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 group activity


Ice-Breakers, Turn-Takers and Fun-Makers: Exploring Robots for Groups with Teenagers

arXiv.org Artificial Intelligence

-- Successful, enjoyable group interactions are important in public and personal contexts, especially for teenagers whose peer groups are important for self-identity and self-esteem. Social robots seemingly have the potential to positively shape group interactions, but it seems difficult to effect such impact by designing robot behaviors solely based on related (human interaction) literature. In this article, we take a user-centered approach to explore how teenagers envisage a social robot "group assistant". We engaged 16 teenagers in focus groups, interviews, and robot testing to capture their views and reflections about robots for groups. Over the course of a two-week summer school, participants co-designed the action space for such a robot and experienced working with/wizarding it for 10+ hours. This experience further altered and deepened their insights into using robots as group assistants. We report results regarding teenagers' views on the applicability and use of a robot group assistant, how these expectations evolved throughout the study, and their repeat interactions with the robot. Our results indicate that each group moves on a spectrum of need for the robot, reflected in use of the robot more (or less) for ice-breaking, turn-taking, and fun-making as the situation demanded. Interacting in groups is an essential element of everyday human life. Especially for teenagers, peer groups are important for self-identity and self-esteem [1]. Essential to a group's function and the behaviour of its members are the group dynamics, such as cohesion. For example, among teenagers, higher cohesion has been found to lead to more generalist trust and more prosocial behaviours [2].


From Stem to Stern: Contestability Along AI Value Chains

arXiv.org Artificial Intelligence

This workshop will grow and consolidate a community of interdisciplinary CSCW researchers focusing on the topic of contestable AI. As an outcome of the workshop, we will synthesize the most pressing opportunities and challenges for contestability along AI value chains in the form of a research roadmap. This roadmap will help shape and inspire imminent work in this field. Considering the length and depth of AI value chains, it will especially spur discussions around the contestability of AI systems along various sites of such chains. The workshop will serve as a platform for dialogue and demonstrations of concrete, successful, and unsuccessful examples of AI systems that (could or should) have been contested, to identify requirements, obstacles, and opportunities for designing and deploying contestable AI in various contexts. This will be held primarily as an in-person workshop, with some hybrid accommodation. The day will consist of individual presentations and group activities to stimulate ideation and inspire broad reflections on the field of contestable AI. Our aim is to facilitate interdisciplinary dialogue by bringing together researchers, practitioners, and stakeholders to foster the design and deployment of contestable AI.


Measuring the perception of the personalized activities with CloudIA robot

arXiv.org Artificial Intelligence

Socially Assistive Robots represent a valid solution for improving the quality of life and the mood of older adults. In this context, this work presents the CloudIA robot, a non-human-like robot intended to promote sociality and well-being among older adults. The design of the robot and of the provided services were carried out by a multidisciplinary team of designers and technology developers in tandem with professional caregivers. The capabilities of the robot were implemented according to the received guidelines and tested in two nursing facilities by 15 older people. Qualitative and quantitative metrics were used to investigate the engagement of the participants during the interaction with the robot, and to investigate any differences in the interaction during the proposed activities. The results highlighted the general tendency of humanizing the robotic platform and demonstrated the feasibility of introducing the CloudIA robot in support of the professional caregivers' work. From this pilot test, further ideas on improving the personalization of the robotic platform emerged.


A Causality-Aware Pattern Mining Scheme for Group Activity Recognition in a Pervasive Sensor Space

arXiv.org Artificial Intelligence

Human activity recognition (HAR) is a key challenge in pervasive computing and its solutions have been presented based on various disciplines. Specifically, for HAR in a smart space without privacy and accessibility issues, data streams generated by deployed pervasive sensors are leveraged. In this paper, we focus on a group activity by which a group of users perform a collaborative task without user identification and propose an efficient group activity recognition scheme which extracts causality patterns from pervasive sensor event sequences generated by a group of users to support as good recognition accuracy as the state-of-the-art graphical model. To filter out irrelevant noise events from a given data stream, a set of rules is leveraged to highlight causally related events. Then, a pattern-tree algorithm extracts frequent causal patterns by means of a growing tree structure. Based on the extracted patterns, a weighted sum-based pattern matching algorithm computes the likelihoods of stored group activities to the given test event sequence by means of matched event pattern counts for group activity recognition. We evaluate the proposed scheme using the data collected from our testbed and CASAS datasets where users perform their tasks on a daily basis and validate its effectiveness in a real environment. Experiment results show that the proposed scheme performs higher recognition accuracy and with a small amount of runtime overhead than the existing schemes.


Learning from Synthetic Human Group Activities

arXiv.org Artificial Intelligence

The study of complex human interactions and group activities has become a focal point in human-centric computer vision. However, progress in related tasks is often hindered by the challenges of obtaining large-scale labeled datasets from real-world scenarios. To address the limitation, we introduce M3Act, a synthetic data generator for multi-view multi-group multi-person human atomic actions and group activities. Powered by the Unity engine, M3Act features multiple semantic groups, highly diverse and photorealistic images, and a comprehensive set of annotations, which facilitates the learning of human-centered tasks across single-person, multi-person, and multi-group conditions. We demonstrate the advantages of M3Act across three core experiments using various input modalities. First, adding our synthetic data significantly improves the performance of MOTRv2 on DanceTrack, leading to a hop on the leaderboard from 10th to 2nd place. With M3Act, we achieve tracking results on par with MOTRv2*, which is trained with 62.5% more real-world data. Second, M3Act improves the benchmark performances on CAD2 by 5.59% and 7.43% on group activity and atomic action accuracy respectively. Moreover, M3Act opens new research for controllable 3D group activity generation. We define multiple metrics and propose a competitive baseline for the novel task.


Group Activity Recognition in Computer Vision: A Comprehensive Review, Challenges, and Future Perspectives

arXiv.org Artificial Intelligence

Group activity recognition is a hot topic in computer vision. Recognizing activities through group relationships plays a vital role in group activity recognition. It holds practical implications in various scenarios, such as video analysis, surveillance, automatic driving, and understanding social activities. The model's key capabilities encompass efficiently modeling hierarchical relationships within a scene and accurately extracting distinctive spatiotemporal features from groups. Given this technology's extensive applicability, identifying group activities has garnered significant research attention. This work examines the current progress in technology for recognizing group activities, with a specific focus on global interactivity and activities. Firstly, we comprehensively review the pertinent literature and various group activity recognition approaches, from traditional methodologies to the latest methods based on spatial structure, descriptors, non-deep learning, hierarchical recurrent neural networks (HRNN), relationship models, and attention mechanisms. Subsequently, we present the relational network and relational architectures for each module. Thirdly, we investigate methods for recognizing group activity and compare their performance with state-of-the-art technologies. We summarize the existing challenges and provide comprehensive guidance for newcomers to understand group activity recognition. Furthermore, we review emerging perspectives in group activity recognition to explore new directions and possibilities.


Cheating off your neighbors: Improving activity recognition through corroboration

arXiv.org Artificial Intelligence

Understanding the complexity of human activities solely through an individual's data can be challenging. However, in many situations, surrounding individuals are likely performing similar activities, while existing human activity recognition approaches focus almost exclusively on individual measurements and largely ignore the context of the activity. Consider two activities: attending a small group meeting and working at an office desk. From solely an individual's perspective, it can be difficult to differentiate between these activities as they may appear very similar, even though they are markedly different. Yet, by observing others nearby, it can be possible to distinguish between these activities. In this paper, we propose an approach to enhance the prediction accuracy of an individual's activities by incorporating insights from surrounding individuals. We have collected a real-world dataset from 20 participants with over 58 hours of data including activities such as attending lectures, having meetings, working in the office, and eating together. Compared to observing a single person in isolation, our proposed approach significantly improves accuracy. We regard this work as a first step in collaborative activity recognition, opening new possibilities for understanding human activity in group settings.


Planning and Acting Together

AI Magazine

People often act together with a shared purpose; they collaborate. Collaboration enables them to work more efficiently and to complete activities they could not accomplish individually. An increasing number of computer applications also require collaboration among various systems and people. Thus, a major challenge for AI researchers is to determine how to construct computer systems that are able to act effectively as partners in collaborative activity. Collaborative activity entails participants forming commitments to achieve the goals of the group activity and requires group decision making and group planning procedures.


CERN: Confidence-Energy Recurrent Network for Group Activity Recognition

arXiv.org Machine Learning

This work is about recognizing human activities occurring in videos at distinct semantic levels, including individual actions, interactions, and group activities. The recognition is realized using a two-level hierarchy of Long Short-Term Memory (LSTM) networks, forming a feed-forward deep architecture, which can be trained end-to-end. In comparison with existing architectures of LSTMs, we make two key contributions giving the name to our approach as Confidence-Energy Recurrent Network -- CERN. First, instead of using the common softmax layer for prediction, we specify a novel energy layer (EL) for estimating the energy of our predictions. Second, rather than finding the common minimum-energy class assignment, which may be numerically unstable under uncertainty, we specify that the EL additionally computes the p-values of the solutions, and in this way estimates the most confident energy minimum. The evaluation on the Collective Activity and Volleyball datasets demonstrates: (i) advantages of our two contributions relative to the common softmax and energy-minimization formulations and (ii) a superior performance relative to the state-of-the-art approaches.


A Unified Approach for Modeling and Recognition of Individual Actions and Group Activities

arXiv.org Machine Learning

Recognizing group activities is challenging due to the difficulties in isolating individual entities, finding the respective roles played by the individuals and representing the complex interactions among the participants. Individual actions and group activities in videos can be represented in a common framework as they share the following common feature: both are composed of a set of low-level features describing motions, e.g., optical flow for each pixel or a trajectory for each feature point, according to a set of composition constraints in both temporal and spatial dimensions. In this paper, we present a unified model to assess the similarity between two given individual or group activities. Our approach avoids explicit extraction of individual actors, identifying and representing the inter-person interactions. With the proposed approach, retrieval from a video database can be performed through Query-by-Example; and activities can be recognized by querying videos containing known activities. The suggested video matching process can be performed in an unsupervised manner. We demonstrate the performance of our approach by recognizing a set of human actions and football plays.