point Process for Streaming Event Sequence

Neural Temporal Point Processes (TPPs) are the prevalent paradigm for modeling continuous-time event sequences, such as user activities on the web and financial transactions. In real-world applications, event data is typically received in a streaming manner, where the distribution of patterns may shift over time. Additionally, privacy and memory constraints are commonly observed in practical scenarios, further compounding the challenges. Therefore, the continuous monitoring of a TPP to learn the streaming event sequence is an important yet under-explored problem. Our work paper addresses this challenge by adopting Continual Learning (CL), which makes the model capable of continuously learning a sequence of tasks without catastrophic forgetting under realistic constraints. Correspondingly, we propose a simple yet effective framework, PromptTPPOur code is available at {\small \url{ https://github.com/yanyanSann/PromptTPP}}, by integrating the base TPP with a continuous-time retrieval prompt pool. The prompts, small learnable parameters, are stored in a memory space and jointly optimized with the base TPP, ensuring that the model learns event streams sequentially without buffering past examples or task-specific attributes. We present a novel and realistic experimental setup for modeling event streams, where PromptTPP consistently achieves state-of-the-art performance across three real user behavior datasets.

Habitat 3.0: A Co-Habitat for Humans, Avatars and Robots

We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.

I-MPN: Inductive Message Passing Network for Efficient Human-in-the-Loop Annotation of Mobile Eye Tracking Data

Comprehending how humans process visual information in dynamic settings is crucial for psychology and designing user-centered interactions. While mobile eye-tracking systems combining egocentric video and gaze signals can offer valuable insights, manual analysis of these recordings is time-intensive. In this work, we present a novel human-centered learning algorithm designed for automated object recognition within mobile eye-tracking settings. Our approach seamlessly integrates an object detector with a spatial relation-aware inductive message-passing network (I-MPN), harnessing node profile information and capturing object correlations. Such mechanisms enable us to learn embedding functions capable of generalizing to new object angle views, facilitating rapid adaptation and efficient reasoning in dynamic contexts as users navigate their environment. Through experiments conducted on three distinct video sequences, our interactive-based method showcases significant performance improvements over fixed training/testing algorithms, even when trained on considerably smaller annotated samples collected through user feedback. Furthermore, we demonstrate exceptional efficiency in data annotation processes and surpass prior interactive methods that use complete object detectors, combine detectors with convolutional networks, or employ interactive video segmentation.

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation

Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.

Vid2Robot: End-to-end Video-conditioned Policy Learning with Cross-Attention Transformers

While large-scale robotic systems typically rely on textual instructions for tasks, this work explores a different approach: can robots infer the task directly from observing humans? This shift necessitates the robot's ability to decode human intent and translate it into executable actions within its physical constraints and environment. We introduce Vid2Robot, a novel end-to-end video-based learning framework for robots. Given a video demonstration of a manipulation task and current visual observations, Vid2Robot directly produces robot actions. This is achieved through a unified representation model trained on a large dataset of human video and robot trajectory. The model leverages cross-attention mechanisms to fuse prompt video features to the robot's current state and generate appropriate actions that mimic the observed task. To further improve policy performance, we propose auxiliary contrastive losses that enhance the alignment between human and robot video representations. We evaluate Vid2Robot on real-world robots, demonstrating a 20% improvement in performance compared to other video-conditioned policies when using human demonstration videos. Additionally, our model exhibits emergent capabilities, such as successfully transferring observed motions from one object to another, and long-horizon composition, thus showcasing its potential for real-world applications. Project website: vid2robot.github.io

EgoNormia: Benchmarking Physical Social Norm Understanding

Human activity is moderated by norms. When performing actions in the real world, humans not only follow norms, but also consider the trade-off between different norms However, machines are often trained without explicit supervision on norm understanding and reasoning, especially when the norms are grounded in a physical and social context. To improve and evaluate the normative reasoning capability of vision-language models (VLMs), we present EgoNormia |epsilon|, consisting of 1,853 ego-centric videos of human interactions, each of which has two related questions evaluating both the prediction and justification of normative actions. The normative actions encompass seven categories: safety, privacy, proxemics, politeness, cooperation, coordination/proactivity, and communication/legibility. To compile this dataset at scale, we propose a novel pipeline leveraging video sampling, automatic answer generation, filtering, and human validation. Our work demonstrates that current state-of-the-art vision-language models lack robust norm understanding, scoring a maximum of 45% on EgoNormia (versus a human bench of 92%). Our analysis of performance in each dimension highlights the significant risks of safety, privacy, and the lack of collaboration and communication capability when applied to real-world agents. We additionally show that through a retrieval-based generation method, it is possible to use EgoNomia to enhance normative reasoning in VLMs.

MammalNet: A Large-scale Video Benchmark for Mammal Recognition and Behavior Understanding

Monitoring animal behavior can facilitate conservation efforts by providing key insights into wildlife health, population status, and ecosystem function. Automatic recognition of animals and their behaviors is critical for capitalizing on the large unlabeled datasets generated by modern video devices and for accelerating monitoring efforts at scale. However, the development of automated recognition systems is currently hindered by a lack of appropriately labeled datasets. Existing video datasets 1) do not classify animals according to established biological taxonomies; 2) are too small to facilitate large-scale behavioral studies and are often limited to a single species; and 3) do not feature temporally localized annotations and therefore do not facilitate localization of targeted behaviors within longer video sequences. Thus, we propose MammalNet, a new large-scale animal behavior dataset with taxonomy-guided annotations of mammals and their common behaviors. MammalNet contains over 18K videos totaling 539 hours, which is ~10 times larger than the largest existing animal behavior dataset. It covers 17 orders, 69 families, and 173 mammal categories for animal categorization and captures 12 high-level animal behaviors that received focus in previous animal behavior studies. We establish three benchmarks on MammalNet: standard animal and behavior recognition, compositional low-shot animal and behavior recognition, and behavior detection. Our dataset and code have been made available at: https://mammal-net.github.io.

Physically Embodied Gaussian Splatting: A Realtime Correctable World Model for Robotics

For robots to robustly understand and interact with the physical world, it is highly beneficial to have a comprehensive representation - modelling geometry, physics, and visual observations - that informs perception, planning, and control algorithms. We propose a novel dual Gaussian-Particle representation that models the physical world while (i) enabling predictive simulation of future states and (ii) allowing online correction from visual observations in a dynamic world. Our representation comprises particles that capture the geometrical aspect of objects in the world and can be used alongside a particle-based physics system to anticipate physically plausible future states. Attached to these particles are 3D Gaussians that render images from any viewpoint through a splatting process thus capturing the visual state. By comparing the predicted and observed images, our approach generates visual forces that correct the particle positions while respecting known physical constraints. By integrating predictive physical modelling with continuous visually-derived corrections, our unified representation reasons about the present and future while synchronizing with reality. Our system runs in realtime at 30Hz using only 3 cameras. We validate our approach on 2D and 3D tracking tasks as well as photometric reconstruction quality. Videos are found at https://embodied-gaussians.github.io/.

MuMA-ToM: Multi-modal Multi-Agent Theory of Mind

Understanding people's social interactions in complex real-world scenarios often relies on intricate mental reasoning. To truly understand how and why people interact with one another, we must infer the underlying mental states that give rise to the social interactions, i.e., Theory of Mind reasoning in multi-agent interactions. Additionally, social interactions are often multi-modal -- we can watch people's actions, hear their conversations, and/or read about their past behaviors. For AI systems to successfully and safely interact with people in real-world environments, they also need to understand people's mental states as well as their inferences about each other's mental states based on multi-modal information about their interactions. For this, we introduce MuMA-ToM, a Multi-modal Multi-Agent Theory of Mind benchmark. MuMA-ToM is the first multi-modal Theory of Mind benchmark that evaluates mental reasoning in embodied multi-agent interactions. In MuMA-ToM, we provide video and text descriptions of people's multi-modal behavior in realistic household environments. Based on the context, we then ask questions about people's goals, beliefs, and beliefs about others' goals. We validated MuMA-ToM in a human experiment and provided a human baseline. We also proposed a novel multi-modal, multi-agent ToM model, LIMP (Language model-based Inverse Multi-agent Planning). Our experimental results show that LIMP significantly outperforms state-of-the-art methods, including large multi-modal models (e.g., GPT-4o, Gemini-1.5 Pro) and a recent multi-modal ToM model, BIP-ALM.

ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions

To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.

Novel Human Machine Interface via Robust Hand Gesture Recognition System using Channel Pruned YOLOv5s Model

Hand gesture recognition (HGR) is a vital component in enhancing the human-computer interaction experience, particularly in multimedia applications, such as virtual reality, gaming, smart home automation systems, etc. Users can control and navigate through these applications seamlessly by accurately detecting and recognizing gestures. However, in a real-time scenario, the performance of the gesture recognition system is sometimes affected due to the presence of complex background, low-light illumination, occlusion problems, etc. Another issue is building a fast and robust gesture-controlled human-computer interface (HCI) in the real-time scenario. The overall objective of this paper is to develop an efficient hand gesture detection and classification model using a channel-pruned YOLOv5-small model and utilize the model to build a gesture-controlled HCI with a quick response time (in ms) and higher detection speed (in fps). First, the YOLOv5s model is chosen for the gesture detection task. Next, the model is simplified by using a channel-pruned algorithm. After that, the pruned model is further fine-tuned to ensure detection efficiency. We have compared our suggested scheme with other state-of-the-art works, and it is observed that our model has shown superior results in terms of mAP (mean average precision), precision (\%), recall (\%), and F1-score (\%), fast inference time (in ms), and detection speed (in fps). Our proposed method paves the way for deploying a pruned YOLOv5s model for a real-time gesture-command-based HCI to control some applications, such as the VLC media player, Spotify player, etc., using correctly classified gesture commands in real-time scenarios. The average detection speed of our proposed system has reached more than 60 frames per second (fps) in real-time, which meets the perfect requirement in real-time application control.

LivePhoto: Real Image Animation with Text-guided Motion Control

Despite the recent progress in text-to-video generation, existing studies usually overlook the issue that only spatial contents but not temporal motions in synthesized videos are under the control of text. Towards such a challenge, this work presents a practical system, named LivePhoto, which allows users to animate an image of their interest with text descriptions. We first establish a strong baseline that helps a well-learned text-to-image generator (i.e., Stable Diffusion) take an image as a further input. We then equip the improved generator with a motion module for temporal modeling and propose a carefully designed training pipeline to better link texts and motions. In particular, considering the facts that (1) text can only describe motions roughly (e.g., regardless of the moving speed) and (2) text may include both content and motion descriptions, we introduce a motion intensity estimation module as well as a text re-weighting module to reduce the ambiguity of text-to-motion mapping. Empirical evidence suggests that our approach is capable of well decoding motion-related textual instructions into videos, such as actions, camera movements, or even conjuring new contents from thin air (e.g., pouring water into an empty glass). Interestingly, thanks to the proposed intensity learning mechanism, our system offers users an additional control signal (i.e., the motion intensity) besides text for video customization.

Learning to Move Like Professional Counter-Strike Players

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

VSViG: Real-time Video-based Seizure Detection via Skeleton-based Spatiotemporal ViG

An accurate and efficient epileptic seizure onset detection can significantly benefit patients. Traditional diagnostic methods, primarily relying on electroencephalograms (EEGs), often result in cumbersome and non-portable solutions, making continuous patient monitoring challenging. The video-based seizure detection system is expected to free patients from the constraints of scalp or implanted EEG devices and enable remote monitoring in residential settings. Previous video-based methods neither enable all-day monitoring nor provide short detection latency due to insufficient resources and ineffective patient action recognition techniques. Additionally, skeleton-based action recognition approaches remain limitations in identifying subtle seizure-related actions. To address these challenges, we propose a novel Video-based Seizure detection model via a skeleton-based spatiotemporal Vision Graph neural network (VSViG) for its efficient, accurate and timely purpose in real-time scenarios. Our experimental results indicate VSViG outperforms previous state-of-the-art action recognition models on our collected patients' video data with higher accuracy (5.9% error), lower FLOPs (0.4G), and smaller model size (1.4M). Furthermore, by integrating a decision-making rule that combines output probabilities and an accumulative function, we achieve a 5.1 s detection latency after EEG onset, a 13.1 s detection advance before clinical onset, and a zero false detection rate. The project homepage is available at: https://github.com/xuyankun/VSViG/

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

OVO-Bench: How Far is Your Video-LLMs from Real-World Online Video Understanding?

Temporal Awareness, the ability to reason dynamically based on the timestamp when a question is raised, is the key distinction between offline and online video LLMs. Unlike offline models, which rely on complete videos for static, post hoc analysis, online models process video streams incrementally and dynamically adapt their responses based on the timestamp at which the question is posed. Despite its significance, temporal awareness has not been adequately evaluated in existing benchmarks. To fill this gap, we present OVO-Bench (Online-VideO-Benchmark), a novel video benchmark that emphasizes the importance of timestamps for advanced online video understanding capability benchmarking. OVO-Bench evaluates the ability of video LLMs to reason and respond to events occurring at specific timestamps under three distinct scenarios: (1) Backward tracing: trace back to past events to answer the question. (2) Real-time understanding: understand and respond to events as they unfold at the current timestamp. (3) Forward active responding: delay the response until sufficient future information becomes available to answer the question accurately. OVO-Bench comprises 12 tasks, featuring 644 unique videos and approximately human-curated 2,800 fine-grained meta-annotations with precise timestamps. We combine automated generation pipelines with human curation. With these high-quality samples, we further developed an evaluation pipeline to systematically query video LLMs along the video timeline. Evaluations of nine Video-LLMs reveal that, despite advancements on traditional benchmarks, current models struggle with online video understanding, showing a significant gap compared to human agents. We hope OVO-Bench will drive progress in video LLMs and inspire future research in online video reasoning. Our benchmark and code can be accessed at https://github.com/JoeLeelyf/OVO-Bench.

DAMO-StreamNet: Optimizing Streaming Perception in Autonomous Driving

Real-time perception, or streaming perception, is a crucial aspect of autonomous driving that has yet to be thoroughly explored in existing research. To address this gap, we present DAMO-StreamNet, an optimized framework that combines recent advances from the YOLO series with a comprehensive analysis of spatial and temporal perception mechanisms, delivering a cutting-edge solution. The key innovations of DAMO-StreamNet are (1) A robust neck structure incorporating deformable convolution, enhancing the receptive field and feature alignment capabilities (2) A dual-branch structure that integrates short-path semantic features and long-path temporal features, improving motion state prediction accuracy. (3) Logits-level distillation for efficient optimization, aligning the logits of teacher and student networks in semantic space. (4) A real-time forecasting mechanism that updates support frame features with the current frame, ensuring seamless streaming perception during inference. Our experiments demonstrate that DAMO-StreamNet surpasses existing state-of-the-art methods, achieving 37.8% (normal size (600, 960)) and 43.3% (large size (1200, 1920)) sAP without using extra data. This work not only sets a new benchmark for real-time perception but also provides valuable insights for future research. Additionally, DAMO-StreamNet can be applied to various autonomous systems, such as drones and robots, paving the way for real-time perception. The code is at https://github.com/zhiqic/DAMO-StreamNet.

TOMATO: Assessing Visual Temporal Reasoning Capabilities in Multimodal Foundation Models

Existing benchmarks often highlight the remarkable performance achieved by state-of-the-art Multimodal Foundation Models (MFMs) in leveraging temporal context for video understanding. However, how well do the models truly perform visual temporal reasoning? Our study of existing benchmarks shows that this capability of MFMs is likely overestimated as many questions can be solved by using a single, few, or out-of-order frames. To systematically examine current visual temporal reasoning tasks, we propose three principles with corresponding metrics: (1) Multi-Frame Gain, (2) Frame Order Sensitivity, and (3) Frame Information Disparity. Following these principles, we introduce TOMATO, Temporal Reasoning Multimodal Evaluation, a novel benchmark crafted to rigorously assess MFMs' temporal reasoning capabilities in video understanding. TOMATO comprises 1,484 carefully curated, human-annotated questions spanning six tasks (i.e., action count, direction, rotation, shape & trend, velocity & frequency, and visual cues), applied to 1,417 videos, including 805 self-recorded and -generated videos, that encompass human-centric, real-world, and simulated scenarios. Our comprehensive evaluation reveals a human-model performance gap of 57.3% with the best-performing model. Moreover, our in-depth analysis uncovers more fundamental limitations beyond this gap in current MFMs. While they can accurately recognize events in isolated frames, they fail to interpret these frames as a continuous sequence. We believe TOMATO will serve as a crucial testbed for evaluating the next-generation MFMs and as a call to the community to develop AI systems capable of comprehending human world dynamics through the video modality.

Large Language Models as Zero-Shot Human Models for Human-Robot Interaction

Human models play a crucial role in human-robot interaction (HRI), enabling robots to consider the impact of their actions on people and plan their behavior accordingly. However, crafting good human models is challenging; capturing context-dependent human behavior requires significant prior knowledge and/or large amounts of interaction data, both of which are difficult to obtain. In this work, we explore the potential of large-language models (LLMs) -- which have consumed vast amounts of human-generated text data -- to act as zero-shot human models for HRI. Our experiments on three social datasets yield promising results; the LLMs are able to achieve performance comparable to purpose-built models. That said, we also discuss current limitations, such as sensitivity to prompts and spatial/numerical reasoning mishaps. Based on our findings, we demonstrate how LLM-based human models can be integrated into a social robot's planning process and applied in HRI scenarios. Specifically, we present one case study on a simulated trust-based table-clearing task and replicate past results that relied on custom models. Next, we conduct a new robot utensil-passing experiment (n = 65) where preliminary results show that planning with a LLM-based human model can achieve gains over a basic myopic plan. In summary, our results show that LLMs offer a promising (but incomplete) approach to human modeling for HRI.

Empowering Dynamics-aware Text-to-Video Diffusion with Large Language Models

Text-to-video (T2V) synthesis has gained increasing attention in the community, in which the recently emerged diffusion models (DMs) have promisingly shown stronger performance than the past approaches. While existing state-of-the-art DMs are competent to achieve high-resolution video generation, they may largely suffer from key limitations (e.g., action occurrence disorders, crude video motions) with respect to the intricate temporal dynamics modeling, one of the crux of video synthesis. In this work, we investigate strengthening the awareness of video dynamics for DMs, for high-quality T2V generation. Inspired by human intuition, we design an innovative dynamic scene manager (dubbed as Dysen) module, which includes (step-1) extracting from input text the key actions with proper time-order arrangement, (step-2) transforming the action schedules into the dynamic scene graph (DSG) representations, and (step-3) enriching the scenes in the DSG with sufficient and reasonable details. Taking advantage of the existing powerful LLMs (e.g., ChatGPT) via in-context learning, Dysen realizes (nearly) human-level temporal dynamics understanding. Finally, the resulting video DSG with rich action scene details is encoded as fine-grained spatio-temporal features, integrated into the backbone T2V DM for video generating. Experiments on popular T2V datasets suggest that our framework consistently outperforms prior arts with significant margins, especially in the scenario with complex actions. Project page at https://haofei.vip/Dysen-VDM

Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation

Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.

Human-Activity AGV Quality Assessment: A Benchmark Dataset and an Objective Evaluation Metric

AI-driven video generation techniques have made significant progress in recent years. However, AI-generated videos (AGVs) involving human activities often exhibit substantial visual and semantic distortions, hindering the practical application of video generation technologies in real-world scenarios. To address this challenge, we conduct a pioneering study on human activity AGV quality assessment, focusing on visual quality evaluation and the identification of semantic distortions. First, we construct the AI-Generated Human activity Video Quality Assessment (Human-AGVQA) dataset, consisting of 3,200 AGVs derived from 8 popular text-to-video (T2V) models using 400 text prompts that describe diverse human activities. We conduct a subjective study to evaluate the human appearance quality, action continuity quality, and overall video quality of AGVs, and identify semantic issues of human body parts. Based on Human-AGVQA, we benchmark the performance of T2V models and analyze their strengths and weaknesses in generating different categories of human activities. Second, we develop an objective evaluation metric, named AI-Generated Human activity Video Quality metric (GHVQ), to automatically analyze the quality of human activity AGVs. GHVQ systematically extracts human-focused quality features, AI-generated content-aware quality features, and temporal continuity features, making it a comprehensive and explainable quality metric for human activity AGVs. The extensive experimental results show that GHVQ outperforms existing quality metrics on the Human-AGVQA dataset by a large margin, demonstrating its efficacy in assessing the quality of human activity AGVs. The Human-AGVQA dataset and GHVQ metric will be released in public at https://github.com/zczhang-sjtu/GHVQ.git

Conditional Generative Adversarial Networks for Speed Control in Trajectory Simulation

Motion behaviour is driven by several factors -- goals, presence and actions of neighbouring agents, social relations, physical and social norms, the environment with its variable characteristics, and further. Most factors are not directly observable and must be modelled from context. Trajectory prediction, is thus a hard problem, and has seen increasing attention from researchers in the recent years. Prediction of motion, in application, must be realistic, diverse and controllable. In spite of increasing focus on multimodal trajectory generation, most methods still lack means for explicitly controlling different modes of the data generation. Further, most endeavours invest heavily in designing special mechanisms to learn the interactions in latent space. We present Conditional Speed GAN (CSG), that allows controlled generation of diverse and socially acceptable trajectories, based on user controlled speed. During prediction, CSG forecasts future speed from latent space and conditions its generation based on it. CSG is comparable to state-of-the-art GAN methods in terms of the benchmark distance metrics, while being simple and useful for simulation and data augmentation for different contexts such as fast or slow paced environments. Additionally, we compare the effect of different aggregation mechanisms and show that a naive approach of concatenation works comparable to its attention and pooling alternatives.

Chronologically Accurate Retrieval for Temporal Grounding of Motion-Language Models

With the release of large-scale motion datasets with textual annotations, the task of establishing a robust latent space for language and 3D human motion has recently witnessed a surge of interest. Methods have been proposed to convert human motion and texts into features to achieve accurate correspondence between them. Despite these efforts to align language and motion representations, we claim that the temporal element is often overlooked, especially for compound actions, resulting in chronological inaccuracies. To shed light on the temporal alignment in motion-language latent spaces, we propose Chronologically Accurate Retrieval (CAR) to evaluate the chronological understanding of the models. We decompose textual descriptions into events, and prepare negative text samples by shuffling the order of events in compound action descriptions. We then design a simple task for motion-language models to retrieve the more likely text from the ground truth and its chronologically shuffled version. CAR reveals many cases where current motion-language models fail to distinguish the event chronology of human motion, despite their impressive performance in terms of conventional evaluation metrics. To achieve better temporal alignment between text and motion, we further propose to use these texts with shuffled sequence of events as negative samples during training to reinforce the motion-language models. We conduct experiments on text-motion retrieval and text-to-motion generation using the reinforced motion-language models, which demonstrate improved performance over conventional approaches, indicating the necessity to consider temporal elements in motion-language alignment.

Towards Principled Representation Learning from Videos for Reinforcement Learning

We study pre-training representations for decision-making using video data, which is abundantly available for tasks such as game agents and software testing. Even though significant empirical advances have been made on this problem, a theoretical understanding remains absent. We initiate the theoretical investigation into principled approaches for representation learning and focus on learning the latent state representations of the underlying MDP using video data. We study two types of settings: one where there is iid noise in the observation, and a more challenging setting where there is also the presence of exogenous noise, which is non-iid noise that is temporally correlated, such as the motion of people or cars in the background. We study three commonly used approaches: autoencoding, temporal contrastive learning, and forward modeling. We prove upper bounds for temporal contrastive learning and forward modeling in the presence of only iid noise. We show that these approaches can learn the latent state and use it to do efficient downstream RL with polynomial sample complexity. When exogenous noise is also present, we establish a lower bound result showing that the sample complexity of learning from video data can be exponentially worse than learning from action-labeled trajectory data. This partially explains why reinforcement learning with video pre-training is hard. We evaluate these representational learning methods in two visual domains, yielding results that are consistent with our theoretical findings.

Context R-CNN: Long Term Temporal Context for Per-Camera Object Detection

In static monitoring cameras, useful contextual information can stretch far beyond the few seconds typical video understanding models might see: subjects may exhibit similar behavior over multiple days, and background objects remain static. Due to power and storage constraints, sampling frequencies are low, often no faster than one frame per second, and sometimes are irregular due to the use of a motion trigger. In order to perform well in this setting, models must be robust to irregular sampling rates. In this paper we propose a method that leverages temporal context from the unlabeled frames of a novel camera to improve performance at that camera. Specifically, we propose an attention-based approach that allows our model, Context R-CNN, to index into a long term memory bank constructed on a per-camera basis and aggregate contextual features from other frames to boost object detection performance on the current frame. We apply Context R-CNN to two settings: (1) species detection using camera traps, and (2) vehicle detection in traffic cameras, showing in both settings that Context R-CNN leads to performance gains over strong baselines. Moreover, we show that increasing the contextual time horizon leads to improved results. When applied to camera trap data from the Snapshot Serengeti dataset, Context R-CNN with context from up to a month of images outperforms a single-frame baseline by 17.9% mAP, and outperforms S3D (a 3d convolution based baseline) by 11.2% mAP.

RealGen: Retrieval Augmented Generation for Controllable Traffic Scenarios

Simulation plays a crucial role in the development of autonomous vehicles (AVs) due to the potential risks associated with real-world testing. Although significant progress has been made in the visual aspects of simulators, generating complex behavior among agents remains a formidable challenge. It is not only imperative to ensure realism in the scenarios generated but also essential to incorporate preferences and conditions to facilitate controllable generation for AV training and evaluation. Traditional methods, mainly relying on memorizing the distribution of training datasets, often fall short in generating unseen scenarios. Inspired by the success of retrieval augmented generation in large language models, we present RealGen, a novel retrieval-based in-context learning framework for traffic scenario generation. RealGen synthesizes new scenarios by combining behaviors from multiple retrieved examples in a gradient-free way, which may originate from templates or tagged scenarios. This in-context learning framework endows versatile generative capabilities, including the ability to edit scenarios, compose various behaviors, and produce critical scenarios. Evaluations show that RealGen offers considerable flexibility and controllability, marking a new direction in the field of controllable traffic scenario generation. Check our project website for more information: https://realgen.github.io.

Video-Based Human Pose Regression via Decoupled Space-Time Aggregation

By leveraging temporal dependency in video sequences, multi-frame human pose estimation algorithms have demonstrated remarkable results in complicated situations, such as occlusion, motion blur, and video defocus. These algorithms are predominantly based on heatmaps, resulting in high computation and storage requirements per frame, which limits their flexibility and real-time application in video scenarios, particularly on edge devices. In this paper, we develop an efficient and effective video-based human pose regression method, which bypasses intermediate representations such as heatmaps and instead directly maps the input to the output joint coordinates. Despite the inherent spatial correlation among adjacent joints of the human pose, the temporal trajectory of each individual joint exhibits relative independence. In light of this, we propose a novel Decoupled Space-Time Aggregation network (DSTA) to separately capture the spatial contexts between adjacent joints and the temporal cues of each individual joint, thereby avoiding the conflation of spatiotemporal dimensions. Concretely, DSTA learns a dedicated feature token for each joint to facilitate the modeling of their spatiotemporal dependencies. With the proposed joint-wise local-awareness attention mechanism, our method is capable of efficiently and flexibly utilizing the spatial dependency of adjacent joints and the temporal dependency of each joint itself. Extensive experiments demonstrate the superiority of our method. Compared to previous regression-based single-frame human pose estimation methods, DSTA significantly enhances performance, achieving an 8.9 mAP improvement on PoseTrack2017. Furthermore, our approach either surpasses or is on par with the state-of-the-art heatmap-based multi-frame human pose estimation methods. Project page: https://github.com/zgspose/DSTA.

MotionCLR: Motion Generation and Training-free Editing via Understanding Attention Mechanisms

This research delves into the problem of interactive editing of human motion generation. Previous motion diffusion models lack explicit modeling of the word-level text-motion correspondence and good explainability, hence restricting their fine-grained editing ability. To address this issue, we propose an attention-based motion diffusion model, namely MotionCLR, with CLeaR modeling of attention mechanisms. Technically, MotionCLR models the in-modality and cross-modality interactions with self-attention and cross-attention, respectively. More specifically, the self-attention mechanism aims to measure the sequential similarity between frames and impacts the order of motion features. By contrast, the cross-attention mechanism works to find the fine-grained word-sequence correspondence and activate the corresponding timesteps in the motion sequence. Based on these key properties, we develop a versatile set of simple yet effective motion editing methods via manipulating attention maps, such as motion (de-)emphasizing, in-place motion replacement, and example-based motion generation, etc. For further verification of the explainability of the attention mechanism, we additionally explore the potential of action-counting and grounded motion generation ability via attention maps. Our experimental results show that our method enjoys good generation and editing ability with good explainability.

CrowdMoGen: Zero-Shot Text-Driven Collective Motion Generation

Crowd Motion Generation is essential in entertainment industries such as animation and games as well as in strategic fields like urban simulation and planning. This new task requires an intricate integration of control and generation to realistically synthesize crowd dynamics under specific spatial and semantic constraints, whose challenges are yet to be fully explored. On the one hand, existing human motion generation models typically focus on individual behaviors, neglecting the complexities of collective behaviors. On the other hand, recent methods for multi-person motion generation depend heavily on pre-defined scenarios and are limited to a fixed, small number of inter-person interactions, thus hampering their practicality. To overcome these challenges, we introduce CrowdMoGen, a zero-shot text-driven framework that harnesses the power of Large Language Model (LLM) to incorporate the collective intelligence into the motion generation framework as guidance, thereby enabling generalizable planning and generation of crowd motions without paired training data. Our framework consists of two key components: 1) Crowd Scene Planner that learns to coordinate motions and dynamics according to specific scene contexts or introduced perturbations, and 2) Collective Motion Generator that efficiently synthesizes the required collective motions based on the holistic plans. Extensive quantitative and qualitative experiments have validated the effectiveness of our framework, which not only fills a critical gap by providing scalable and generalizable solutions for Crowd Motion Generation task but also achieves high levels of realism and flexibility.

MTMMC: A Large-Scale Real-World Multi-Modal Camera Tracking Benchmark

Multi-target multi-camera tracking is a crucial task that involves identifying and tracking individuals over time using video streams from multiple cameras. This task has practical applications in various fields, such as visual surveillance, crowd behavior analysis, and anomaly detection. However, due to the difficulty and cost of collecting and labeling data, existing datasets for this task are either synthetically generated or artificially constructed within a controlled camera network setting, which limits their ability to model real-world dynamics and generalize to diverse camera configurations. To address this issue, we present MTMMC, a real-world, large-scale dataset that includes long video sequences captured by 16 multi-modal cameras in two different environments - campus and factory - across various time, weather, and season conditions. This dataset provides a challenging test-bed for studying multi-camera tracking under diverse real-world complexities and includes an additional input modality of spatially aligned and temporally synchronized RGB and thermal cameras, which enhances the accuracy of multi-camera tracking. MTMMC is a super-set of existing datasets, benefiting independent fields such as person detection, re-identification, and multiple object tracking. We provide baselines and new learning setups on this dataset and set the reference scores for future studies. The datasets, models, and test server will be made publicly available.