Mittal, Trisha
Model-agnostic Coreset Selection via LLM-based Concept Bottlenecks
Mehra, Akshay, Mittal, Trisha, Gopalakrishnan, Subhadra, Kimball, Joshua
Coreset Selection (CS) identifies a subset of training data that achieves model performance comparable to using the entire dataset. Many state-of-the-art CS methods, select coresets using scores whose computation requires training the downstream model on the entire dataset and recording changes in its behavior on samples as it trains (training dynamics). These scores are inefficient to compute and hard to interpret as they do not indicate whether a sample is difficult to learn in general or only for a specific model. Our work addresses these challenges by proposing an interpretable score that gauges a sample's difficulty using human-understandable textual attributes (concepts) independent of any downstream model. Specifically, we measure the alignment between a sample's visual features and concept bottlenecks, derived via large language models, by training a linear concept bottleneck layer and compute the sample's difficulty score using it. We then use this score and a stratified sampling strategy to identify the coreset. Crucially, our score is efficiently computable without training the downstream model on the full dataset even once, leads to high-performing coresets for various downstream models, and is computable even for an unlabeled dataset. Through experiments on CIFAR-10, CIFAR-100, and ImageNet-1K, we show our coresets outperform random subsets, even at high pruning rates, and achieve model performance comparable to or better than coresets found by training dynamics-based methods.
Take an Emotion Walk: Perceiving Emotions from Gaits Using Hierarchical Attention Pooling and Affective Mapping
Bhattacharya, Uttaran, Roncal, Christian, Mittal, Trisha, Chandra, Rohan, Kapsaskis, Kyra, Gray, Kurt, Bera, Aniket, Manocha, Dinesh
We present an autoencoder-based semi-supervised approach to classify perceived human emotions from walking styles obtained from videos or motion-captured data and represented as sequences of 3D poses. Given the motion on each joint in the pose at each time step extracted from 3D pose sequences, we hierarchically pool these joint motions in a bottom-up manner in the encoder, following the kinematic chains in the human body. We also constrain the latent embeddings of the encoder to contain the space of psychologically-motivated affective features underlying the gaits. We train the decoder to reconstruct the motions per joint per time step in a top-down manner from the latent embeddings. For the annotated data, we also train a classifier to map the latent embeddings to emotion labels. Our semi-supervised approach achieves a mean average precision of 0.84 on the Emotion-Gait benchmark dataset, which contains both labeled and unlabeled gaits collected from multiple sources. We outperform current state-of-art algorithms for both emotion recognition and action recognition from 3D gaits by 7%--23% on the absolute. More importantly, we improve the average precision by 10%--50% on the absolute on classes that each makes up less than 25% of the labeled part of the Emotion-Gait benchmark dataset.
STEP: Spatial Temporal Graph Convolutional Networks for Emotion Perception from Gaits
Bhattacharya, Uttaran, Mittal, Trisha, Chandra, Rohan, Randhavane, Tanmay, Bera, Aniket, Manocha, Dinesh
We present a novel classifier network called STEP, to classify perceived human emotion from gaits, based on a Spatial Temporal Graph Convolutional Network (ST-GCN) architecture. Given an RGB video of an individual walking, our formulation implicitly exploits the gait features to classify the emotional state of the human into one of four emotions: happy, sad, angry, or neutral. We use hundreds of annotated real-world gait videos and augment them with thousands of annotated synthetic gaits generated using a novel generative network called STEP-Gen, built on an ST-GCN based Conditional Variational Autoencoder (CVAE). We incorporate a novel push-pull regularization loss in the CVAE formulation of STEP-Gen to generate realistic gaits and improve the classification accuracy of STEP. We also release a novel dataset (E-Gait), which consists of $2,177$ human gaits annotated with perceived emotions along with thousands of synthetic gaits. In practice, STEP can learn the affective features and exhibits classification accuracy of 89% on E-Gait, which is 14 - 30% more accurate over prior methods.
Video Manipulations Beyond Faces: A Dataset with Human-Machine Analysis
Mittal, Trisha, Sinha, Ritwik, Swaminathan, Viswanathan, Collomosse, John, Manocha, Dinesh
As tools for content editing mature, and artificial intelligence (AI) based algorithms for synthesizing media grow, the presence of manipulated content across online media is increasing. This phenomenon causes the spread of misinformation, creating a greater need to distinguish between ``real'' and ``manipulated'' content. To this end, we present VideoSham, a dataset consisting of 826 videos (413 real and 413 manipulated). Many of the existing deepfake datasets focus exclusively on two types of facial manipulations -- swapping with a different subject's face or altering the existing face. VideoSham, on the other hand, contains more diverse, context-rich, and human-centric, high-resolution videos manipulated using a combination of 6 different spatial and temporal attacks. Our analysis shows that state-of-the-art manipulation detection algorithms only work for a few specific attacks and do not scale well on VideoSham. We performed a user study on Amazon Mechanical Turk with 1200 participants to understand if they can differentiate between the real and manipulated videos in VideoSham. Finally, we dig deeper into the strengths and weaknesses of performances by humans and SOTA-algorithms to identify gaps that need to be filled with better AI algorithms. We present the dataset at https://github.com/adobe-research/VideoSham-dataset.
Affect2MM: Affective Analysis of Multimedia Content Using Emotion Causality
Mittal, Trisha, Mathur, Puneet, Bera, Aniket, Manocha, Dinesh
We present Affect2MM, a learning method for time-series emotion prediction for multimedia content. Our goal is to automatically capture the varying emotions depicted by characters in real-life human-centric situations and behaviors. We use the ideas from emotion causation theories to computationally model and determine the emotional state evoked in clips of movies. Affect2MM explicitly models the temporal causality using attention-based methods and Granger causality. We use a variety of components like facial features of actors involved, scene understanding, visual aesthetics, action/situation description, and movie script to obtain an affective-rich representation to understand and perceive the scene. We use an LSTM-based learning model for emotion perception. To evaluate our method, we analyze and compare our performance on three datasets, SENDv1, MovieGraphs, and the LIRIS-ACCEDE dataset, and observe an average of 10-15% increase in the performance over SOTA methods for all three datasets.
Dynamic Graph Modeling of Simultaneous EEG and Eye-tracking Data for Reading Task Identification
Mathur, Puneet, Mittal, Trisha, Manocha, Dinesh
We present a new approach, that we call AdaGTCN, for identifying human reader intent from Electroencephalogram~(EEG) and Eye movement~(EM) data in order to help differentiate between normal reading and task-oriented reading. Understanding the physiological aspects of the reading process~(the cognitive load and the reading intent) can help improve the quality of crowd-sourced annotated data. Our method, Adaptive Graph Temporal Convolution Network (AdaGTCN), uses an Adaptive Graph Learning Layer and Deep Neighborhood Graph Convolution Layer for identifying the reading activities using time-locked EEG sequences recorded during word-level eye-movement fixations. Adaptive Graph Learning Layer dynamically learns the spatial correlations between the EEG electrode signals while the Deep Neighborhood Graph Convolution Layer exploits temporal features from a dense graph neighborhood to establish the state of the art in reading task identification over other contemporary approaches. We compare our approach with several baselines to report an improvement of 6.29% on the ZuCo 2.0 dataset, along with extensive ablation experiments
Game of Sketches: Deep Recurrent Models of Pictionary-Style Word Guessing
Sarvadevabhatla, Ravi Kiran (Indian Institute of Science) | Surya, Shiv (Indian Institute of Science) | Mittal, Trisha (Indian Institute of Science) | Babu, R. Venkatesh (Indian Institute of Science)
The ability of machine-based agents to play games in human-like fashion is considered a benchmark of progress in AI. In this paper, we introduce the first computational model aimed at Pictionary, the popular word-guessing social game. We first introduce Sketch-QA, an elementary version of Visual Question Answering task. Styled after Pictionary, Sketch-QA uses incrementally accumulated sketch stroke sequences as visual data. Notably, Sketch-QA involves asking a fixed question ("What object is being drawn?") and gathering open-ended guess-words from human guessers. To mimic Pictionary-style guessing, we propose a deep neural model which generates guess-words in response to temporally evolving human-drawn sketches. Our model even makes human-like mistakes while guessing, thus amplifying the human mimicry factor. We evaluate our model on the large-scale guess-word dataset generated via Sketch-QA task and compare with various baselines. We also conduct a Visual Turing Test to obtain human impressions of the guess-words generated by humans and our model. Experimental results demonstrate the promise of our approach for Pictionary and similarly themed games.