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SubscribeSpikMamba: 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.
Advancing Human Action Recognition with Foundation Models trained on Unlabeled Public Videos
The increasing variety and quantity of tagged multimedia content on a variety of online platforms offer a unique opportunity to advance the field of human action recognition. In this study, we utilize 283,582 unique, unlabeled TikTok video clips, categorized into 386 hashtags, to train a domain-specific foundation model for action recognition. We employ VideoMAE V2, an advanced model integrating Masked Autoencoders (MAE) with Vision Transformers (ViT), pre-trained on this diverse collection of unstructured videos. Our model, fine-tuned on established action recognition benchmarks such as UCF101 and HMDB51, achieves state-of-the-art results: 99.05% on UCF101, 86.08% on HMDB51, 85.51% on Kinetics-400, and 74.27% on Something-Something V2 using the ViT-giant backbone. These results highlight the potential of using unstructured and unlabeled videos as a valuable source of diverse and dynamic content for training foundation models. Our investigation confirms that while initial increases in pre-training data volume significantly enhance model performance, the gains diminish as the dataset size continues to expand. Our findings emphasize two critical axioms in self-supervised learning for computer vision: (1) additional pre-training data can yield diminishing benefits for some datasets and (2) quality is more important than quantity in self-supervised learning, especially when building foundation models.
The Kinetics Human Action Video Dataset
We describe the DeepMind Kinetics human action video dataset. The dataset contains 400 human action classes, with at least 400 video clips for each action. Each clip lasts around 10s and is taken from a different YouTube video. The actions are human focussed and cover a broad range of classes including human-object interactions such as playing instruments, as well as human-human interactions such as shaking hands. We describe the statistics of the dataset, how it was collected, and give some baseline performance figures for neural network architectures trained and tested for human action classification on this dataset. We also carry out a preliminary analysis of whether imbalance in the dataset leads to bias in the classifiers.
Generative Action Tell-Tales: Assessing Human Motion in Synthesized Videos
Despite rapid advances in video generative models, robust metrics for evaluating visual and temporal correctness of complex human actions remain elusive. Critically, existing pure-vision encoders and Multimodal Large Language Models (MLLMs) are strongly appearance-biased, lack temporal understanding, and thus struggle to discern intricate motion dynamics and anatomical implausibilities in generated videos. We tackle this gap by introducing a novel evaluation metric derived from a learned latent space of real-world human actions. Our method first captures the nuances, constraints, and temporal smoothness of real-world motion by fusing appearance-agnostic human skeletal geometry features with appearance-based features. We posit that this combined feature space provides a robust representation of action plausibility. Given a generated video, our metric quantifies its action quality by measuring the distance between its underlying representations and this learned real-world action distribution. For rigorous validation, we develop a new multi-faceted benchmark specifically designed to probe temporally challenging aspects of human action fidelity. Through extensive experiments, we show that our metric achieves substantial improvement of more than 68% compared to existing state-of-the-art methods on our benchmark, performs competitively on established external benchmarks, and has a stronger correlation with human perception. Our in-depth analysis reveals critical limitations in current video generative models and establishes a new standard for advanced research in video generation.
Think-Then-React: Towards Unconstrained Human Action-to-Reaction Generation
Modeling human-like action-to-reaction generation has significant real-world applications, like human-robot interaction and games. Despite recent advancements in single-person motion generation, it is still challenging to well handle action-to-reaction generation, due to the difficulty of directly predicting reaction from action sequence without prompts, and the absence of a unified representation that effectively encodes multi-person motion. To address these challenges, we introduce Think-Then-React (TTR), a large language-model-based framework designed to generate human-like reactions. First, with our fine-grained multimodal training strategy, TTR is capable to unify two processes during inference: a thinking process that explicitly infers action intentions and reasons corresponding reaction description, which serve as semantic prompts, and a reacting process that predicts reactions based on input action and the inferred semantic prompts. Second, to effectively represent multi-person motion in language models, we propose a unified motion tokenizer by decoupling egocentric pose and absolute space features, which effectively represents action and reaction motion with same encoding. Extensive experiments demonstrate that TTR outperforms existing baselines, achieving significant improvements in evaluation metrics, such as reducing FID from 3.988 to 1.942.
ActionArt: Advancing Multimodal Large Models for Fine-Grained Human-Centric Video Understanding
Fine-grained understanding of human actions and poses in videos is essential for human-centric AI applications. In this work, we introduce ActionArt, a fine-grained video-caption dataset designed to advance research in human-centric multimodal understanding. Our dataset comprises thousands of videos capturing a broad spectrum of human actions, human-object interactions, and diverse scenarios, each accompanied by detailed annotations that meticulously label every limb movement. We develop eight sub-tasks to evaluate the fine-grained understanding capabilities of existing large multimodal models across different dimensions. Experimental results indicate that, while current large multimodal models perform commendably on various tasks, they often fall short in achieving fine-grained understanding. We attribute this limitation to the scarcity of meticulously annotated data, which is both costly and difficult to scale manually. Since manual annotations are costly and hard to scale, we propose proxy tasks to enhance the model perception ability in both spatial and temporal dimensions. These proxy tasks are carefully crafted to be driven by data automatically generated from existing MLLMs, thereby reducing the reliance on costly manual labels. Experimental results show that the proposed proxy tasks significantly narrow the gap toward the performance achieved with manually annotated fine-grained data.
FinePhys: Fine-grained Human Action Generation by Explicitly Incorporating Physical Laws for Effective Skeletal Guidance
Despite significant advances in video generation, synthesizing physically plausible human actions remains a persistent challenge, particularly in modeling fine-grained semantics and complex temporal dynamics. For instance, generating gymnastics routines such as "switch leap with 0.5 turn" poses substantial difficulties for current methods, often yielding unsatisfactory results. To bridge this gap, we propose FinePhys, a Fine-grained human action generation framework that incorporates Physics to obtain effective skeletal guidance. Specifically, FinePhys first estimates 2D poses in an online manner and then performs 2D-to-3D dimension lifting via in-context learning. To mitigate the instability and limited interpretability of purely data-driven 3D poses, we further introduce a physics-based motion re-estimation module governed by Euler-Lagrange equations, calculating joint accelerations via bidirectional temporal updating. The physically predicted 3D poses are then fused with data-driven ones, offering multi-scale 2D heatmap guidance for the diffusion process. Evaluated on three fine-grained action subsets from FineGym (FX-JUMP, FX-TURN, and FX-SALTO), FinePhys significantly outperforms competitive baselines. Comprehensive qualitative results further demonstrate FinePhys's ability to generate more natural and plausible fine-grained human actions.
HAIC: Improving Human Action Understanding and Generation with Better Captions for Multi-modal Large Language Models
Recent Multi-modal Large Language Models (MLLMs) have made great progress in video understanding. However, their performance on videos involving human actions is still limited by the lack of high-quality data. To address this, we introduce a two-stage data annotation pipeline. First, we design strategies to accumulate videos featuring clear human actions from the Internet. Second, videos are annotated in a standardized caption format that uses human attributes to distinguish individuals and chronologically details their actions and interactions. Through this pipeline, we curate two datasets, namely HAICTrain and HAICBench. HAICTrain comprises 126K video-caption pairs generated by Gemini-Pro and verified for training purposes. Meanwhile, HAICBench includes 500 manually annotated video-caption pairs and 1,400 QA pairs, for a comprehensive evaluation of human action understanding. Experimental results demonstrate that training with HAICTrain not only significantly enhances human understanding abilities across 4 benchmarks, but can also improve text-to-video generation results. Both the HAICTrain and HAICBench are released at https://huggingface.co/datasets/KuaishouHAIC/HAIC.
CascadeFormer: A Family of Two-stage Cascading Transformers for Skeleton-based Human Action Recognition
Skeleton-based human action recognition leverages sequences of human joint coordinates to identify actions performed in videos. Owing to the intrinsic spatiotemporal structure of skeleton data, Graph Convolutional Networks (GCNs) have been the dominant architecture in this field. However, recent advances in transformer models and masked pretraining frameworks open new avenues for representation learning. In this work, we propose CascadeFormer, a family of two-stage cascading transformers for skeleton-based human action recognition. Our framework consists of a masked pretraining stage to learn generalizable skeleton representations, followed by a cascading fine-tuning stage tailored for discriminative action classification. We evaluate CascadeFormer across three benchmark datasets (Penn Action N-UCLA, and NTU RGB+D 60), achieving competitive performance on all tasks. To promote reproducibility, we release our code and model checkpoints.
Go Beyond Earth: Understanding Human Actions and Scenes in Microgravity Environments
Despite substantial progress in video understanding, most existing datasets are limited to Earth's gravitational conditions. However, microgravity alters human motion, interactions, and visual semantics, revealing a critical gap for real-world vision systems. This presents a challenge for domain-robust video understanding in safety-critical space applications. To address this, we introduce MicroG-4M, the first benchmark for spatio-temporal and semantic understanding of human activities in microgravity. Constructed from real-world space missions and cinematic simulations, the dataset includes 4,759 clips covering 50 actions, 1,238 context-rich captions, and over 7,000 question-answer pairs on astronaut activities and scene understanding. MicroG-4M supports three core tasks: fine-grained multi-label action recognition, temporal video captioning, and visual question answering, enabling a comprehensive evaluation of both spatial localization and semantic reasoning in microgravity contexts. We establish baselines using state-of-the-art models. All data, annotations, and code are available at https://github.com/LEI-QI-233/HAR-in-Space.
SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition
Skeleton-based action recognition, which classifies human actions based on the coordinates of joints and their connectivity within skeleton data, is widely utilized in various scenarios. While Graph Convolutional Networks (GCNs) have been proposed for skeleton data represented as graphs, they suffer from limited receptive fields constrained by joint connectivity. To address this limitation, recent advancements have introduced transformer-based methods. However, capturing correlations between all joints in all frames requires substantial memory resources. To alleviate this, we propose a novel approach called Skeletal-Temporal Transformer (SkateFormer) that partitions joints and frames based on different types of skeletal-temporal relation (Skate-Type) and performs skeletal-temporal self-attention (Skate-MSA) within each partition. We categorize the key skeletal-temporal relations for action recognition into a total of four distinct types. These types combine (i) two skeletal relation types based on physically neighboring and distant joints, and (ii) two temporal relation types based on neighboring and distant frames. Through this partition-specific attention strategy, our SkateFormer can selectively focus on key joints and frames crucial for action recognition in an action-adaptive manner with efficient computation. Extensive experiments on various benchmark datasets validate that our SkateFormer outperforms recent state-of-the-art methods.
Low-Latency Human Action Recognition with Weighted Multi-Region Convolutional Neural Network
Spatio-temporal contexts are crucial in understanding human actions in videos. Recent state-of-the-art Convolutional Neural Network (ConvNet) based action recognition systems frequently involve 3D spatio-temporal ConvNet filters, chunking videos into fixed length clips and Long Short Term Memory (LSTM) networks. Such architectures are designed to take advantage of both short term and long term temporal contexts, but also requires the accumulation of a predefined number of video frames (e.g., to construct video clips for 3D ConvNet filters, to generate enough inputs for LSTMs). For applications that require low-latency online predictions of fast-changing action scenes, a new action recognition system is proposed in this paper. Termed "Weighted Multi-Region Convolutional Neural Network" (WMR ConvNet), the proposed system is LSTM-free, and is based on 2D ConvNet that does not require the accumulation of video frames for 3D ConvNet filtering. Unlike early 2D ConvNets that are based purely on RGB frames and optical flow frames, the WMR ConvNet is designed to simultaneously capture multiple spatial and short term temporal cues (e.g., human poses, occurrences of objects in the background) with both the primary region (foreground) and secondary regions (mostly background). On both the UCF101 and HMDB51 datasets, the proposed WMR ConvNet achieves the state-of-the-art performance among competing low-latency algorithms. Furthermore, WMR ConvNet even outperforms the 3D ConvNet based C3D algorithm that requires video frame accumulation. In an ablation study with the optical flow ConvNet stream removed, the ablated WMR ConvNet nevertheless outperforms competing algorithms.
Learning to Animate Images from A Few Videos to Portray Delicate Human Actions
Despite recent progress, video generative models still struggle to animate static images into videos that portray delicate human actions, particularly when handling uncommon or novel actions whose training data are limited. In this paper, we explore the task of learning to animate images to portray delicate human actions using a small number of videos -- 16 or fewer -- which is highly valuable for real-world applications like video and movie production. Learning generalizable motion patterns that smoothly transition from user-provided reference images in a few-shot setting is highly challenging. We propose FLASH (Few-shot Learning to Animate and Steer Humans), which learns generalizable motion patterns by forcing the model to reconstruct a video using the motion features and cross-frame correspondences of another video with the same motion but different appearance. This encourages transferable motion learning and mitigates overfitting to limited training data. Additionally, FLASH extends the decoder with additional layers to propagate details from the reference image to generated frames, improving transition smoothness. Human judges overwhelmingly favor FLASH, with 65.78\% of 488 responses prefer FLASH over baselines. We strongly recommend watching the videos in the website: https://lihaoxin05.github.io/human_action_animation/, as motion artifacts are hard to notice from images.
EgoVLA: Learning Vision-Language-Action Models from Egocentric Human Videos
Real robot data collection for imitation learning has led to significant advancements in robotic manipulation. However, the requirement for robot hardware in the process fundamentally constrains the scale of the data. In this paper, we explore training Vision-Language-Action (VLA) models using egocentric human videos. The benefit of using human videos is not only for their scale but more importantly for the richness of scenes and tasks. With a VLA trained on human video that predicts human wrist and hand actions, we can perform Inverse Kinematics and retargeting to convert the human actions to robot actions. We fine-tune the model using a few robot manipulation demonstrations to obtain the robot policy, namely EgoVLA. We propose a simulation benchmark called Ego Humanoid Manipulation Benchmark, where we design diverse bimanual manipulation tasks with demonstrations. We fine-tune and evaluate EgoVLA with Ego Humanoid Manipulation Benchmark and show significant improvements over baselines and ablate the importance of human data. Videos can be found on our website: https://rchalyang.github.io/EgoVLA
Action Reimagined: Text-to-Pose Video Editing for Dynamic Human Actions
We introduce a novel text-to-pose video editing method, ReimaginedAct. While existing video editing tasks are limited to changes in attributes, backgrounds, and styles, our method aims to predict open-ended human action changes in video. Moreover, our method can accept not only direct instructional text prompts but also `what if' questions to predict possible action changes. ReimaginedAct comprises video understanding, reasoning, and editing modules. First, an LLM is utilized initially to obtain a plausible answer for the instruction or question, which is then used for (1) prompting Grounded-SAM to produce bounding boxes of relevant individuals and (2) retrieving a set of pose videos that we have collected for editing human actions. The retrieved pose videos and the detected individuals are then utilized to alter the poses extracted from the original video. We also employ a timestep blending module to ensure the edited video retains its original content except where necessary modifications are needed. To facilitate research in text-to-pose video editing, we introduce a new evaluation dataset, WhatifVideo-1.0. This dataset includes videos of different scenarios spanning a range of difficulty levels, along with questions and text prompts. Experimental results demonstrate that existing video editing methods struggle with human action editing, while our approach can achieve effective action editing and even imaginary editing from counterfactual questions.
Distillation of Human-Object Interaction Contexts for Action Recognition
Modeling spatial-temporal relations is imperative for recognizing human actions, especially when a human is interacting with objects, while multiple objects appear around the human differently over time. Most existing action recognition models focus on learning overall visual cues of a scene but disregard informative fine-grained features, which can be captured by learning human-object relationships and interactions. In this paper, we learn human-object relationships by exploiting the interaction of their local and global contexts. We hence propose the Global-Local Interaction Distillation Network (GLIDN), learning human and object interactions through space and time via knowledge distillation for fine-grained scene understanding. GLIDN encodes humans and objects into graph nodes and learns local and global relations via graph attention network. The local context graphs learn the relation between humans and objects at a frame level by capturing their co-occurrence at a specific time step. The global relation graph is constructed based on the video-level of human and object interactions, identifying their long-term relations throughout a video sequence. More importantly, we investigate how knowledge from these graphs can be distilled to their counterparts for improving human-object interaction (HOI) recognition. We evaluate our model by conducting comprehensive experiments on two datasets including Charades and CAD-120 datasets. We have achieved better results than the baselines and counterpart approaches.
UCF101: A Dataset of 101 Human Actions Classes From Videos in The Wild
We introduce UCF101 which is currently the largest dataset of human actions. It consists of 101 action classes, over 13k clips and 27 hours of video data. The database consists of realistic user uploaded videos containing camera motion and cluttered background. Additionally, we provide baseline action recognition results on this new dataset using standard bag of words approach with overall performance of 44.5%. To the best of our knowledge, UCF101 is currently the most challenging dataset of actions due to its large number of classes, large number of clips and also unconstrained nature of such clips.
MS-CLR: Multi-Skeleton Contrastive Learning for Human Action Recognition
Contrastive learning has gained significant attention in skeleton-based action recognition for its ability to learn robust representations from unlabeled data. However, existing methods rely on a single skeleton convention, which limits their ability to generalize across datasets with diverse joint structures and anatomical coverage. We propose Multi-Skeleton Contrastive Learning (MS-CLR), a general self-supervised framework that aligns pose representations across multiple skeleton conventions extracted from the same sequence. This encourages the model to learn structural invariances and capture diverse anatomical cues, resulting in more expressive and generalizable features. To support this, we adapt the ST-GCN architecture to handle skeletons with varying joint layouts and scales through a unified representation scheme. Experiments on the NTU RGB+D 60 and 120 datasets demonstrate that MS-CLR consistently improves performance over strong single-skeleton contrastive learning baselines. A multi-skeleton ensemble further boosts performance, setting new state-of-the-art results on both datasets.
Adaptive Hyper-Graph Convolution Network for Skeleton-based Human Action Recognition with Virtual Connections
The shared topology of human skeletons motivated the recent investigation of graph convolutional network (GCN) solutions for action recognition. However, the existing GCNs rely on the binary connection of two neighbouring vertices (joints) formed by an edge (bone), overlooking the potential of constructing multi-vertex convolution structures. In this paper we address this oversight and explore the merits of a hyper-graph convolutional network (Hyper-GCN) to achieve the aggregation of rich semantic information conveyed by skeleton vertices. In particular, our Hyper-GCN adaptively optimises multi-scale hyper-graphs during training, revealing the action-driven multi-vertex relations. Besides, virtual connections are often designed to support efficient feature aggregation, implicitly extending the spectrum of dependencies within the skeleton. By injecting virtual connections into hyper-graphs, the semantic clues of diverse action categories can be highlighted. The results of experiments conducted on the NTU-60, NTU-120, and NW-UCLA datasets, demonstrate the merits of our Hyper-GCN, compared to the state-of-the-art methods. Specifically, we outperform the existing solutions on NTU-120, achieving 90.2\% and 91.4\% in terms of the top-1 recognition accuracy on X-Sub and X-Set.
Social 3D Scene Graphs: Modeling Human Actions and Relations for Interactive Service Robots
Understanding how people interact with their surroundings and each other is essential for enabling robots to act in socially compliant and context-aware ways. While 3D Scene Graphs have emerged as a powerful semantic representation for scene understanding, existing approaches largely ignore humans in the scene, also due to the lack of annotated human-environment relationships. Moreover, existing methods typically capture only open-vocabulary relations from single image frames, which limits their ability to model long-range interactions beyond the observed content. We introduce Social 3D Scene Graphs, an augmented 3D Scene Graph representation that captures humans, their attributes, activities and relationships in the environment, both local and remote, using an open-vocabulary framework. Furthermore, we introduce a new benchmark consisting of synthetic environments with comprehensive human-scene relationship annotations and diverse types of queries for evaluating social scene understanding in 3D. The experiments demonstrate that our representation improves human activity prediction and reasoning about human-environment relations, paving the way toward socially intelligent robots.
Hard No-Box Adversarial Attack on Skeleton-Based Human Action Recognition with Skeleton-Motion-Informed Gradient
Recently, methods for skeleton-based human activity recognition have been shown to be vulnerable to adversarial attacks. However, these attack methods require either the full knowledge of the victim (i.e. white-box attacks), access to training data (i.e. transfer-based attacks) or frequent model queries (i.e. black-box attacks). All their requirements are highly restrictive, raising the question of how detrimental the vulnerability is. In this paper, we show that the vulnerability indeed exists. To this end, we consider a new attack task: the attacker has no access to the victim model or the training data or labels, where we coin the term hard no-box attack. Specifically, we first learn a motion manifold where we define an adversarial loss to compute a new gradient for the attack, named skeleton-motion-informed (SMI) gradient. Our gradient contains information of the motion dynamics, which is different from existing gradient-based attack methods that compute the loss gradient assuming each dimension in the data is independent. The SMI gradient can augment many gradient-based attack methods, leading to a new family of no-box attack methods. Extensive evaluation and comparison show that our method imposes a real threat to existing classifiers. They also show that the SMI gradient improves the transferability and imperceptibility of adversarial samples in both no-box and transfer-based black-box settings.
A Short Note on the Kinetics-700-2020 Human Action Dataset
We describe the 2020 edition of the DeepMind Kinetics human action dataset, which replenishes and extends the Kinetics-700 dataset. In this new version, there are at least 700 video clips from different YouTube videos for each of the 700 classes. This paper details the changes introduced for this new release of the dataset and includes a comprehensive set of statistics as well as baseline results using the I3D network.
SeFAR: Semi-supervised Fine-grained Action Recognition with Temporal Perturbation and Learning Stabilization
Human action understanding is crucial for the advancement of multimodal systems. While recent developments, driven by powerful large language models (LLMs), aim to be general enough to cover a wide range of categories, they often overlook the need for more specific capabilities. In this work, we address the more challenging task of Fine-grained Action Recognition (FAR), which focuses on detailed semantic labels within shorter temporal duration (e.g., "salto backward tucked with 1 turn"). Given the high costs of annotating fine-grained labels and the substantial data needed for fine-tuning LLMs, we propose to adopt semi-supervised learning (SSL). Our framework, SeFAR, incorporates several innovative designs to tackle these challenges. Specifically, to capture sufficient visual details, we construct Dual-level temporal elements as more effective representations, based on which we design a new strong augmentation strategy for the Teacher-Student learning paradigm through involving moderate temporal perturbation. Furthermore, to handle the high uncertainty within the teacher model's predictions for FAR, we propose the Adaptive Regulation to stabilize the learning process. Experiments show that SeFAR achieves state-of-the-art performance on two FAR datasets, FineGym and FineDiving, across various data scopes. It also outperforms other semi-supervised methods on two classical coarse-grained datasets, UCF101 and HMDB51. Further analysis and ablation studies validate the effectiveness of our designs. Additionally, we show that the features extracted by our SeFAR could largely promote the ability of multimodal foundation models to understand fine-grained and domain-specific semantics.
VT-LVLM-AR: A Video-Temporal Large Vision-Language Model Adapter for Fine-Grained Action Recognition in Long-Term Videos
Human action recognition in long-term videos, characterized by complex backgrounds and subtle action differences, poses significant challenges for traditional deep learning models due to computational overhead, difficulty in capturing long-range temporal dependencies, and limited semantic understanding. While Large Language Models (LLMs) and Large Vision-Language Models (LVLMs) have shown remarkable capabilities in multi-modal understanding and reasoning, their direct application to continuous video streams for fine-grained action recognition remains an open problem. This paper introduces VT-LVLM-AR (Video-Temporal Large Vision-Language Model Adapter for Action Recognition), a novel framework designed to bridge this gap. VT-LVLM-AR comprises a Video-to-Event Mapper (VTEM) that efficiently transforms raw video into compact, semantically rich, and temporally coherent "visual event sequences" through lightweight spatio-temporal feature extraction, adaptive temporal pooling, and conceptual quantization with an event coherence bias. These visual event sequences are then fed into an LVLM-based Action Reasoning module, specifically a frozen LLaVA-1.5 model, adapted using parameter-efficient Prompt Tuning (P-Tuning v2) for action classification. Comprehensive evaluations on the NTU RGB+D and NTU RGB+D 120 datasets demonstrate that VT-LVLM-AR consistently achieves state-of-the-art performance, surpassing existing methods (e.g., 94.1% accuracy on NTU RGB+D X-Sub). Ablation studies confirm the critical contributions of VTEM's components and the efficacy of Prompt Tuning, while human evaluations underscore the interpretability of our visual event representations. This work highlights the immense potential of leveraging LVLMs for robust and interpretable video action understanding through effective video-to-language translation and efficient model adaptation.
Revisiting Skeleton-based Action Recognition
Human skeleton, as a compact representation of human action, has received increasing attention in recent years. Many skeleton-based action recognition methods adopt graph convolutional networks (GCN) to extract features on top of human skeletons. Despite the positive results shown in previous works, GCN-based methods are subject to limitations in robustness, interoperability, and scalability. In this work, we propose PoseC3D, a new approach to skeleton-based action recognition, which relies on a 3D heatmap stack instead of a graph sequence as the base representation of human skeletons. Compared to GCN-based methods, PoseC3D is more effective in learning spatiotemporal features, more robust against pose estimation noises, and generalizes better in cross-dataset settings. Also, PoseC3D can handle multiple-person scenarios without additional computation cost, and its features can be easily integrated with other modalities at early fusion stages, which provides a great design space to further boost the performance. On four challenging datasets, PoseC3D consistently obtains superior performance, when used alone on skeletons and in combination with the RGB modality.
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.
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.
GPT-4V(ision) for Robotics: Multimodal Task Planning from Human Demonstration
We introduce a pipeline that enhances a general-purpose Vision Language Model, GPT-4V(ision), by integrating observations of human actions to facilitate robotic manipulation. This system analyzes videos of humans performing tasks and creates executable robot programs that incorporate affordance insights. The computation starts by analyzing the videos with GPT-4V to convert environmental and action details into text, followed by a GPT-4-empowered task planner. In the following analyses, vision systems reanalyze the video with the task plan. Object names are grounded using an open-vocabulary object detector, while focus on the hand-object relation helps to detect the moment of grasping and releasing. This spatiotemporal grounding allows the vision systems to further gather affordance data (e.g., grasp type, way points, and body postures). Experiments across various scenarios demonstrate this method's efficacy in achieving real robots' operations from human demonstrations in a zero-shot manner. The prompts of GPT-4V/GPT-4 are available at this project page: https://microsoft.github.io/GPT4Vision-Robot-Manipulation-Prompts/
EPAM-Net: An Efficient Pose-driven Attention-guided Multimodal Network for Video Action Recognition
Existing multimodal-based human action recognition approaches are computationally intensive, limiting their deployment in real-time applications. In this work, we present a novel and efficient pose-driven attention-guided multimodal network (EPAM-Net) for action recognition in videos. Specifically, we propose eXpand temporal Shift (X-ShiftNet) convolutional architectures for RGB and pose streams to capture spatio-temporal features from RGB videos and their skeleton sequences. The X-ShiftNet tackles the high computational cost of the 3D CNNs by integrating the Temporal Shift Module (TSM) into an efficient 2D CNN, enabling efficient spatiotemporal learning. Then skeleton features are utilized to guide the visual network stream, focusing on keyframes and their salient spatial regions using the proposed spatial-temporal attention block. Finally, the predictions of the two streams are fused for final classification. The experimental results show that our method, with a significant reduction in floating-point operations (FLOPs), outperforms and competes with the state-of-the-art methods on NTU RGB-D 60, NTU RGB-D 120, PKU-MMD, and Toyota SmartHome datasets. The proposed EPAM-Net provides up to a 72.8x reduction in FLOPs and up to a 48.6x reduction in the number of network parameters. The code will be available at https://github.com/ahmed-nady/Multimodal-Action-Recognition.
Diffusion Action Segmentation
Temporal action segmentation is crucial for understanding long-form videos. Previous works on this task commonly adopt an iterative refinement paradigm by using multi-stage models. We propose a novel framework via denoising diffusion models, which nonetheless shares the same inherent spirit of such iterative refinement. In this framework, action predictions are iteratively generated from random noise with input video features as conditions. To enhance the modeling of three striking characteristics of human actions, including the position prior, the boundary ambiguity, and the relational dependency, we devise a unified masking strategy for the conditioning inputs in our framework. Extensive experiments on three benchmark datasets, i.e., GTEA, 50Salads, and Breakfast, are performed and the proposed method achieves superior or comparable results to state-of-the-art methods, showing the effectiveness of a generative approach for action segmentation.
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/
Masked Motion Predictors are Strong 3D Action Representation Learners
In 3D human action recognition, limited supervised data makes it challenging to fully tap into the modeling potential of powerful networks such as transformers. As a result, researchers have been actively investigating effective self-supervised pre-training strategies. In this work, we show that instead of following the prevalent pretext task to perform masked self-component reconstruction in human joints, explicit contextual motion modeling is key to the success of learning effective feature representation for 3D action recognition. Formally, we propose the Masked Motion Prediction (MAMP) framework. To be specific, the proposed MAMP takes as input the masked spatio-temporal skeleton sequence and predicts the corresponding temporal motion of the masked human joints. Considering the high temporal redundancy of the skeleton sequence, in our MAMP, the motion information also acts as an empirical semantic richness prior that guide the masking process, promoting better attention to semantically rich temporal regions. Extensive experiments on NTU-60, NTU-120, and PKU-MMD datasets show that the proposed MAMP pre-training substantially improves the performance of the adopted vanilla transformer, achieving state-of-the-art results without bells and whistles. The source code of our MAMP is available at https://github.com/maoyunyao/MAMP.
Representation-Centric Survey of Skeletal Action Recognition and the ANUBIS Benchmark
3D skeleton-based human action recognition has emerged as a powerful alternative to traditional RGB and depth-based approaches, offering robustness to environmental variations, computational efficiency, and enhanced privacy. Despite remarkable progress, current research remains fragmented across diverse input representations and lacks evaluation under scenarios that reflect modern real-world challenges. This paper presents a representation-centric survey of skeleton-based action recognition, systematically categorizing state-of-the-art methods by their input feature types: joint coordinates, bone vectors, motion flows, and extended representations, and analyzing how these choices influence spatial-temporal modeling strategies. Building on the insights from this review, we introduce ANUBIS, a large-scale, challenging skeleton action dataset designed to address critical gaps in existing benchmarks. ANUBIS incorporates multi-view recordings with back-view perspectives, complex multi-person interactions, fine-grained and violent actions, and contemporary social behaviors. We benchmark a diverse set of state-of-the-art models on ANUBIS and conduct an in-depth analysis of how different feature types affect recognition performance across 102 action categories. Our results show strong action-feature dependencies, highlight the limitations of na\"ive multi-representational fusion, and point toward the need for task-aware, semantically aligned integration strategies. This work offers both a comprehensive foundation and a practical benchmarking resource, aiming to guide the next generation of robust, generalizable skeleton-based action recognition systems for complex real-world scenarios. The dataset website, benchmarking framework, and download link are available at https://yliu1082.github.io/ANUBIS/{https://yliu1082.github.io/ANUBIS/
When Did It Happen? Duration-informed Temporal Localization of Narrated Actions in Vlogs
We consider the task of temporal human action localization in lifestyle vlogs. We introduce a novel dataset consisting of manual annotations of temporal localization for 13,000 narrated actions in 1,200 video clips. We present an extensive analysis of this data, which allows us to better understand how the language and visual modalities interact throughout the videos. We propose a simple yet effective method to localize the narrated actions based on their expected duration. Through several experiments and analyses, we show that our method brings complementary information with respect to previous methods, and leads to improvements over previous work for the task of temporal action localization.
WhyAct: Identifying Action Reasons in Lifestyle Vlogs
We aim to automatically identify human action reasons in online videos. We focus on the widespread genre of lifestyle vlogs, in which people perform actions while verbally describing them. We introduce and make publicly available the WhyAct dataset, consisting of 1,077 visual actions manually annotated with their reasons. We describe a multimodal model that leverages visual and textual information to automatically infer the reasons corresponding to an action presented in the video.
DynamoNet: Dynamic Action and Motion Network
In this paper, we are interested in self-supervised learning the motion cues in videos using dynamic motion filters for a better motion representation to finally boost human action recognition in particular. Thus far, the vision community has focused on spatio-temporal approaches using standard filters, rather we here propose dynamic filters that adaptively learn the video-specific internal motion representation by predicting the short-term future frames. We name this new motion representation, as dynamic motion representation (DMR) and is embedded inside of 3D convolutional network as a new layer, which captures the visual appearance and motion dynamics throughout entire video clip via end-to-end network learning. Simultaneously, we utilize these motion representation to enrich video classification. We have designed the frame prediction task as an auxiliary task to empower the classification problem. With these overall objectives, to this end, we introduce a novel unified spatio-temporal 3D-CNN architecture (DynamoNet) that jointly optimizes the video classification and learning motion representation by predicting future frames as a multi-task learning problem. We conduct experiments on challenging human action datasets: Kinetics 400, UCF101, HMDB51. The experiments using the proposed DynamoNet show promising results on all the datasets.
OpenTAD: A Unified Framework and Comprehensive Study of Temporal Action Detection
Temporal action detection (TAD) is a fundamental video understanding task that aims to identify human actions and localize their temporal boundaries in videos. Although this field has achieved remarkable progress in recent years, further progress and real-world applications are impeded by the absence of a standardized framework. Currently, different methods are compared under different implementation settings, evaluation protocols, etc., making it difficult to assess the real effectiveness of a specific technique. To address this issue, we propose OpenTAD, a unified TAD framework consolidating 16 different TAD methods and 9 standard datasets into a modular codebase. In OpenTAD, minimal effort is required to replace one module with a different design, train a feature-based TAD model in end-to-end mode, or switch between the two. OpenTAD also facilitates straightforward benchmarking across various datasets and enables fair and in-depth comparisons among different methods. With OpenTAD, we comprehensively study how innovations in different network components affect detection performance and identify the most effective design choices through extensive experiments. This study has led to a new state-of-the-art TAD method built upon existing techniques for each component. We have made our code and models available at https://github.com/sming256/OpenTAD.
Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition
Dynamics of human body skeletons convey significant information for human action recognition. Conventional approaches for modeling skeletons usually rely on hand-crafted parts or traversal rules, thus resulting in limited expressive power and difficulties of generalization. In this work, we propose a novel model of dynamic skeletons called Spatial-Temporal Graph Convolutional Networks (ST-GCN), which moves beyond the limitations of previous methods by automatically learning both the spatial and temporal patterns from data. This formulation not only leads to greater expressive power but also stronger generalization capability. On two large datasets, Kinetics and NTU-RGBD, it achieves substantial improvements over mainstream methods.
MVHumanNet++: A Large-scale Dataset of Multi-view Daily Dressing Human Captures with Richer Annotations for 3D Human Digitization
In this era, the success of large language models and text-to-image models can be attributed to the driving force of large-scale datasets. However, in the realm of 3D vision, while significant progress has been achieved in object-centric tasks through large-scale datasets like Objaverse and MVImgNet, human-centric tasks have seen limited advancement, largely due to the absence of a comparable large-scale human dataset. To bridge this gap, we present MVHumanNet++, a dataset that comprises multi-view human action sequences of 4,500 human identities. The primary focus of our work is on collecting human data that features a large number of diverse identities and everyday clothing using multi-view human capture systems, which facilitates easily scalable data collection. Our dataset contains 9,000 daily outfits, 60,000 motion sequences and 645 million frames with extensive annotations, including human masks, camera parameters, 2D and 3D keypoints, SMPL/SMPLX parameters, and corresponding textual descriptions. Additionally, the proposed MVHumanNet++ dataset is enhanced with newly processed normal maps and depth maps, significantly expanding its applicability and utility for advanced human-centric research. To explore the potential of our proposed MVHumanNet++ dataset in various 2D and 3D visual tasks, we conducted several pilot studies to demonstrate the performance improvements and effective applications enabled by the scale provided by MVHumanNet++. As the current largest-scale 3D human dataset, we hope that the release of MVHumanNet++ dataset with annotations will foster further innovations in the domain of 3D human-centric tasks at scale. MVHumanNet++ is publicly available at https://kevinlee09.github.io/research/MVHumanNet++/.
X-Humanoid: Robotize Human Videos to Generate Humanoid Videos at Scale
The advancement of embodied AI has unlocked significant potential for intelligent humanoid robots. However, progress in both Vision-Language-Action (VLA) models and world models is severely hampered by the scarcity of large-scale, diverse training data. A promising solution is to "robotize" web-scale human videos, which has been proven effective for policy training. However, these solutions mainly "overlay" robot arms to egocentric videos, which cannot handle complex full-body motions and scene occlusions in third-person videos, making them unsuitable for robotizing humans. To bridge this gap, we introduce X-Humanoid, a generative video editing approach that adapts the powerful Wan 2.2 model into a video-to-video structure and finetunes it for the human-to-humanoid translation task. This finetuning requires paired human-humanoid videos, so we designed a scalable data creation pipeline, turning community assets into 17+ hours of paired synthetic videos using Unreal Engine. We then apply our trained model to 60 hours of the Ego-Exo4D videos, generating and releasing a new large-scale dataset of over 3.6 million "robotized" humanoid video frames. Quantitative analysis and user studies confirm our method's superiority over existing baselines: 69% of users rated it best for motion consistency, and 62.1% for embodiment correctness.
Estimation of Human Condition at Disaster Site Using Aerial Drone Images
Drones are being used to assess the situation in various disasters. In this study, we investigate a method to automatically estimate the damage status of people based on their actions in aerial drone images in order to understand disaster sites faster and save labor. We constructed a new dataset of aerial images of human actions in a hypothetical disaster that occurred in an urban area, and classified the human damage status using 3D ResNet. The results showed that the status with characteristic human actions could be classified with a recall rate of more than 80%, while other statuses with similar human actions could only be classified with a recall rate of about 50%. In addition, a cloud-based VR presentation application suggested the effectiveness of using drones to understand the disaster site and estimate the human condition.
Hierarchical NeuroSymbolic Approach for Action Quality Assessment
Action quality assessment (AQA) applies computer vision to quantitatively assess the performance or execution of a human action. Current AQA approaches are end-to-end neural models, which lack transparency and tend to be biased because they are trained on subjective human judgements as ground-truth. To address these issues, we introduce a neuro-symbolic paradigm for AQA, which uses neural networks to abstract interpretable symbols from video data and makes quality assessments by applying rules to those symbols. We take diving as the case study. We found that domain experts prefer our system and find it more informative than purely neural approaches to AQA in diving. Our system also achieves state-of-the-art action recognition and temporal segmentation, and automatically generates a detailed report that breaks the dive down into its elements and provides objective scoring with visual evidence. As verified by a group of domain experts, this report may be used to assist judges in scoring, help train judges, and provide feedback to divers. We will open-source all of our annotated training data and code for ease of reproducibility.
FLEX: A Large-Scale Multi-Modal Multi-Action Dataset for Fitness Action Quality Assessment
With the increasing awareness of health and the growing desire for aesthetic physique, fitness has become a prevailing trend. However, the potential risks associated with fitness training, especially with weight-loaded fitness actions, cannot be overlooked. Action Quality Assessment (AQA), a technology that quantifies the quality of human action and provides feedback, holds the potential to assist fitness enthusiasts of varying skill levels in achieving better training outcomes. Nevertheless, current AQA methodologies and datasets are limited to single-view competitive sports scenarios and RGB modality and lack professional assessment and guidance of fitness actions. To address this gap, we propose the FLEX dataset, the first multi-modal, multi-action, large-scale dataset that incorporates surface electromyography (sEMG) signals into AQA. FLEX utilizes high-precision MoCap to collect 20 different weight-loaded actions performed by 38 subjects across 3 different skill levels for 10 repetitions each, containing 5 different views of the RGB video, 3D pose, sEMG, and physiological information. Additionally, FLEX incorporates knowledge graphs into AQA, constructing annotation rules in the form of penalty functions that map weight-loaded actions, action keysteps, error types, and feedback. We conducted various baseline methodologies on FLEX, demonstrating that multimodal data, multiview data, and fine-grained annotations significantly enhance model performance. FLEX not only advances AQA methodologies and datasets towards multi-modal and multi-action scenarios but also fosters the integration of artificial intelligence within the fitness domain. Dataset and code are available at https://haoyin116.github.io/FLEX_Dataset.
Humanoid Policy ~ Human Policy
Training manipulation policies for humanoid robots with diverse data enhances their robustness and generalization across tasks and platforms. However, learning solely from robot demonstrations is labor-intensive, requiring expensive tele-operated data collection which is difficult to scale. This paper investigates a more scalable data source, egocentric human demonstrations, to serve as cross-embodiment training data for robot learning. We mitigate the embodiment gap between humanoids and humans from both the data and modeling perspectives. We collect an egocentric task-oriented dataset (PH2D) that is directly aligned with humanoid manipulation demonstrations. We then train a human-humanoid behavior policy, which we term Human Action Transformer (HAT). The state-action space of HAT is unified for both humans and humanoid robots and can be differentiably retargeted to robot actions. Co-trained with smaller-scale robot data, HAT directly models humanoid robots and humans as different embodiments without additional supervision. We show that human data improves both generalization and robustness of HAT with significantly better data collection efficiency. Code and data: https://human-as-robot.github.io/
Unified Recurrence Modeling for Video Action Anticipation
Forecasting future events based on evidence of current conditions is an innate skill of human beings, and key for predicting the outcome of any decision making. In artificial vision for example, we would like to predict the next human action before it happens, without observing the future video frames associated to it. Computer vision models for action anticipation are expected to collect the subtle evidence in the preamble of the target actions. In prior studies recurrence modeling often leads to better performance, the strong temporal inference is assumed to be a key element for reasonable prediction. To this end, we propose a unified recurrence modeling for video action anticipation via message passing framework. The information flow in space-time can be described by the interaction between vertices and edges, and the changes of vertices for each incoming frame reflects the underlying dynamics. Our model leverages self-attention as the building blocks for each of the message passing functions. In addition, we introduce different edge learning strategies that can be end-to-end optimized to gain better flexibility for the connectivity between vertices. Our experimental results demonstrate that our proposed method outperforms previous works on the large-scale EPIC-Kitchen dataset.
LSTA-Net: Long short-term Spatio-Temporal Aggregation Network for Skeleton-based Action Recognition
Modelling various spatio-temporal dependencies is the key to recognising human actions in skeleton sequences. Most existing methods excessively relied on the design of traversal rules or graph topologies to draw the dependencies of the dynamic joints, which is inadequate to reflect the relationships of the distant yet important joints. Furthermore, due to the locally adopted operations, the important long-range temporal information is therefore not well explored in existing works. To address this issue, in this work we propose LSTA-Net: a novel Long short-term Spatio-Temporal Aggregation Network, which can effectively capture the long/short-range dependencies in a spatio-temporal manner. We devise our model into a pure factorised architecture which can alternately perform spatial feature aggregation and temporal feature aggregation. To improve the feature aggregation effect, a channel-wise attention mechanism is also designed and employed. Extensive experiments were conducted on three public benchmark datasets, and the results suggest that our approach can capture both long-and-short range dependencies in the space and time domain, yielding higher results than other state-of-the-art methods. Code available at https://github.com/tailin1009/LSTA-Net.
Evidential Deep Learning for Open Set Action Recognition
In a real-world scenario, human actions are typically out of the distribution from training data, which requires a model to both recognize the known actions and reject the unknown. Different from image data, video actions are more challenging to be recognized in an open-set setting due to the uncertain temporal dynamics and static bias of human actions. In this paper, we propose a Deep Evidential Action Recognition (DEAR) method to recognize actions in an open testing set. Specifically, we formulate the action recognition problem from the evidential deep learning (EDL) perspective and propose a novel model calibration method to regularize the EDL training. Besides, to mitigate the static bias of video representation, we propose a plug-and-play module to debias the learned representation through contrastive learning. Experimental results show that our DEAR method achieves consistent performance gain on multiple mainstream action recognition models and benchmarks. Code and pre-trained models are available at {\url{https://www.rit.edu/actionlab/dear}}.
Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset
The paucity of videos in current action classification datasets (UCF-101 and HMDB-51) has made it difficult to identify good video architectures, as most methods obtain similar performance on existing small-scale benchmarks. This paper re-evaluates state-of-the-art architectures in light of the new Kinetics Human Action Video dataset. Kinetics has two orders of magnitude more data, with 400 human action classes and over 400 clips per class, and is collected from realistic, challenging YouTube videos. We provide an analysis on how current architectures fare on the task of action classification on this dataset and how much performance improves on the smaller benchmark datasets after pre-training on Kinetics. We also introduce a new Two-Stream Inflated 3D ConvNet (I3D) that is based on 2D ConvNet inflation: filters and pooling kernels of very deep image classification ConvNets are expanded into 3D, making it possible to learn seamless spatio-temporal feature extractors from video while leveraging successful ImageNet architecture designs and even their parameters. We show that, after pre-training on Kinetics, I3D models considerably improve upon the state-of-the-art in action classification, reaching 80.9% on HMDB-51 and 98.0% on UCF-101.
AnimateAnywhere: Rouse the Background in Human Image Animation
Human image animation aims to generate human videos of given characters and backgrounds that adhere to the desired pose sequence. However, existing methods focus more on human actions while neglecting the generation of background, which typically leads to static results or inharmonious movements. The community has explored camera pose-guided animation tasks, yet preparing the camera trajectory is impractical for most entertainment applications and ordinary users. As a remedy, we present an AnimateAnywhere framework, rousing the background in human image animation without requirements on camera trajectories. In particular, based on our key insight that the movement of the human body often reflects the motion of the background, we introduce a background motion learner (BML) to learn background motions from human pose sequences. To encourage the model to learn more accurate cross-frame correspondences, we further deploy an epipolar constraint on the 3D attention map. Specifically, the mask used to suppress geometrically unreasonable attention is carefully constructed by combining an epipolar mask and the current 3D attention map. Extensive experiments demonstrate that our AnimateAnywhere effectively learns the background motion from human pose sequences, achieving state-of-the-art performance in generating human animation results with vivid and realistic backgrounds. The source code and model will be available at https://github.com/liuxiaoyu1104/AnimateAnywhere.
TASAR: Transfer-based Attack on Skeletal Action Recognition
Skeletal sequence data, as a widely employed representation of human actions, are crucial in Human Activity Recognition (HAR). Recently, adversarial attacks have been proposed in this area, which exposes potential security concerns, and more importantly provides a good tool for model robustness test. Within this research, transfer-based attack is an important tool as it mimics the real-world scenario where an attacker has no knowledge of the target model, but is under-explored in Skeleton-based HAR (S-HAR). Consequently, existing S-HAR attacks exhibit weak adversarial transferability and the reason remains largely unknown. In this paper, we investigate this phenomenon via the characterization of the loss function. We find that one prominent indicator of poor transferability is the low smoothness of the loss function. Led by this observation, we improve the transferability by properly smoothening the loss when computing the adversarial examples. This leads to the first Transfer-based Attack on Skeletal Action Recognition, TASAR. TASAR explores the smoothened model posterior of pre-trained surrogates, which is achieved by a new post-train Dual Bayesian optimization strategy. Furthermore, unlike existing transfer-based methods which overlook the temporal coherence within sequences, TASAR incorporates motion dynamics into the Bayesian attack, effectively disrupting the spatial-temporal coherence of S-HARs. For exhaustive evaluation, we build the first large-scale robust S-HAR benchmark, comprising 7 S-HAR models, 10 attack methods, 3 S-HAR datasets and 2 defense models. Extensive results demonstrate the superiority of TASAR. Our benchmark enables easy comparisons for future studies, with the code available in the https://github.com/yunfengdiao/Skeleton-Robustness-Benchmark.
GAIA: Rethinking Action Quality Assessment for AI-Generated Videos
Assessing action quality is both imperative and challenging due to its significant impact on the quality of AI-generated videos, further complicated by the inherently ambiguous nature of actions within AI-generated video (AIGV). Current action quality assessment (AQA) algorithms predominantly focus on actions from real specific scenarios and are pre-trained with normative action features, thus rendering them inapplicable in AIGVs. To address these problems, we construct GAIA, a Generic AI-generated Action dataset, by conducting a large-scale subjective evaluation from a novel causal reasoning-based perspective, resulting in 971,244 ratings among 9,180 video-action pairs. Based on GAIA, we evaluate a suite of popular text-to-video (T2V) models on their ability to generate visually rational actions, revealing their pros and cons on different categories of actions. We also extend GAIA as a testbed to benchmark the AQA capacity of existing automatic evaluation methods. Results show that traditional AQA methods, action-related metrics in recent T2V benchmarks, and mainstream video quality methods perform poorly with an average SRCC of 0.454, 0.191, and 0.519, respectively, indicating a sizable gap between current models and human action perception patterns in AIGVs. Our findings underscore the significance of action quality as a unique perspective for studying AIGVs and can catalyze progress towards methods with enhanced capacities for AQA in AIGVs.
Holistic Interaction Transformer Network for Action Detection
Actions are about how we interact with the environment, including other people, objects, and ourselves. In this paper, we propose a novel multi-modal Holistic Interaction Transformer Network (HIT) that leverages the largely ignored, but critical hand and pose information essential to most human actions. The proposed "HIT" network is a comprehensive bi-modal framework that comprises an RGB stream and a pose stream. Each of them separately models person, object, and hand interactions. Within each sub-network, an Intra-Modality Aggregation module (IMA) is introduced that selectively merges individual interaction units. The resulting features from each modality are then glued using an Attentive Fusion Mechanism (AFM). Finally, we extract cues from the temporal context to better classify the occurring actions using cached memory. Our method significantly outperforms previous approaches on the J-HMDB, UCF101-24, and MultiSports datasets. We also achieve competitive results on AVA. The code will be available at https://github.com/joslefaure/HIT.
Uni3C: Unifying Precisely 3D-Enhanced Camera and Human Motion Controls for Video Generation
Camera and human motion controls have been extensively studied for video generation, but existing approaches typically address them separately, suffering from limited data with high-quality annotations for both aspects. To overcome this, we present Uni3C, a unified 3D-enhanced framework for precise control of both camera and human motion in video generation. Uni3C includes two key contributions. First, we propose a plug-and-play control module trained with a frozen video generative backbone, PCDController, which utilizes unprojected point clouds from monocular depth to achieve accurate camera control. By leveraging the strong 3D priors of point clouds and the powerful capacities of video foundational models, PCDController shows impressive generalization, performing well regardless of whether the inference backbone is frozen or fine-tuned. This flexibility enables different modules of Uni3C to be trained in specific domains, i.e., either camera control or human motion control, reducing the dependency on jointly annotated data. Second, we propose a jointly aligned 3D world guidance for the inference phase that seamlessly integrates both scenic point clouds and SMPL-X characters to unify the control signals for camera and human motion, respectively. Extensive experiments confirm that PCDController enjoys strong robustness in driving camera motion for fine-tuned backbones of video generation. Uni3C substantially outperforms competitors in both camera controllability and human motion quality. Additionally, we collect tailored validation sets featuring challenging camera movements and human actions to validate the effectiveness of our method.
H2R: A Human-to-Robot Data Augmentation for Robot Pre-training from Videos
Large-scale pre-training using videos has proven effective for robot learning. However, the models pre-trained on such data can be suboptimal for robot learning due to the significant visual gap between human hands and those of different robots. To remedy this, we propose H2R, a simple data augmentation technique that detects human hand keypoints, synthesizes robot motions in simulation, and composites rendered robots into egocentric videos. This process explicitly bridges the visual gap between human and robot embodiments during pre-training. We apply H2R to augment large-scale egocentric human video datasets such as Ego4D and SSv2, replacing human hands with simulated robotic arms to generate robot-centric training data. Based on this, we construct and release a family of 1M-scale datasets covering multiple robot embodiments (UR5 with gripper/Leaphand, Franka) and data sources (SSv2, Ego4D). To verify the effectiveness of the augmentation pipeline, we introduce a CLIP-based image-text similarity metric that quantitatively evaluates the semantic fidelity of robot-rendered frames to the original human actions. We validate H2R across three simulation benchmarks: Robomimic, RLBench and PushT and real-world manipulation tasks with a UR5 robot equipped with Gripper and Leaphand end-effectors. H2R consistently improves downstream success rates, yielding gains of 5.0%-10.2% in simulation and 6.7%-23.3% in real-world tasks across various visual encoders and policy learning methods. These results indicate that H2R improves the generalization ability of robotic policies by mitigating the visual discrepancies between human and robot domains.
Visual IRL for Human-Like Robotic Manipulation
We present a novel method for collaborative robots (cobots) to learn manipulation tasks and perform them in a human-like manner. Our method falls under the learn-from-observation (LfO) paradigm, where robots learn to perform tasks by observing human actions, which facilitates quicker integration into industrial settings compared to programming from scratch. We introduce Visual IRL that uses the RGB-D keypoints in each frame of the observed human task performance directly as state features, which are input to inverse reinforcement learning (IRL). The inversely learned reward function, which maps keypoints to reward values, is transferred from the human to the cobot using a novel neuro-symbolic dynamics model, which maps human kinematics to the cobot arm. This model allows similar end-effector positioning while minimizing joint adjustments, aiming to preserve the natural dynamics of human motion in robotic manipulation. In contrast with previous techniques that focus on end-effector placement only, our method maps multiple joint angles of the human arm to the corresponding cobot joints. Moreover, it uses an inverse kinematics model to then minimally adjust the joint angles, for accurate end-effector positioning. We evaluate the performance of this approach on two different realistic manipulation tasks. The first task is produce processing, which involves picking, inspecting, and placing onions based on whether they are blemished. The second task is liquid pouring, where the robot picks up bottles, pours the contents into designated containers, and disposes of the empty bottles. Our results demonstrate advances in human-like robotic manipulation, leading to more human-robot compatibility in manufacturing applications.
Text-driven Human Motion Generation with Motion Masked Diffusion Model
Text-driven human motion generation is a multimodal task that synthesizes human motion sequences conditioned on natural language. It requires the model to satisfy textual descriptions under varying conditional inputs, while generating plausible and realistic human actions with high diversity. Existing diffusion model-based approaches have outstanding performance in the diversity and multimodality of generation. However, compared to autoregressive methods that train motion encoders before inference, diffusion methods lack in fitting the distribution of human motion features which leads to an unsatisfactory FID score. One insight is that the diffusion model lack the ability to learn the motion relations among spatio-temporal semantics through contextual reasoning. To solve this issue, in this paper, we proposed Motion Masked Diffusion Model (MMDM), a novel human motion masked mechanism for diffusion model to explicitly enhance its ability to learn the spatio-temporal relationships from contextual joints among motion sequences. Besides, considering the complexity of human motion data with dynamic temporal characteristics and spatial structure, we designed two mask modeling strategies: time frames mask and body parts mask. During training, MMDM masks certain tokens in the motion embedding space. Then, the diffusion decoder is designed to learn the whole motion sequence from masked embedding in each sampling step, this allows the model to recover a complete sequence from incomplete representations. Experiments on HumanML3D and KIT-ML dataset demonstrate that our mask strategy is effective by balancing motion quality and text-motion consistency.
BEHAVE: Dataset and Method for Tracking Human Object Interactions
Modelling interactions between humans and objects in natural environments is central to many applications including gaming, virtual and mixed reality, as well as human behavior analysis and human-robot collaboration. This challenging operation scenario requires generalization to vast number of objects, scenes, and human actions. Unfortunately, there exist no such dataset. Moreover, this data needs to be acquired in diverse natural environments, which rules out 4D scanners and marker based capture systems. We present BEHAVE dataset, the first full body human- object interaction dataset with multi-view RGBD frames and corresponding 3D SMPL and object fits along with the annotated contacts between them. We record around 15k frames at 5 locations with 8 subjects performing a wide range of interactions with 20 common objects. We use this data to learn a model that can jointly track humans and objects in natural environments with an easy-to-use portable multi-camera setup. Our key insight is to predict correspondences from the human and the object to a statistical body model to obtain human-object contacts during interactions. Our approach can record and track not just the humans and objects but also their interactions, modeled as surface contacts, in 3D. Our code and data can be found at: http://virtualhumans.mpi-inf.mpg.de/behave
MVHumanNet: A Large-scale Dataset of Multi-view Daily Dressing Human Captures
In this era, the success of large language models and text-to-image models can be attributed to the driving force of large-scale datasets. However, in the realm of 3D vision, while remarkable progress has been made with models trained on large-scale synthetic and real-captured object data like Objaverse and MVImgNet, a similar level of progress has not been observed in the domain of human-centric tasks partially due to the lack of a large-scale human dataset. Existing datasets of high-fidelity 3D human capture continue to be mid-sized due to the significant challenges in acquiring large-scale high-quality 3D human data. To bridge this gap, we present MVHumanNet, a dataset that comprises multi-view human action sequences of 4,500 human identities. The primary focus of our work is on collecting human data that features a large number of diverse identities and everyday clothing using a multi-view human capture system, which facilitates easily scalable data collection. Our dataset contains 9,000 daily outfits, 60,000 motion sequences and 645 million frames with extensive annotations, including human masks, camera parameters, 2D and 3D keypoints, SMPL/SMPLX parameters, and corresponding textual descriptions. To explore the potential of MVHumanNet in various 2D and 3D visual tasks, we conducted pilot studies on view-consistent action recognition, human NeRF reconstruction, text-driven view-unconstrained human image generation, as well as 2D view-unconstrained human image and 3D avatar generation. Extensive experiments demonstrate the performance improvements and effective applications enabled by the scale provided by MVHumanNet. As the current largest-scale 3D human dataset, we hope that the release of MVHumanNet data with annotations will foster further innovations in the domain of 3D human-centric tasks at scale.
ContextHOI: Spatial Context Learning for Human-Object Interaction Detection
Spatial contexts, such as the backgrounds and surroundings, are considered critical in Human-Object Interaction (HOI) recognition, especially when the instance-centric foreground is blurred or occluded. Recent advancements in HOI detectors are usually built upon detection transformer pipelines. While such an object-detection-oriented paradigm shows promise in localizing objects, its exploration of spatial context is often insufficient for accurately recognizing human actions. To enhance the capabilities of object detectors for HOI detection, we present a dual-branch framework named ContextHOI, which efficiently captures both object detection features and spatial contexts. In the context branch, we train the model to extract informative spatial context without requiring additional hand-craft background labels. Furthermore, we introduce context-aware spatial and semantic supervision to the context branch to filter out irrelevant noise and capture informative contexts. ContextHOI achieves state-of-the-art performance on the HICO-DET and v-coco benchmarks. For further validation, we construct a novel benchmark, HICO-ambiguous, which is a subset of HICO-DET that contains images with occluded or impaired instance cues. Extensive experiments across all benchmarks, complemented by visualizations, underscore the enhancements provided by ContextHOI, especially in recognizing interactions involving occluded or blurred instances.
InterDreamer: Zero-Shot Text to 3D Dynamic Human-Object Interaction
Text-conditioned human motion generation has experienced significant advancements with diffusion models trained on extensive motion capture data and corresponding textual annotations. However, extending such success to 3D dynamic human-object interaction (HOI) generation faces notable challenges, primarily due to the lack of large-scale interaction data and comprehensive descriptions that align with these interactions. This paper takes the initiative and showcases the potential of generating human-object interactions without direct training on text-interaction pair data. Our key insight in achieving this is that interaction semantics and dynamics can be decoupled. Being unable to learn interaction semantics through supervised training, we instead leverage pre-trained large models, synergizing knowledge from a large language model and a text-to-motion model. While such knowledge offers high-level control over interaction semantics, it cannot grasp the intricacies of low-level interaction dynamics. To overcome this issue, we further introduce a world model designed to comprehend simple physics, modeling how human actions influence object motion. By integrating these components, our novel framework, InterDreamer, is able to generate text-aligned 3D HOI sequences in a zero-shot manner. We apply InterDreamer to the BEHAVE and CHAIRS datasets, and our comprehensive experimental analysis demonstrates its capability to generate realistic and coherent interaction sequences that seamlessly align with the text directives.
EvAnimate: Event-conditioned Image-to-Video Generation for Human Animation
Conditional human animation transforms a static reference image into a dynamic sequence by applying motion cues such as poses. These motion cues are typically derived from video data but are susceptible to limitations including low temporal resolution, motion blur, overexposure, and inaccuracies under low-light conditions. In contrast, event cameras provide data streams with exceptionally high temporal resolution, a wide dynamic range, and inherent resistance to motion blur and exposure issues. In this work, we propose EvAnimate, a framework that leverages event streams as motion cues to animate static human images. Our approach employs a specialized event representation that transforms asynchronous event streams into 3-channel slices with controllable slicing rates and appropriate slice density, ensuring compatibility with diffusion models. Subsequently, a dual-branch architecture generates high-quality videos by harnessing the inherent motion dynamics of the event streams, thereby enhancing both video quality and temporal consistency. Specialized data augmentation strategies further enhance cross-person generalization. Finally, we establish a new benchmarking, including simulated event data for training and validation, and a real-world event dataset capturing human actions under normal and extreme scenarios. The experiment results demonstrate that EvAnimate achieves high temporal fidelity and robust performance in scenarios where traditional video-derived cues fall short.
Retrieval-Augmented Egocentric Video Captioning
Understanding human actions from videos of first-person view poses significant challenges. Most prior approaches explore representation learning on egocentric videos only, while overlooking the potential benefit of exploiting existing large-scale third-person videos. In this paper, (1) we develop EgoInstructor, a retrieval-augmented multimodal captioning model that automatically retrieves semantically relevant third-person instructional videos to enhance the video captioning of egocentric videos. (2) For training the cross-view retrieval module, we devise an automatic pipeline to discover ego-exo video pairs from distinct large-scale egocentric and exocentric datasets. (3) We train the cross-view retrieval module with a novel EgoExoNCE loss that pulls egocentric and exocentric video features closer by aligning them to shared text features that describe similar actions. (4) Through extensive experiments, our cross-view retrieval module demonstrates superior performance across seven benchmarks. Regarding egocentric video captioning, EgoInstructor exhibits significant improvements by leveraging third-person videos as references.
Whole-Body Conditioned Egocentric Video Prediction
We train models to Predict Ego-centric Video from human Actions (PEVA), given the past video and an action represented by the relative 3D body pose. By conditioning on kinematic pose trajectories, structured by the joint hierarchy of the body, our model learns to simulate how physical human actions shape the environment from a first-person point of view. We train an auto-regressive conditional diffusion transformer on Nymeria, a large-scale dataset of real-world egocentric video and body pose capture. We further design a hierarchical evaluation protocol with increasingly challenging tasks, enabling a comprehensive analysis of the model's embodied prediction and control abilities. Our work represents an initial attempt to tackle the challenges of modeling complex real-world environments and embodied agent behaviors with video prediction from the perspective of a human.
POCO: 3D Pose and Shape Estimation with Confidence
The regression of 3D Human Pose and Shape (HPS) from an image is becoming increasingly accurate. This makes the results useful for downstream tasks like human action recognition or 3D graphics. Yet, no regressor is perfect, and accuracy can be affected by ambiguous image evidence or by poses and appearance that are unseen during training. Most current HPS regressors, however, do not report the confidence of their outputs, meaning that downstream tasks cannot differentiate accurate estimates from inaccurate ones. To address this, we develop POCO, a novel framework for training HPS regressors to estimate not only a 3D human body, but also their confidence, in a single feed-forward pass. Specifically, POCO estimates both the 3D body pose and a per-sample variance. The key idea is to introduce a Dual Conditioning Strategy (DCS) for regressing uncertainty that is highly correlated to pose reconstruction quality. The POCO framework can be applied to any HPS regressor and here we evaluate it by modifying HMR, PARE, and CLIFF. In all cases, training the network to reason about uncertainty helps it learn to more accurately estimate 3D pose. While this was not our goal, the improvement is modest but consistent. Our main motivation is to provide uncertainty estimates for downstream tasks; we demonstrate this in two ways: (1) We use the confidence estimates to bootstrap HPS training. Given unlabelled image data, we take the confident estimates of a POCO-trained regressor as pseudo ground truth. Retraining with this automatically-curated data improves accuracy. (2) We exploit uncertainty in video pose estimation by automatically identifying uncertain frames (e.g. due to occlusion) and inpainting these from confident frames. Code and models will be available for research at https://poco.is.tue.mpg.de.
Just Add $π$! Pose Induced Video Transformers for Understanding Activities of Daily Living
Video transformers have become the de facto standard for human action recognition, yet their exclusive reliance on the RGB modality still limits their adoption in certain domains. One such domain is Activities of Daily Living (ADL), where RGB alone is not sufficient to distinguish between visually similar actions, or actions observed from multiple viewpoints. To facilitate the adoption of video transformers for ADL, we hypothesize that the augmentation of RGB with human pose information, known for its sensitivity to fine-grained motion and multiple viewpoints, is essential. Consequently, we introduce the first Pose Induced Video Transformer: PI-ViT (or pi-ViT), a novel approach that augments the RGB representations learned by video transformers with 2D and 3D pose information. The key elements of pi-ViT are two plug-in modules, 2D Skeleton Induction Module and 3D Skeleton Induction Module, that are responsible for inducing 2D and 3D pose information into the RGB representations. These modules operate by performing pose-aware auxiliary tasks, a design choice that allows pi-ViT to discard the modules during inference. Notably, pi-ViT achieves the state-of-the-art performance on three prominent ADL datasets, encompassing both real-world and large-scale RGB-D datasets, without requiring poses or additional computational overhead at inference.
Direct Dense Pose Estimation
Dense human pose estimation is the problem of learning dense correspondences between RGB images and the surfaces of human bodies, which finds various applications, such as human body reconstruction, human pose transfer, and human action recognition. Prior dense pose estimation methods are all based on Mask R-CNN framework and operate in a top-down manner of first attempting to identify a bounding box for each person and matching dense correspondences in each bounding box. Consequently, these methods lack robustness due to their critical dependence on the Mask R-CNN detection, and the runtime increases drastically as the number of persons in the image increases. We therefore propose a novel alternative method for solving the dense pose estimation problem, called Direct Dense Pose (DDP). DDP first predicts the instance mask and global IUV representation separately and then combines them together. We also propose a simple yet effective 2D temporal-smoothing scheme to alleviate the temporal jitters when dealing with video data. Experiments demonstrate that DDP overcomes the limitations of previous top-down baseline methods and achieves competitive accuracy. In addition, DDP is computationally more efficient than previous dense pose estimation methods, and it reduces jitters when applied to a video sequence, which is a problem plaguing the previous methods.
Video Prediction with Appearance and Motion Conditions
Video prediction aims to generate realistic future frames by learning dynamic visual patterns. One fundamental challenge is to deal with future uncertainty: How should a model behave when there are multiple correct, equally probable future? We propose an Appearance-Motion Conditional GAN to address this challenge. We provide appearance and motion information as conditions that specify how the future may look like, reducing the level of uncertainty. Our model consists of a generator, two discriminators taking charge of appearance and motion pathways, and a perceptual ranking module that encourages videos of similar conditions to look similar. To train our model, we develop a novel conditioning scheme that consists of different combinations of appearance and motion conditions. We evaluate our model using facial expression and human action datasets and report favorable results compared to existing methods.
Universal Retrieval for Multimodal Trajectory Modeling
Trajectory data, capturing human actions and environmental states across various modalities, holds significant potential for enhancing AI agent capabilities, particularly in GUI environments. However, how to model the representation of trajectory-level data presents a significant challenge that has not been systematically addressed amid explosive trajectory data growth. In this work, we introduce Multimodal Trajectory Retrieval, bridging the gap between universal retrieval and agent-centric trajectory modeling. We construct the Unified Agent Trajectory Dataset (UATD) from annotated demonstrations and states across diverse real-world scenarios. Based on this, we present GAE-Bench, a benchmark containing a large number of trajectory-based retrieval pairs. In addition, we propose GAE-Retriever, a multimodal retrieval framework that adopts vision-language models and incorporates optimized contrastive learning through a token selection and the GradCache mechanism. Comprehensive evaluations across multiple datasets show that GAE-Retriever consistently outperforms strong baselines in retrieval recall, highlighting its effectiveness in advancing multimodal trajectory retrieval.
What to Say and When to Say it: Live Fitness Coaching as a Testbed for Situated Interaction
Vision-language models have shown impressive progress in recent years. However, existing models are largely limited to turn-based interactions, where each turn must be stepped (i.e., prompted) by the user. Open-ended, asynchronous interactions, where an AI model may proactively deliver timely responses or feedback based on the unfolding situation in real-time, are an open challenge. In this work, we present the QEVD benchmark and dataset, which explores human-AI interaction in the challenging, yet controlled, real-world domain of fitness coaching -- a task which intrinsically requires monitoring live user activity and providing immediate feedback. The benchmark requires vision-language models to recognize complex human actions, identify possible mistakes, and provide appropriate feedback in real-time. Our experiments reveal the limitations of existing state-of-the-art vision-language models for such asynchronous situated interactions. Motivated by this, we propose a simple end-to-end streaming baseline that can respond asynchronously to human actions with appropriate feedback at the appropriate time.
Unsupervised Learning of Video Representations using LSTMs
We use multilayer Long Short Term Memory (LSTM) networks to learn representations of video sequences. Our model uses an encoder LSTM to map an input sequence into a fixed length representation. This representation is decoded using single or multiple decoder LSTMs to perform different tasks, such as reconstructing the input sequence, or predicting the future sequence. We experiment with two kinds of input sequences - patches of image pixels and high-level representations ("percepts") of video frames extracted using a pretrained convolutional net. We explore different design choices such as whether the decoder LSTMs should condition on the generated output. We analyze the outputs of the model qualitatively to see how well the model can extrapolate the learned video representation into the future and into the past. We try to visualize and interpret the learned features. We stress test the model by running it on longer time scales and on out-of-domain data. We further evaluate the representations by finetuning them for a supervised learning problem - human action recognition on the UCF-101 and HMDB-51 datasets. We show that the representations help improve classification accuracy, especially when there are only a few training examples. Even models pretrained on unrelated datasets (300 hours of YouTube videos) can help action recognition performance.
TS-RGBD Dataset: a Novel Dataset for Theatre Scenes Description for People with Visual Impairments
Computer vision was long a tool used for aiding visually impaired people to move around their environment and avoid obstacles and falls. Solutions are limited to either indoor or outdoor scenes, which limits the kind of places and scenes visually disabled people can be in, including entertainment places such as theatres. Furthermore, most of the proposed computer-vision-based methods rely on RGB benchmarks to train their models resulting in a limited performance due to the absence of the depth modality. In this paper, we propose a novel RGB-D dataset containing theatre scenes with ground truth human actions and dense captions annotations for image captioning and human action recognition: TS-RGBD dataset. It includes three types of data: RGB, depth, and skeleton sequences, captured by Microsoft Kinect. We test image captioning models on our dataset as well as some skeleton-based human action recognition models in order to extend the range of environment types where a visually disabled person can be, by detecting human actions and textually describing appearances of regions of interest in theatre scenes.
Seeing the Pose in the Pixels: Learning Pose-Aware Representations in Vision Transformers
Human perception of surroundings is often guided by the various poses present within the environment. Many computer vision tasks, such as human action recognition and robot imitation learning, rely on pose-based entities like human skeletons or robotic arms. However, conventional Vision Transformer (ViT) models uniformly process all patches, neglecting valuable pose priors in input videos. We argue that incorporating poses into RGB data is advantageous for learning fine-grained and viewpoint-agnostic representations. Consequently, we introduce two strategies for learning pose-aware representations in ViTs. The first method, called Pose-aware Attention Block (PAAB), is a plug-and-play ViT block that performs localized attention on pose regions within videos. The second method, dubbed Pose-Aware Auxiliary Task (PAAT), presents an auxiliary pose prediction task optimized jointly with the primary ViT task. Although their functionalities differ, both methods succeed in learning pose-aware representations, enhancing performance in multiple diverse downstream tasks. Our experiments, conducted across seven datasets, reveal the efficacy of both pose-aware methods on three video analysis tasks, with PAAT holding a slight edge over PAAB. Both PAAT and PAAB surpass their respective backbone Transformers by up to 9.8% in real-world action recognition and 21.8% in multi-view robotic video alignment. Code is available at https://github.com/dominickrei/PoseAwareVT.
TS-LSTM and Temporal-Inception: Exploiting Spatiotemporal Dynamics for Activity Recognition
Recent two-stream deep Convolutional Neural Networks (ConvNets) have made significant progress in recognizing human actions in videos. Despite their success, methods extending the basic two-stream ConvNet have not systematically explored possible network architectures to further exploit spatiotemporal dynamics within video sequences. Further, such networks often use different baseline two-stream networks. Therefore, the differences and the distinguishing factors between various methods using Recurrent Neural Networks (RNN) or convolutional networks on temporally-constructed feature vectors (Temporal-ConvNet) are unclear. In this work, we first demonstrate a strong baseline two-stream ConvNet using ResNet-101. We use this baseline to thoroughly examine the use of both RNNs and Temporal-ConvNets for extracting spatiotemporal information. Building upon our experimental results, we then propose and investigate two different networks to further integrate spatiotemporal information: 1) temporal segment RNN and 2) Inception-style Temporal-ConvNet. We demonstrate that using both RNNs (using LSTMs) and Temporal-ConvNets on spatiotemporal feature matrices are able to exploit spatiotemporal dynamics to improve the overall performance. However, each of these methods require proper care to achieve state-of-the-art performance; for example, LSTMs require pre-segmented data or else they cannot fully exploit temporal information. Our analysis identifies specific limitations for each method that could form the basis of future work. Our experimental results on UCF101 and HMDB51 datasets achieve state-of-the-art performances, 94.1% and 69.0%, respectively, without requiring extensive temporal augmentation.
Visual Goal-Step Inference using wikiHow
Understanding what sequence of steps are needed to complete a goal can help artificial intelligence systems reason about human activities. Past work in NLP has examined the task of goal-step inference for text. We introduce the visual analogue. We propose the Visual Goal-Step Inference (VGSI) task, where a model is given a textual goal and must choose which of four images represents a plausible step towards that goal. With a new dataset harvested from wikiHow consisting of 772,277 images representing human actions, we show that our task is challenging for state-of-the-art multimodal models. Moreover, the multimodal representation learned from our data can be effectively transferred to other datasets like HowTo100m, increasing the VGSI accuracy by 15 - 20%. Our task will facilitate multimodal reasoning about procedural events.
A Lie Group Approach to Riemannian Batch Normalization
Manifold-valued measurements exist in numerous applications within computer vision and machine learning. Recent studies have extended Deep Neural Networks (DNNs) to manifolds, and concomitantly, normalization techniques have also been adapted to several manifolds, referred to as Riemannian normalization. Nonetheless, most of the existing Riemannian normalization methods have been derived in an ad hoc manner and only apply to specific manifolds. This paper establishes a unified framework for Riemannian Batch Normalization (RBN) techniques on Lie groups. Our framework offers the theoretical guarantee of controlling both the Riemannian mean and variance. Empirically, we focus on Symmetric Positive Definite (SPD) manifolds, which possess three distinct types of Lie group structures. Using the deformation concept, we generalize the existing Lie groups on SPD manifolds into three families of parameterized Lie groups. Specific normalization layers induced by these Lie groups are then proposed for SPD neural networks. We demonstrate the effectiveness of our approach through three sets of experiments: radar recognition, human action recognition, and electroencephalography (EEG) classification. The code is available at https://github.com/GitZH-Chen/LieBN.git.
Image Clustering Conditioned on Text Criteria
Classical clustering methods do not provide users with direct control of the clustering results, and the clustering results may not be consistent with the relevant criterion that a user has in mind. In this work, we present a new methodology for performing image clustering based on user-specified text criteria by leveraging modern vision-language models and large language models. We call our method Image Clustering Conditioned on Text Criteria (IC|TC), and it represents a different paradigm of image clustering. IC|TC requires a minimal and practical degree of human intervention and grants the user significant control over the clustering results in return. Our experiments show that IC|TC can effectively cluster images with various criteria, such as human action, physical location, or the person's mood, while significantly outperforming baselines.
GUI Agents: A Survey
Graphical User Interface (GUI) agents, powered by Large Foundation Models, have emerged as a transformative approach to automating human-computer interaction. These agents autonomously interact with digital systems or software applications via GUIs, emulating human actions such as clicking, typing, and navigating visual elements across diverse platforms. Motivated by the growing interest and fundamental importance of GUI agents, we provide a comprehensive survey that categorizes their benchmarks, evaluation metrics, architectures, and training methods. We propose a unified framework that delineates their perception, reasoning, planning, and acting capabilities. Furthermore, we identify important open challenges and discuss key future directions. Finally, this work serves as a basis for practitioners and researchers to gain an intuitive understanding of current progress, techniques, benchmarks, and critical open problems that remain to be addressed.
Long-Term Planning Around Humans in Domestic Environments with 3D Scene Graphs
Long-term planning for robots operating in domestic environments poses unique challenges due to the interactions between humans, objects, and spaces. Recent advancements in trajectory planning have leveraged vision-language models (VLMs) to extract contextual information for robots operating in real-world environments. While these methods achieve satisfying performance, they do not explicitly model human activities. Such activities influence surrounding objects and reshape spatial constraints. This paper presents a novel approach to trajectory planning that integrates human preferences, activities, and spatial context through an enriched 3D scene graph (3DSG) representation. By incorporating activity-based relationships, our method captures the spatial impact of human actions, leading to more context-sensitive trajectory adaptation. Preliminary results demonstrate that our approach effectively assigns costs to spaces influenced by human activities, ensuring that the robot trajectory remains contextually appropriate and sensitive to the ongoing environment. This balance between task efficiency and social appropriateness enhances context-aware human-robot interactions in domestic settings. Future work includes implementing a full planning pipeline and conducting user studies to evaluate trajectory acceptability.
SwapAnyone: Consistent and Realistic Video Synthesis for Swapping Any Person into Any Video
Video body-swapping aims to replace the body in an existing video with a new body from arbitrary sources, which has garnered more attention in recent years. Existing methods treat video body-swapping as a composite of multiple tasks instead of an independent task and typically rely on various models to achieve video body-swapping sequentially. However, these methods fail to achieve end-to-end optimization for the video body-swapping which causes issues such as variations in luminance among frames, disorganized occlusion relationships, and the noticeable separation between bodies and background. In this work, we define video body-swapping as an independent task and propose three critical consistencies: identity consistency, motion consistency, and environment consistency. We introduce an end-to-end model named SwapAnyone, treating video body-swapping as a video inpainting task with reference fidelity and motion control. To improve the ability to maintain environmental harmony, particularly luminance harmony in the resulting video, we introduce a novel EnvHarmony strategy for training our model progressively. Additionally, we provide a dataset named HumanAction-32K covering various videos about human actions. Extensive experiments demonstrate that our method achieves State-Of-The-Art (SOTA) performance among open-source methods while approaching or surpassing closed-source models across multiple dimensions. All code, model weights, and the HumanAction-32K dataset will be open-sourced at https://github.com/PKU-YuanGroup/SwapAnyone.
KNN-MMD: Cross Domain Wireless Sensing via Local Distribution Alignment
Wireless sensing has recently found widespread applications in diverse environments, including homes, offices, and public spaces. By analyzing patterns in channel state information (CSI), it is possible to infer human actions for tasks such as person identification, gesture recognition, and fall detection. However, CSI is highly sensitive to environmental changes, where even minor alterations can significantly distort the CSI patterns. This sensitivity often leads to performance degradation or outright failure when applying wireless sensing models trained in one environment to another. To address this challenge, Domain Alignment (DAL) has been widely adopted for cross-domain classification tasks, as it focuses on aligning the global distributions of the source and target domains in feature space. Despite its popularity, DAL often neglects inter-category relationships, which can lead to misalignment between categories across domains, even when global alignment is achieved. To overcome these limitations, we propose K-Nearest Neighbors Maximum Mean Discrepancy (KNN-MMD), a novel few-shot method for cross-domain wireless sensing. Our approach begins by constructing a help set using KNN from the target domain, enabling local alignment between the source and target domains within each category using MMD. Additionally, we address a key instability issue commonly observed in cross-domain methods, where model performance fluctuates sharply between epochs. Further, most existing methods struggle to determine an optimal stopping point during training due to the absence of labeled data from the target domain. Our method resolves this by excluding the support set from the target domain during training and employing it as a validation set to determine the stopping criterion.The dataset and code are publicly available at https://github.com/RS2002/KNN-MMD .
Dynamic Planning for LLM-based Graphical User Interface Automation
The advent of large language models (LLMs) has spurred considerable interest in advancing autonomous LLMs-based agents, particularly in intriguing applications within smartphone graphical user interfaces (GUIs). When presented with a task goal, these agents typically emulate human actions within a GUI environment until the task is completed. However, a key challenge lies in devising effective plans to guide action prediction in GUI tasks, though planning have been widely recognized as effective for decomposing complex tasks into a series of steps. Specifically, given the dynamic nature of environmental GUIs following action execution, it is crucial to dynamically adapt plans based on environmental feedback and action history.We show that the widely-used ReAct approach fails due to the excessively long historical dialogues. To address this challenge, we propose a novel approach called Dynamic Planning of Thoughts (D-PoT) for LLM-based GUI agents.D-PoT involves the dynamic adjustment of planning based on the environmental feedback and execution history. Experimental results reveal that the proposed D-PoT significantly surpassed the strong GPT-4V baseline by +12.7% (34.66% rightarrow 47.36%) in accuracy. The analysis highlights the generality of dynamic planning in different backbone LLMs, as well as the benefits in mitigating hallucinations and adapting to unseen tasks. Code is available at https://github.com/sqzhang-lazy/D-PoT.
S$^3$: Social-network Simulation System with Large Language Model-Empowered Agents
Social network simulation plays a crucial role in addressing various challenges within social science. It offers extensive applications such as state prediction, phenomena explanation, and policy-making support, among others. In this work, we harness the formidable human-like capabilities exhibited by large language models (LLMs) in sensing, reasoning, and behaving, and utilize these qualities to construct the S^3 system (short for Social network Simulation System). Adhering to the widely employed agent-based simulation paradigm, we employ prompt engineering and prompt tuning techniques to ensure that the agent's behavior closely emulates that of a genuine human within the social network. Specifically, we simulate three pivotal aspects: emotion, attitude, and interaction behaviors. By endowing the agent in the system with the ability to perceive the informational environment and emulate human actions, we observe the emergence of population-level phenomena, including the propagation of information, attitudes, and emotions. We conduct an evaluation encompassing two levels of simulation, employing real-world social network data. Encouragingly, the results demonstrate promising accuracy. This work represents an initial step in the realm of social network simulation empowered by LLM-based agents. We anticipate that our endeavors will serve as a source of inspiration for the development of simulation systems within, but not limited to, social science.
Efficient Online Processing with Deep Neural Networks
The capabilities and adoption of deep neural networks (DNNs) grow at an exhilarating pace: Vision models accurately classify human actions in videos and identify cancerous tissue in medical scans as precisely than human experts; large language models answer wide-ranging questions, generate code, and write prose, becoming the topic of everyday dinner-table conversations. Even though their uses are exhilarating, the continually increasing model sizes and computational complexities have a dark side. The economic cost and negative environmental externalities of training and serving models is in evident disharmony with financial viability and climate action goals. Instead of pursuing yet another increase in predictive performance, this dissertation is dedicated to the improvement of neural network efficiency. Specifically, a core contribution addresses the efficiency aspects during online inference. Here, the concept of Continual Inference Networks (CINs) is proposed and explored across four publications. CINs extend prior state-of-the-art methods developed for offline processing of spatio-temporal data and reuse their pre-trained weights, improving their online processing efficiency by an order of magnitude. These advances are attained through a bottom-up computational reorganization and judicious architectural modifications. The benefit to online inference is demonstrated by reformulating several widely used network architectures into CINs, including 3D CNNs, ST-GCNs, and Transformer Encoders. An orthogonal contribution tackles the concurrent adaptation and computational acceleration of a large source model into multiple lightweight derived models. Drawing on fusible adapter networks and structured pruning, Structured Pruning Adapters achieve superior predictive accuracy under aggressive pruning using significantly fewer learned weights compared to fine-tuning with pruning.
Information Maximizing Curriculum: A Curriculum-Based Approach for Imitating Diverse Skills
Imitation learning uses data for training policies to solve complex tasks. However, when the training data is collected from human demonstrators, it often leads to multimodal distributions because of the variability in human actions. Most imitation learning methods rely on a maximum likelihood (ML) objective to learn a parameterized policy, but this can result in suboptimal or unsafe behavior due to the mode-averaging property of the ML objective. In this work, we propose Information Maximizing Curriculum, a curriculum-based approach that assigns a weight to each data point and encourages the model to specialize in the data it can represent, effectively mitigating the mode-averaging problem by allowing the model to ignore data from modes it cannot represent. To cover all modes and thus, enable diverse behavior, we extend our approach to a mixture of experts (MoE) policy, where each mixture component selects its own subset of the training data for learning. A novel, maximum entropy-based objective is proposed to achieve full coverage of the dataset, thereby enabling the policy to encompass all modes within the data distribution. We demonstrate the effectiveness of our approach on complex simulated control tasks using diverse human demonstrations, achieving superior performance compared to state-of-the-art methods.
Visual WetlandBirds Dataset: Bird Species Identification and Behavior Recognition in Videos
The current biodiversity loss crisis makes animal monitoring a relevant field of study. In light of this, data collected through monitoring can provide essential insights, and information for decision-making aimed at preserving global biodiversity. Despite the importance of such data, there is a notable scarcity of datasets featuring videos of birds, and none of the existing datasets offer detailed annotations of bird behaviors in video format. In response to this gap, our study introduces the first fine-grained video dataset specifically designed for bird behavior detection and species classification. This dataset addresses the need for comprehensive bird video datasets and provides detailed data on bird actions, facilitating the development of deep learning models to recognize these, similar to the advancements made in human action recognition. The proposed dataset comprises 178 videos recorded in Spanish wetlands, capturing 13 different bird species performing 7 distinct behavior classes. In addition, we also present baseline results using state of the art models on two tasks: bird behavior recognition and species classification.
What Makes Training Multi-Modal Classification Networks Hard?
Consider end-to-end training of a multi-modal vs. a single-modal network on a task with multiple input modalities: the multi-modal network receives more information, so it should match or outperform its single-modal counterpart. In our experiments, however, we observe the opposite: the best single-modal network always outperforms the multi-modal network. This observation is consistent across different combinations of modalities and on different tasks and benchmarks. This paper identifies two main causes for this performance drop: first, multi-modal networks are often prone to overfitting due to increased capacity. Second, different modalities overfit and generalize at different rates, so training them jointly with a single optimization strategy is sub-optimal. We address these two problems with a technique we call Gradient Blending, which computes an optimal blend of modalities based on their overfitting behavior. We demonstrate that Gradient Blending outperforms widely-used baselines for avoiding overfitting and achieves state-of-the-art accuracy on various tasks including human action recognition, ego-centric action recognition, and acoustic event detection.
Localizing Active Objects from Egocentric Vision with Symbolic World Knowledge
The ability to actively ground task instructions from an egocentric view is crucial for AI agents to accomplish tasks or assist humans virtually. One important step towards this goal is to localize and track key active objects that undergo major state change as a consequence of human actions/interactions to the environment without being told exactly what/where to ground (e.g., localizing and tracking the `sponge` in video from the instruction "Dip the `sponge` into the bucket."). While existing works approach this problem from a pure vision perspective, we investigate to which extent the textual modality (i.e., task instructions) and their interaction with visual modality can be beneficial. Specifically, we propose to improve phrase grounding models' ability on localizing the active objects by: (1) learning the role of `objects undergoing change` and extracting them accurately from the instructions, (2) leveraging pre- and post-conditions of the objects during actions, and (3) recognizing the objects more robustly with descriptional knowledge. We leverage large language models (LLMs) to extract the aforementioned action-object knowledge, and design a per-object aggregation masking technique to effectively perform joint inference on object phrases and symbolic knowledge. We evaluate our framework on Ego4D and Epic-Kitchens datasets. Extensive experiments demonstrate the effectiveness of our proposed framework, which leads to>54% improvements in all standard metrics on the TREK-150-OPE-Det localization + tracking task, >7% improvements in all standard metrics on the TREK-150-OPE tracking task, and >3% improvements in average precision (AP) on the Ego4D SCOD task.
DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation
Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the difficulty of translating mocap data into effective control policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to replicate human actions with robot hands. Beyond learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism to refine and further improve robot performance. Through extensive evaluation across six dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods for dexterous manipulation. More details can be found at https://dex-cap.github.io
Building Neural Networks on Matrix Manifolds: A Gyrovector Space Approach
Matrix manifolds, such as manifolds of Symmetric Positive Definite (SPD) matrices and Grassmann manifolds, appear in many applications. Recently, by applying the theory of gyrogroups and gyrovector spaces that is a powerful framework for studying hyperbolic geometry, some works have attempted to build principled generalizations of Euclidean neural networks on matrix manifolds. However, due to the lack of many concepts in gyrovector spaces for the considered manifolds, e.g., the inner product and gyroangles, techniques and mathematical tools provided by these works are still limited compared to those developed for studying hyperbolic geometry. In this paper, we generalize some notions in gyrovector spaces for SPD and Grassmann manifolds, and propose new models and layers for building neural networks on these manifolds. We show the effectiveness of our approach in two applications, i.e., human action recognition and knowledge graph completion.
One-Shot Object Affordance Detection in the Wild
Affordance detection refers to identifying the potential action possibilities of objects in an image, which is a crucial ability for robot perception and manipulation. To empower robots with this ability in unseen scenarios, we first study the challenging one-shot affordance detection problem in this paper, i.e., given a support image that depicts the action purpose, all objects in a scene with the common affordance should be detected. To this end, we devise a One-Shot Affordance Detection Network (OSAD-Net) that firstly estimates the human action purpose and then transfers it to help detect the common affordance from all candidate images. Through collaboration learning, OSAD-Net can capture the common characteristics between objects having the same underlying affordance and learn a good adaptation capability for perceiving unseen affordances. Besides, we build a large-scale Purpose-driven Affordance Dataset v2 (PADv2) by collecting and labeling 30k images from 39 affordance and 103 object categories. With complex scenes and rich annotations, our PADv2 dataset can be used as a test bed to benchmark affordance detection methods and may also facilitate downstream vision tasks, such as scene understanding, action recognition, and robot manipulation. Specifically, we conducted comprehensive experiments on PADv2 dataset by including 11 advanced models from several related research fields. Experimental results demonstrate the superiority of our model over previous representative ones in terms of both objective metrics and visual quality. The benchmark suite is available at https://github.com/lhc1224/OSAD Net.
Explaining NonLinear Classification Decisions with Deep Taylor Decomposition
Nonlinear methods such as Deep Neural Networks (DNNs) are the gold standard for various challenging machine learning problems, e.g., image classification, natural language processing or human action recognition. Although these methods perform impressively well, they have a significant disadvantage, the lack of transparency, limiting the interpretability of the solution and thus the scope of application in practice. Especially DNNs act as black boxes due to their multilayer nonlinear structure. In this paper we introduce a novel methodology for interpreting generic multilayer neural networks by decomposing the network classification decision into contributions of its input elements. Although our focus is on image classification, the method is applicable to a broad set of input data, learning tasks and network architectures. Our method is based on deep Taylor decomposition and efficiently utilizes the structure of the network by backpropagating the explanations from the output to the input layer. We evaluate the proposed method empirically on the MNIST and ILSVRC data sets.
Dexterous World Models
Recent progress in 3D reconstruction has made it easy to create realistic digital twins from everyday environments. However, current digital twins remain largely static and are limited to navigation and view synthesis without embodied interactivity. To bridge this gap, we introduce Dexterous World Model (DWM), a scene-action-conditioned video diffusion framework that models how dexterous human actions induce dynamic changes in static 3D scenes. Given a static 3D scene rendering and an egocentric hand motion sequence, DWM generates temporally coherent videos depicting plausible human-scene interactions. Our approach conditions video generation on (1) static scene renderings following a specified camera trajectory to ensure spatial consistency, and (2) egocentric hand mesh renderings that encode both geometry and motion cues to model action-conditioned dynamics directly. To train DWM, we construct a hybrid interaction video dataset. Synthetic egocentric interactions provide fully aligned supervision for joint locomotion and manipulation learning, while fixed-camera real-world videos contribute diverse and realistic object dynamics. Experiments demonstrate that DWM enables realistic and physically plausible interactions, such as grasping, opening, and moving objects, while maintaining camera and scene consistency. This framework represents a first step toward video diffusion-based interactive digital twins and enables embodied simulation from egocentric actions.
VDT: General-purpose Video Diffusion Transformers via Mask Modeling
This work introduces Video Diffusion Transformer (VDT), which pioneers the use of transformers in diffusion-based video generation. It features transformer blocks with modularized temporal and spatial attention modules to leverage the rich spatial-temporal representation inherited in transformers. We also propose a unified spatial-temporal mask modeling mechanism, seamlessly integrated with the model, to cater to diverse video generation scenarios. VDT offers several appealing benefits. 1) It excels at capturing temporal dependencies to produce temporally consistent video frames and even simulate the physics and dynamics of 3D objects over time. 2) It facilitates flexible conditioning information, \eg, simple concatenation in the token space, effectively unifying different token lengths and modalities. 3) Pairing with our proposed spatial-temporal mask modeling mechanism, it becomes a general-purpose video diffuser for harnessing a range of tasks, including unconditional generation, video prediction, interpolation, animation, and completion, etc. Extensive experiments on these tasks spanning various scenarios, including autonomous driving, natural weather, human action, and physics-based simulation, demonstrate the effectiveness of VDT. Additionally, we present comprehensive studies on how \model handles conditioning information with the mask modeling mechanism, which we believe will benefit future research and advance the field. Project page: https:VDT-2023.github.io
MABe22: A Multi-Species Multi-Task Benchmark for Learned Representations of Behavior
We introduce MABe22, a large-scale, multi-agent video and trajectory benchmark to assess the quality of learned behavior representations. This dataset is collected from a variety of biology experiments, and includes triplets of interacting mice (4.7 million frames video+pose tracking data, 10 million frames pose only), symbiotic beetle-ant interactions (10 million frames video data), and groups of interacting flies (4.4 million frames of pose tracking data). Accompanying these data, we introduce a panel of real-life downstream analysis tasks to assess the quality of learned representations by evaluating how well they preserve information about the experimental conditions (e.g. strain, time of day, optogenetic stimulation) and animal behavior. We test multiple state-of-the-art self-supervised video and trajectory representation learning methods to demonstrate the use of our benchmark, revealing that methods developed using human action datasets do not fully translate to animal datasets. We hope that our benchmark and dataset encourage a broader exploration of behavior representation learning methods across species and settings.
Training for temporal sparsity in deep neural networks, application in video processing
Activation sparsity improves compute efficiency and resource utilization in sparsity-aware neural network accelerators. As the predominant operation in DNNs is multiply-accumulate (MAC) of activations with weights to compute inner products, skipping operations where (at least) one of the two operands is zero can make inference more efficient in terms of latency and power. Spatial sparsification of activations is a popular topic in DNN literature and several methods have already been established to bias a DNN for it. On the other hand, temporal sparsity is an inherent feature of bio-inspired spiking neural networks (SNNs), which neuromorphic processing exploits for hardware efficiency. Introducing and exploiting spatio-temporal sparsity, is a topic much less explored in DNN literature, but in perfect resonance with the trend in DNN, to shift from static signal processing to more streaming signal processing. Towards this goal, in this paper we introduce a new DNN layer (called Delta Activation Layer), whose sole purpose is to promote temporal sparsity of activations during training. A Delta Activation Layer casts temporal sparsity into spatial activation sparsity to be exploited when performing sparse tensor multiplications in hardware. By employing delta inference and ``the usual'' spatial sparsification heuristics during training, the resulting model learns to exploit not only spatial but also temporal activation sparsity (for a given input data distribution). One may use the Delta Activation Layer either during vanilla training or during a refinement phase. We have implemented Delta Activation Layer as an extension of the standard Tensoflow-Keras library, and applied it to train deep neural networks on the Human Action Recognition (UCF101) dataset. We report an almost 3x improvement of activation sparsity, with recoverable loss of model accuracy after longer training.
Two-stream Spatiotemporal Feature for Video QA Task
Understanding the content of videos is one of the core techniques for developing various helpful applications in the real world, such as recognizing various human actions for surveillance systems or customer behavior analysis in an autonomous shop. However, understanding the content or story of the video still remains a challenging problem due to its sheer amount of data and temporal structure. In this paper, we propose a multi-channel neural network structure that adopts a two-stream network structure, which has been shown high performance in human action recognition field, and use it as a spatiotemporal video feature extractor for solving video question and answering task. We also adopt a squeeze-and-excitation structure to two-stream network structure for achieving a channel-wise attended spatiotemporal feature. For jointly modeling the spatiotemporal features from video and the textual features from the question, we design a context matching module with a level adjusting layer to remove the gap of information between visual and textual features by applying attention mechanism on joint modeling. Finally, we adopt a scoring mechanism and smoothed ranking loss objective function for selecting the correct answer from answer candidates. We evaluate our model with TVQA dataset, and our approach shows the improved result in textual only setting, but the result with visual feature shows the limitation and possibility of our approach.
VidText: Towards Comprehensive Evaluation for Video Text Understanding
Visual texts embedded in videos carry rich semantic information, which is crucial for both holistic video understanding and fine-grained reasoning about local human actions. However, existing video understanding benchmarks largely overlook textual information, while OCR-specific benchmarks are constrained to static images, limiting their ability to capture the interaction between text and dynamic visual contexts. To address this gap, we propose VidText, a new benchmark designed for comprehensive and in-depth evaluation of video text understanding. VidText offers the following key features: 1) It covers a wide range of real-world scenarios and supports multilingual content, encompassing diverse settings where video text naturally appears. 2) It introduces a hierarchical evaluation framework with video-level, clip-level, and instance-level tasks, enabling assessment of both global summarization and local retrieval capabilities. 3) The benchmark also introduces a set of paired perception reasoning tasks, ranging from visual text perception to cross-modal reasoning between textual and visual information. Extensive experiments on 18 state-of-the-art Large Multimodal Models (LMMs) reveal that current models struggle across most tasks, with significant room for improvement. Further analysis highlights the impact of both model-intrinsic factors, such as input resolution and OCR capability, and external factors, including the use of auxiliary information and Chain-of-Thought reasoning strategies. We hope VidText will fill the current gap in video understanding benchmarks and serve as a foundation for future research on multimodal reasoning with video text in dynamic environments.
From Text to Motion: Grounding GPT-4 in a Humanoid Robot "Alter3"
We report the development of Alter3, a humanoid robot capable of generating spontaneous motion using a Large Language Model (LLM), specifically GPT-4. This achievement was realized by integrating GPT-4 into our proprietary android, Alter3, thereby effectively grounding the LLM with Alter's bodily movement. Typically, low-level robot control is hardware-dependent and falls outside the scope of LLM corpora, presenting challenges for direct LLM-based robot control. However, in the case of humanoid robots like Alter3, direct control is feasible by mapping the linguistic expressions of human actions onto the robot's body through program code. Remarkably, this approach enables Alter3 to adopt various poses, such as a 'selfie' stance or 'pretending to be a ghost,' and generate sequences of actions over time without explicit programming for each body part. This demonstrates the robot's zero-shot learning capabilities. Additionally, verbal feedback can adjust poses, obviating the need for fine-tuning. A video of Alter3's generated motions is available at https://tnoinkwms.github.io/ALTER-LLM/
Yo'LLaVA: Your Personalized Language and Vision Assistant
Large Multimodal Models (LMMs) have shown remarkable capabilities across a variety of tasks (e.g., image captioning, visual question answering). While broad, their knowledge remains generic (e.g., recognizing a dog), and they are unable to handle personalized subjects (e.g., recognizing a user's pet dog). Human reasoning, in contrast, typically operates within the context of specific subjects in our surroundings. For example, one might ask, "What should I buy for my dog's birthday?"; as opposed to a generic inquiry about "What should I buy for a dog's birthday?". Similarly, when looking at a friend's image, the interest lies in seeing their activities (e.g., "my friend is holding a cat"), rather than merely observing generic human actions (e.g., "a man is holding a cat"). In this paper, we introduce the novel task of personalizing LMMs, so that they can have conversations about a specific subject. We propose Yo'LLaVA, which learns to embed a personalized subject into a set of latent tokens given a handful of example images of the subject. Our qualitative and quantitative analyses reveal that Yo'LLaVA can learn the concept more efficiently using fewer tokens and more effectively encode the visual attributes compared to strong prompting baselines (e.g., LLaVA).
MultiHuman-Testbench: Benchmarking Image Generation for Multiple Humans
Generation of images containing multiple humans, performing complex actions, while preserving their facial identities, is a significant challenge. A major factor contributing to this is the lack of a dedicated benchmark. To address this, we introduce MultiHuman-Testbench, a novel benchmark for rigorously evaluating generative models for multi-human generation. The benchmark comprises 1,800 samples, including carefully curated text prompts, describing a range of simple to complex human actions. These prompts are matched with a total of 5,550 unique human face images, sampled uniformly to ensure diversity across age, ethnic background, and gender. Alongside captions, we provide human-selected pose conditioning images which accurately match the prompt. We propose a multi-faceted evaluation suite employing four key metrics to quantify face count, ID similarity, prompt alignment, and action detection. We conduct a thorough evaluation of a diverse set of models, including zero-shot approaches and training-based methods, with and without regional priors. We also propose novel techniques to incorporate image and region isolation using human segmentation and Hungarian matching, significantly improving ID similarity. Our proposed benchmark and key findings provide valuable insights and a standardized tool for advancing research in multi-human image generation. The dataset and evaluation codes will be available at https://github.com/Qualcomm-AI-research/MultiHuman-Testbench.
The Off-Switch Game
It is clear that one of the primary tools we can use to mitigate the potential risk from a misbehaving AI system is the ability to turn the system off. As the capabilities of AI systems improve, it is important to ensure that such systems do not adopt subgoals that prevent a human from switching them off. This is a challenge because many formulations of rational agents create strong incentives for self-preservation. This is not caused by a built-in instinct, but because a rational agent will maximize expected utility and cannot achieve whatever objective it has been given if it is dead. Our goal is to study the incentives an agent has to allow itself to be switched off. We analyze a simple game between a human H and a robot R, where H can press R's off switch but R can disable the off switch. A traditional agent takes its reward function for granted: we show that such agents have an incentive to disable the off switch, except in the special case where H is perfectly rational. Our key insight is that for R to want to preserve its off switch, it needs to be uncertain about the utility associated with the outcome, and to treat H's actions as important observations about that utility. (R also has no incentive to switch itself off in this setting.) We conclude that giving machines an appropriate level of uncertainty about their objectives leads to safer designs, and we argue that this setting is a useful generalization of the classical AI paradigm of rational agents.
AFRAgent : An Adaptive Feature Renormalization Based High Resolution Aware GUI agent
There is a growing demand for mobile user interface (UI) automation, driven by its broad applications across industries. With the advent of visual language models (VLMs), GUI automation has progressed from generating text-based instructions for humans to autonomously executing tasks, thus optimizing automation workflows. Recent approaches leverage VLMs for this problem due to their ability to 1) process on-screen content directly, 2) remain independent of device-specific APIs by utilizing human actions (e.g., clicks, typing), and 3) apply real-world contextual knowledge for task understanding. However, these models often have trouble accurately identifying widgets and determining actions due to limited spatial information in vision encoder features. Additionally, top-performing models are often large, requiring extensive training and resulting in inference delays. In this work, we introduce AFRAgent, an instruct-BLIP-based multimodal architecture that achieves superior performance in GUI automation while being less than one-fourth the size of its nearest competitor. To enhance image embeddings in the large language model (LLM) pipeline, we propose an adaptive feature renormalization-based (a token-level affine transformation) technique that effectively enriches low-resolution image embeddings and fuses high-resolution details. We evaluate AFRAgent on Meta-GUI and AITW benchmarks, establishing a new state-of-the-art baseline for smartphone automation.
AssistanceZero: Scalably Solving Assistance Games
Assistance games are a promising alternative to reinforcement learning from human feedback (RLHF) for training AI assistants. Assistance games resolve key drawbacks of RLHF, such as incentives for deceptive behavior, by explicitly modeling the interaction between assistant and user as a two-player game where the assistant cannot observe their shared goal. Despite their potential, assistance games have only been explored in simple settings. Scaling them to more complex environments is difficult because it requires both solving intractable decision-making problems under uncertainty and accurately modeling human users' behavior. We present the first scalable approach to solving assistance games and apply it to a new, challenging Minecraft-based assistance game with over 10^{400} possible goals. Our approach, AssistanceZero, extends AlphaZero with a neural network that predicts human actions and rewards, enabling it to plan under uncertainty. We show that AssistanceZero outperforms model-free RL algorithms and imitation learning in the Minecraft-based assistance game. In a human study, our AssistanceZero-trained assistant significantly reduces the number of actions participants take to complete building tasks in Minecraft. Our results suggest that assistance games are a tractable framework for training effective AI assistants in complex environments. Our code and models are available at https://github.com/cassidylaidlaw/minecraft-building-assistance-game.
Masked Diffusion with Task-awareness for Procedure Planning in Instructional Videos
A key challenge with procedure planning in instructional videos lies in how to handle a large decision space consisting of a multitude of action types that belong to various tasks. To understand real-world video content, an AI agent must proficiently discern these action types (e.g., pour milk, pour water, open lid, close lid, etc.) based on brief visual observation. Moreover, it must adeptly capture the intricate semantic relation of the action types and task goals, along with the variable action sequences. Recently, notable progress has been made via the integration of diffusion models and visual representation learning to address the challenge. However, existing models employ rudimentary mechanisms to utilize task information to manage the decision space. To overcome this limitation, we introduce a simple yet effective enhancement - a masked diffusion model. The introduced mask acts akin to a task-oriented attention filter, enabling the diffusion/denoising process to concentrate on a subset of action types. Furthermore, to bolster the accuracy of task classification, we harness more potent visual representation learning techniques. In particular, we learn a joint visual-text embedding, where a text embedding is generated by prompting a pre-trained vision-language model to focus on human actions. We evaluate the method on three public datasets and achieve state-of-the-art performance on multiple metrics. Code is available at https://github.com/ffzzy840304/Masked-PDPP.
BTL-UI: Blink-Think-Link Reasoning Model for GUI Agent
In the field of AI-driven human-GUI interaction automation, while rapid advances in multimodal large language models and reinforcement fine-tuning techniques have yielded remarkable progress, a fundamental challenge persists: their interaction logic significantly deviates from natural human-GUI communication patterns. To fill this gap, we propose "Blink-Think-Link" (BTL), a brain-inspired framework for human-GUI interaction that mimics the human cognitive process between users and graphical interfaces. The system decomposes interactions into three biologically plausible phases: (1) Blink - rapid detection and attention to relevant screen areas, analogous to saccadic eye movements; (2) Think - higher-level reasoning and decision-making, mirroring cognitive planning; and (3) Link - generation of executable commands for precise motor control, emulating human action selection mechanisms. Additionally, we introduce two key technical innovations for the BTL framework: (1) Blink Data Generation - an automated annotation pipeline specifically optimized for blink data, and (2) BTL Reward -- the first rule-based reward mechanism that enables reinforcement learning driven by both process and outcome. Building upon this framework, we develop a GUI agent model named BTL-UI, which demonstrates consistent state-of-the-art performance across both static GUI understanding and dynamic interaction tasks in comprehensive benchmarks. These results provide conclusive empirical validation of the framework's efficacy in developing advanced GUI Agents.
EmoSet: A Large-scale Visual Emotion Dataset with Rich Attributes
Visual Emotion Analysis (VEA) aims at predicting people's emotional responses to visual stimuli. This is a promising, yet challenging, task in affective computing, which has drawn increasing attention in recent years. Most of the existing work in this area focuses on feature design, while little attention has been paid to dataset construction. In this work, we introduce EmoSet, the first large-scale visual emotion dataset annotated with rich attributes, which is superior to existing datasets in four aspects: scale, annotation richness, diversity, and data balance. EmoSet comprises 3.3 million images in total, with 118,102 of these images carefully labeled by human annotators, making it five times larger than the largest existing dataset. EmoSet includes images from social networks, as well as artistic images, and it is well balanced between different emotion categories. Motivated by psychological studies, in addition to emotion category, each image is also annotated with a set of describable emotion attributes: brightness, colorfulness, scene type, object class, facial expression, and human action, which can help understand visual emotions in a precise and interpretable way. The relevance of these emotion attributes is validated by analyzing the correlations between them and visual emotion, as well as by designing an attribute module to help visual emotion recognition. We believe EmoSet will bring some key insights and encourage further research in visual emotion analysis and understanding. Project page: https://vcc.tech/EmoSet.
MMAD: Multi-label Micro-Action Detection in Videos
Human body actions are an important form of non-verbal communication in social interactions. This paper focuses on a specific subset of body actions known as micro-actions, which are subtle, low-intensity body movements that provide a deeper understanding of inner human feelings. In real-world scenarios, human micro-actions often co-occur, with multiple micro-actions overlapping in time, such as simultaneous head and hand movements. However, current research primarily focuses on recognizing individual micro-actions while overlooking their co-occurring nature. To narrow this gap, we propose a new task named Multi-label Micro-Action Detection (MMAD), which involves identifying all micro-actions in a given short video, determining their start and end times, and categorizing them. Achieving this requires a model capable of accurately capturing both long-term and short-term action relationships to locate and classify multiple micro-actions. To support the MMAD task, we introduce a new dataset named Multi-label Micro-Action-52 (MMA-52), specifically designed to facilitate the detailed analysis and exploration of complex human micro-actions. The proposed MMA-52 dataset is available at: https://github.com/VUT-HFUT/Micro-Action.
LEGO: Learning EGOcentric Action Frame Generation via Visual Instruction Tuning
Generating instructional images of human daily actions from an egocentric viewpoint serves a key step towards efficient skill transfer. In this paper, we introduce a novel problem -- egocentric action frame generation. The goal is to synthesize the action frame conditioning on the user prompt question and an input egocentric image that captures user's environment. Notably, existing egocentric datasets lack the detailed annotations that describe the execution of actions. Additionally, the diffusion-based image manipulation models fail to control the state change of an action within the corresponding egocentric image pixel space. To this end, we finetune a visual large language model (VLLM) via visual instruction tuning for curating the enriched action descriptions to address our proposed problem. Moreover, we propose to Learn EGOcentric (LEGO) action frame generation using image and text embeddings from VLLM as additional conditioning. We validate our proposed model on two egocentric datasets -- Ego4D and Epic-Kitchens. Our experiments show prominent improvement over prior image manipulation models in both quantitative and qualitative evaluation. We also conduct detailed ablation studies and analysis to provide insights on our method.
Large-Scale Actionless Video Pre-Training via Discrete Diffusion for Efficient Policy Learning
Learning a generalist embodied agent capable of completing multiple tasks poses challenges, primarily stemming from the scarcity of action-labeled robotic datasets. In contrast, a vast amount of human videos exist, capturing intricate tasks and interactions with the physical world. Promising prospects arise for utilizing actionless human videos for pre-training and transferring the knowledge to facilitate robot policy learning through limited robot demonstrations. In this paper, we introduce a novel framework that leverages a unified discrete diffusion to combine generative pre-training on human videos and policy fine-tuning on a small number of action-labeled robot videos. We start by compressing both human and robot videos into unified video tokens. In the pre-training stage, we employ a discrete diffusion model with a mask-and-replace diffusion strategy to predict future video tokens in the latent space. In the fine-tuning stage, we harness the imagined future videos to guide low-level action learning trained on a limited set of robot data. Experiments demonstrate that our method generates high-fidelity future videos for planning and enhances the fine-tuned policies compared to previous state-of-the-art approaches with superior generalization ability. Our project website is available at https://video-diff.github.io/.
Structured World Models from Human Videos
We tackle the problem of learning complex, general behaviors directly in the real world. We propose an approach for robots to efficiently learn manipulation skills using only a handful of real-world interaction trajectories from many different settings. Inspired by the success of learning from large-scale datasets in the fields of computer vision and natural language, our belief is that in order to efficiently learn, a robot must be able to leverage internet-scale, human video data. Humans interact with the world in many interesting ways, which can allow a robot to not only build an understanding of useful actions and affordances but also how these actions affect the world for manipulation. Our approach builds a structured, human-centric action space grounded in visual affordances learned from human videos. Further, we train a world model on human videos and fine-tune on a small amount of robot interaction data without any task supervision. We show that this approach of affordance-space world models enables different robots to learn various manipulation skills in complex settings, in under 30 minutes of interaction. Videos can be found at https://human-world-model.github.io
ZoomEye: Enhancing Multimodal LLMs with Human-Like Zooming Capabilities through Tree-Based Image Exploration
An image, especially with high-resolution, typically consists of numerous visual elements, ranging from dominant large objects to fine-grained detailed objects. When perceiving such images, multimodal large language models~(MLLMs) face limitations due to the restricted input resolution of the pretrained vision encoder and the cluttered, dense context of the image, resulting in a focus on primary objects while easily overlooking detailed ones. In this paper, we propose Zoom Eye, a tree search algorithm designed to navigate the hierarchical and visual nature of images to capture relevant information. Zoom Eye conceptualizes an image as a tree, with each children node representing a zoomed sub-patch of the parent node and the root represents the overall image. Moreover, Zoom Eye is model-agnostic and training-free, so it enables any MLLMs to simulate human zooming actions by searching along the image tree from root to leaf nodes, seeking out pertinent information, and accurately responding to related queries. We experiment on a series of elaborate high-resolution benchmarks and the results demonstrate that Zoom Eye not only consistently improves the performance of a series base MLLMs with large margin~(e.g., LLaVA-v1.5-7B increases by 34.57\% on V^* Bench and 17.88\% on HR-Bench), but also enables small 7B MLLMs to outperform strong large models such as GPT-4o. Our code is available at https://github.com/om-ai-lab/ZoomEye{https://github.com/om-ai-lab/ZoomEye}.
H2R-Grounder: A Paired-Data-Free Paradigm for Translating Human Interaction Videos into Physically Grounded Robot Videos
Robots that learn manipulation skills from everyday human videos could acquire broad capabilities without tedious robot data collection. We propose a video-to-video translation framework that converts ordinary human-object interaction videos into motion-consistent robot manipulation videos with realistic, physically grounded interactions. Our approach does not require any paired human-robot videos for training only a set of unpaired robot videos, making the system easy to scale. We introduce a transferable representation that bridges the embodiment gap: by inpainting the robot arm in training videos to obtain a clean background and overlaying a simple visual cue (a marker and arrow indicating the gripper's position and orientation), we can condition a generative model to insert the robot arm back into the scene. At test time, we apply the same process to human videos (inpainting the person and overlaying human pose cues) and generate high-quality robot videos that mimic the human's actions. We fine-tune a SOTA video diffusion model (Wan 2.2) in an in-context learning manner to ensure temporal coherence and leveraging of its rich prior knowledge. Empirical results demonstrate that our approach achieves significantly more realistic and grounded robot motions compared to baselines, pointing to a promising direction for scaling up robot learning from unlabeled human videos. Project page: https://showlab.github.io/H2R-Grounder/
GaussianHead: High-fidelity Head Avatars with Learnable Gaussian Derivation
Constructing vivid 3D head avatars for given subjects and realizing a series of animations on them is valuable yet challenging. This paper presents GaussianHead, which models the actional human head with anisotropic 3D Gaussians. In our framework, a motion deformation field and multi-resolution tri-plane are constructed respectively to deal with the head's dynamic geometry and complex texture. Notably, we impose an exclusive derivation scheme on each Gaussian, which generates its multiple doppelgangers through a set of learnable parameters for position transformation. With this design, we can compactly and accurately encode the appearance information of Gaussians, even those fitting the head's particular components with sophisticated structures. In addition, an inherited derivation strategy for newly added Gaussians is adopted to facilitate training acceleration. Extensive experiments show that our method can produce high-fidelity renderings, outperforming state-of-the-art approaches in reconstruction, cross-identity reenactment, and novel view synthesis tasks. Our code is available at: https://github.com/chiehwangs/gaussian-head.
CHOP: Mobile Operating Assistant with Constrained High-frequency Optimized Subtask Planning
The advancement of visual language models (VLMs) has enhanced mobile device operations, allowing simulated human-like actions to address user requirements. Current VLM-based mobile operating assistants can be structured into three levels: task, subtask, and action. The subtask level, linking high-level goals with low-level executable actions, is crucial for task completion but faces two challenges: ineffective subtasks that lower-level agent cannot execute and inefficient subtasks that fail to contribute to the completion of the higher-level task. These challenges stem from VLM's lack of experience in decomposing subtasks within GUI scenarios in multi-agent architecture. To address these, we propose a new mobile assistant architecture with constrained high-frequency o}ptimized planning (CHOP). Our approach overcomes the VLM's deficiency in GUI scenarios planning by using human-planned subtasks as the basis vector. We evaluate our architecture in both English and Chinese contexts across 20 Apps, demonstrating significant improvements in both effectiveness and efficiency. Our dataset and code is available at https://github.com/Yuqi-Zhou/CHOP
WebGuard: Building a Generalizable Guardrail for Web Agents
The rapid development of autonomous web agents powered by Large Language Models (LLMs), while greatly elevating efficiency, exposes the frontier risk of taking unintended or harmful actions. This situation underscores an urgent need for effective safety measures, akin to access controls for human users. To address this critical challenge, we introduce WebGuard, the first comprehensive dataset designed to support the assessment of web agent action risks and facilitate the development of guardrails for real-world online environments. In doing so, WebGuard specifically focuses on predicting the outcome of state-changing actions and contains 4,939 human-annotated actions from 193 websites across 22 diverse domains, including often-overlooked long-tail websites. These actions are categorized using a novel three-tier risk schema: SAFE, LOW, and HIGH. The dataset includes designated training and test splits to support evaluation under diverse generalization settings. Our initial evaluations reveal a concerning deficiency: even frontier LLMs achieve less than 60% accuracy in predicting action outcomes and less than 60% recall in lagging HIGH-risk actions, highlighting the risks of deploying current-generation agents without dedicated safeguards. We therefore investigate fine-tuning specialized guardrail models using WebGuard. We conduct comprehensive evaluations across multiple generalization settings and find that a fine-tuned Qwen2.5VL-7B model yields a substantial improvement in performance, boosting accuracy from 37% to 80% and HIGH-risk action recall from 20% to 76%. Despite these improvements, the performance still falls short of the reliability required for high-stakes deployment, where guardrails must approach near-perfect accuracy and recall.
Learning to Assist Humans without Inferring Rewards
Assistive agents should make humans' lives easier. Classically, such assistance is studied through the lens of inverse reinforcement learning, where an assistive agent (e.g., a chatbot, a robot) infers a human's intention and then selects actions to help the human reach that goal. This approach requires inferring intentions, which can be difficult in high-dimensional settings. We build upon prior work that studies assistance through the lens of empowerment: an assistive agent aims to maximize the influence of the human's actions such that they exert a greater control over the environmental outcomes and can solve tasks in fewer steps. We lift the major limitation of prior work in this area--scalability to high-dimensional settings--with contrastive successor representations. We formally prove that these representations estimate a similar notion of empowerment to that studied by prior work and provide a ready-made mechanism for optimizing it. Empirically, our proposed method outperforms prior methods on synthetic benchmarks, and scales to Overcooked, a cooperative game setting. Theoretically, our work connects ideas from information theory, neuroscience, and reinforcement learning, and charts a path for representations to play a critical role in solving assistive problems.
Digital Life Project: Autonomous 3D Characters with Social Intelligence
In this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, a motion captioning module further allows the virtual character to recognize and appropriately respond to human players' actions. Homepage: https://digital-life-project.com/
AgentCPM-GUI: Building Mobile-Use Agents with Reinforcement Fine-Tuning
The recent progress of large language model agents has opened new possibilities for automating tasks through graphical user interfaces (GUIs), especially in mobile environments where intelligent interaction can greatly enhance usability. However, practical deployment of such agents remains constrained by several key challenges. Existing training data is often noisy and lack semantic diversity, which hinders the learning of precise grounding and planning. Models trained purely by imitation tend to overfit to seen interface patterns and fail to generalize in unfamiliar scenarios. Moreover, most prior work focuses on English interfaces while overlooks the growing diversity of non-English applications such as those in the Chinese mobile ecosystem. In this work, we present AgentCPM-GUI, an 8B-parameter GUI agent built for robust and efficient on-device GUI interaction. Our training pipeline includes grounding-aware pre-training to enhance perception, supervised fine-tuning on high-quality Chinese and English trajectories to imitate human-like actions, and reinforcement fine-tuning with GRPO to improve reasoning capability. We also introduce a compact action space that reduces output length and supports low-latency execution on mobile devices. AgentCPM-GUI achieves state-of-the-art performance on five public benchmarks and a new Chinese GUI benchmark called CAGUI, reaching 96.9% Type-Match and 91.3% Exact-Match. To facilitate reproducibility and further research, we publicly release all code, model checkpoint, and evaluation data.
BQA: Body Language Question Answering Dataset for Video Large Language Models
A large part of human communication relies on nonverbal cues such as facial expressions, eye contact, and body language. Unlike language or sign language, such nonverbal communication lacks formal rules, requiring complex reasoning based on commonsense understanding. Enabling current Video Large Language Models (VideoLLMs) to accurately interpret body language is a crucial challenge, as human unconscious actions can easily cause the model to misinterpret their intent. To address this, we propose a dataset, BQA, a body language question answering dataset, to validate whether the model can correctly interpret emotions from short clips of body language comprising 26 emotion labels of videos of body language. We evaluated various VideoLLMs on BQA and revealed that understanding body language is challenging, and our analyses of the wrong answers by VideoLLMs show that certain VideoLLMs made significantly biased answers depending on the age group and ethnicity of the individuals in the video. The dataset is available.
