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Music-Driven Group Choreography

Music-driven choreography is a challenging problem with a wide variety of industrial applications. Recently, many methods have been proposed to synthesize dance motions from music for a single dancer. However, generating dance motion for a group remains an open problem. In this paper, we present rm AIOZ-GDANCE, a new large-scale dataset for music-driven group dance generation. Unlike existing datasets that only support single dance, our new dataset contains group dance videos, hence supporting the study of group choreography. We propose a semi-autonomous labeling method with humans in the loop to obtain the 3D ground truth for our dataset. The proposed dataset consists of 16.7 hours of paired music and 3D motion from in-the-wild videos, covering 7 dance styles and 16 music genres. We show that naively applying single dance generation technique to creating group dance motion may lead to unsatisfactory results, such as inconsistent movements and collisions between dancers. Based on our new dataset, we propose a new method that takes an input music sequence and a set of 3D positions of dancers to efficiently produce multiple group-coherent choreographies. We propose new evaluation metrics for measuring group dance quality and perform intensive experiments to demonstrate the effectiveness of our method. Our project facilitates future research on group dance generation and is available at: https://aioz-ai.github.io/AIOZ-GDANCE/

Weakly Supervised Deep Recurrent Neural Networks for Basic Dance Step Generation

Synthesizing human's movements such as dancing is a flourishing research field which has several applications in computer graphics. Recent studies have demonstrated the advantages of deep neural networks (DNNs) for achieving remarkable performance in motion and music tasks with little effort for feature pre-processing. However, applying DNNs for generating dance to a piece of music is nevertheless challenging, because of 1) DNNs need to generate large sequences while mapping the music input, 2) the DNN needs to constraint the motion beat to the music, and 3) DNNs require a considerable amount of hand-crafted data. In this study, we propose a weakly supervised deep recurrent method for real-time basic dance generation with audio power spectrum as input. The proposed model employs convolutional layers and a multilayered Long Short-Term memory (LSTM) to process the audio input. Then, another deep LSTM layer decodes the target dance sequence. Notably, this end-to-end approach has 1) an auto-conditioned decode configuration that reduces accumulation of feedback error of large dance sequence, 2) uses a contrastive cost function to regulate the mapping between the music and motion beat, and 3) trains with weak labels generated from the motion beat, reducing the amount of hand-crafted data. We evaluate the proposed network based on i) the similarities between generated and the baseline dancer motion with a cross entropy measure for large dance sequences, and ii) accurate timing between the music and motion beat with an F-measure. Experimental results revealed that, after training using a small dataset, the model generates basic dance steps with low cross entropy and maintains an F-measure score similar to that of a baseline dancer.

Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding

Computer vision has a great potential to help our daily lives by searching for lost keys, watering flowers or reminding us to take a pill. To succeed with such tasks, computer vision methods need to be trained from real and diverse examples of our daily dynamic scenes. While most of such scenes are not particularly exciting, they typically do not appear on YouTube, in movies or TV broadcasts. So how do we collect sufficiently many diverse but boring samples representing our lives? We propose a novel Hollywood in Homes approach to collect such data. Instead of shooting videos in the lab, we ensure diversity by distributing and crowdsourcing the whole process of video creation from script writing to video recording and annotation. Following this procedure we collect a new dataset, Charades, with hundreds of people recording videos in their own homes, acting out casual everyday activities. The dataset is composed of 9,848 annotated videos with an average length of 30 seconds, showing activities of 267 people from three continents. Each video is annotated by multiple free-text descriptions, action labels, action intervals and classes of interacted objects. In total, Charades provides 27,847 video descriptions, 66,500 temporally localized intervals for 157 action classes and 41,104 labels for 46 object classes. Using this rich data, we evaluate and provide baseline results for several tasks including action recognition and automatic description generation. We believe that the realism, diversity, and casual nature of this dataset will present unique challenges and new opportunities for computer vision community.

DreamDance: Animating Human Images by Enriching 3D Geometry Cues from 2D Poses

In this work, we present DreamDance, a novel method for animating human images using only skeleton pose sequences as conditional inputs. Existing approaches struggle with generating coherent, high-quality content in an efficient and user-friendly manner. Concretely, baseline methods relying on only 2D pose guidance lack the cues of 3D information, leading to suboptimal results, while methods using 3D representation as guidance achieve higher quality but involve a cumbersome and time-intensive process. To address these limitations, DreamDance enriches 3D geometry cues from 2D poses by introducing an efficient diffusion model, enabling high-quality human image animation with various guidance. Our key insight is that human images naturally exhibit multiple levels of correlation, progressing from coarse skeleton poses to fine-grained geometry cues, and further from these geometry cues to explicit appearance details. Capturing such correlations could enrich the guidance signals, facilitating intra-frame coherency and inter-frame consistency. Specifically, we construct the TikTok-Dance5K dataset, comprising 5K high-quality dance videos with detailed frame annotations, including human pose, depth, and normal maps. Next, we introduce a Mutually Aligned Geometry Diffusion Model to generate fine-grained depth and normal maps for enriched guidance. Finally, a Cross-domain Controller incorporates multi-level guidance to animate human images effectively with a video diffusion model. Extensive experiments demonstrate that our method achieves state-of-the-art performance in animating human images.

TM2D: Bimodality Driven 3D Dance Generation via Music-Text Integration

We propose a novel task for generating 3D dance movements that simultaneously incorporate both text and music modalities. Unlike existing works that generate dance movements using a single modality such as music, our goal is to produce richer dance movements guided by the instructive information provided by the text. However, the lack of paired motion data with both music and text modalities limits the ability to generate dance movements that integrate both. To alleviate this challenge, we propose to utilize a 3D human motion VQ-VAE to project the motions of the two datasets into a latent space consisting of quantized vectors, which effectively mix the motion tokens from the two datasets with different distributions for training. Additionally, we propose a cross-modal transformer to integrate text instructions into motion generation architecture for generating 3D dance movements without degrading the performance of music-conditioned dance generation. To better evaluate the quality of the generated motion, we introduce two novel metrics, namely Motion Prediction Distance (MPD) and Freezing Score, to measure the coherence and freezing percentage of the generated motion. Extensive experiments show that our approach can generate realistic and coherent dance movements conditioned on both text and music while maintaining comparable performance with the two single modalities. Code will be available at: https://garfield-kh.github.io/TM2D/.

Quantized GAN for Complex Music Generation from Dance Videos

We present Dance2Music-GAN (D2M-GAN), a novel adversarial multi-modal framework that generates complex musical samples conditioned on dance videos. Our proposed framework takes dance video frames and human body motions as input, and learns to generate music samples that plausibly accompany the corresponding input. Unlike most existing conditional music generation works that generate specific types of mono-instrumental sounds using symbolic audio representations (e.g., MIDI), and that usually rely on pre-defined musical synthesizers, in this work we generate dance music in complex styles (e.g., pop, breaking, etc.) by employing a Vector Quantized (VQ) audio representation, and leverage both its generality and high abstraction capacity of its symbolic and continuous counterparts. By performing an extensive set of experiments on multiple datasets, and following a comprehensive evaluation protocol, we assess the generative qualities of our proposal against alternatives. The attained quantitative results, which measure the music consistency, beats correspondence, and music diversity, demonstrate the effectiveness of our proposed method. Last but not least, we curate a challenging dance-music dataset of in-the-wild TikTok videos, which we use to further demonstrate the efficacy of our approach in real-world applications -- and which we hope to serve as a starting point for relevant future research.

Video Background Music Generation: Dataset, Method and Evaluation

Music is essential when editing videos, but selecting music manually is difficult and time-consuming. Thus, we seek to automatically generate background music tracks given video input. This is a challenging task since it requires music-video datasets, efficient architectures for video-to-music generation, and reasonable metrics, none of which currently exist. To close this gap, we introduce a complete recipe including dataset, benchmark model, and evaluation metric for video background music generation. We present SymMV, a video and symbolic music dataset with various musical annotations. To the best of our knowledge, it is the first video-music dataset with rich musical annotations. We also propose a benchmark video background music generation framework named V-MusProd, which utilizes music priors of chords, melody, and accompaniment along with video-music relations of semantic, color, and motion features. To address the lack of objective metrics for video-music correspondence, we design a retrieval-based metric VMCP built upon a powerful video-music representation learning model. Experiments show that with our dataset, V-MusProd outperforms the state-of-the-art method in both music quality and correspondence with videos. We believe our dataset, benchmark model, and evaluation metric will boost the development of video background music generation. Our dataset and code are available at https://github.com/zhuole1025/SymMV.

MagicDance: Realistic Human Dance Video Generation with Motions & Facial Expressions Transfer

In this work, we propose MagicDance, a diffusion-based model for 2D human motion and facial expression transfer on challenging human dance videos. Specifically, we aim to generate human dance videos of any target identity driven by novel pose sequences while keeping the identity unchanged. To this end, we propose a two-stage training strategy to disentangle human motions and appearance (e.g., facial expressions, skin tone and dressing), consisting of the pretraining of an appearance-control block and fine-tuning of an appearance-pose-joint-control block over human dance poses of the same dataset. Our novel design enables robust appearance control with temporally consistent upper body, facial attributes, and even background. The model also generalizes well on unseen human identities and complex motion sequences without the need for any fine-tuning with additional data with diverse human attributes by leveraging the prior knowledge of image diffusion models. Moreover, the proposed model is easy to use and can be considered as a plug-in module/extension to Stable Diffusion. We also demonstrate the model's ability for zero-shot 2D animation generation, enabling not only the appearance transfer from one identity to another but also allowing for cartoon-like stylization given only pose inputs. Extensive experiments demonstrate our superior performance on the TikTok dataset.

DisCo: Disentangled Control for Referring Human Dance Generation in Real World

Generative AI has made significant strides in computer vision, particularly in image/video synthesis conditioned on text descriptions. Despite the advancements, it remains challenging especially in the generation of human-centric content such as dance synthesis. Existing dance synthesis methods struggle with the gap between synthesized content and real-world dance scenarios. In this paper, we define a new problem setting: Referring Human Dance Generation, which focuses on real-world dance scenarios with three important properties: (i) Faithfulness: the synthesis should retain the appearance of both human subject foreground and background from the reference image, and precisely follow the target pose; (ii) Generalizability: the model should generalize to unseen human subjects, backgrounds, and poses; (iii) Compositionality: it should allow for composition of seen/unseen subjects, backgrounds, and poses from different sources. To address these challenges, we introduce a novel approach, DISCO, which includes a novel model architecture with disentangled control to improve the faithfulness and compositionality of dance synthesis, and an effective human attribute pre-training for better generalizability to unseen humans. Extensive qualitative and quantitative results demonstrate that DISCO can generate high-quality human dance images and videos with diverse appearances and flexible motions. Code, demo, video and visualization are available at: https://disco-dance.github.io/.

VMAS: Video-to-Music Generation via Semantic Alignment in Web Music Videos

We present a framework for learning to generate background music from video inputs. Unlike existing works that rely on symbolic musical annotations, which are limited in quantity and diversity, our method leverages large-scale web videos accompanied by background music. This enables our model to learn to generate realistic and diverse music. To accomplish this goal, we develop a generative video-music Transformer with a novel semantic video-music alignment scheme. Our model uses a joint autoregressive and contrastive learning objective, which encourages the generation of music aligned with high-level video content. We also introduce a novel video-beat alignment scheme to match the generated music beats with the low-level motions in the video. Lastly, to capture fine-grained visual cues in a video needed for realistic background music generation, we introduce a new temporal video encoder architecture, allowing us to efficiently process videos consisting of many densely sampled frames. We train our framework on our newly curated DISCO-MV dataset, consisting of 2.2M video-music samples, which is orders of magnitude larger than any prior datasets used for video music generation. Our method outperforms existing approaches on the DISCO-MV and MusicCaps datasets according to various music generation evaluation metrics, including human evaluation. Results are available at https://genjib.github.io/project_page/VMAs/index.html

SALSA-Lite: A Fast and Effective Feature for Polyphonic Sound Event Localization and Detection with Microphone Arrays

Polyphonic sound event localization and detection (SELD) has many practical applications in acoustic sensing and monitoring. However, the development of real-time SELD has been limited by the demanding computational requirement of most recent SELD systems. In this work, we introduce SALSA-Lite, a fast and effective feature for polyphonic SELD using microphone array inputs. SALSA-Lite is a lightweight variation of a previously proposed SALSA feature for polyphonic SELD. SALSA, which stands for Spatial Cue-Augmented Log-Spectrogram, consists of multichannel log-spectrograms stacked channelwise with the normalized principal eigenvectors of the spectrotemporally corresponding spatial covariance matrices. In contrast to SALSA, which uses eigenvector-based spatial features, SALSA-Lite uses normalized inter-channel phase differences as spatial features, allowing a 30-fold speedup compared to the original SALSA feature. Experimental results on the TAU-NIGENS Spatial Sound Events 2021 dataset showed that the SALSA-Lite feature achieved competitive performance compared to the full SALSA feature, and significantly outperformed the traditional feature set of multichannel log-mel spectrograms with generalized cross-correlation spectra. Specifically, using SALSA-Lite features increased localization-dependent F1 score and class-dependent localization recall by 15% and 5%, respectively, compared to using multichannel log-mel spectrograms with generalized cross-correlation spectra.

X-Dancer: Expressive Music to Human Dance Video Generation

We present X-Dancer, a novel zero-shot music-driven image animation pipeline that creates diverse and long-range lifelike human dance videos from a single static image. As its core, we introduce a unified transformer-diffusion framework, featuring an autoregressive transformer model that synthesize extended and music-synchronized token sequences for 2D body, head and hands poses, which then guide a diffusion model to produce coherent and realistic dance video frames. Unlike traditional methods that primarily generate human motion in 3D, X-Dancer addresses data limitations and enhances scalability by modeling a wide spectrum of 2D dance motions, capturing their nuanced alignment with musical beats through readily available monocular videos. To achieve this, we first build a spatially compositional token representation from 2D human pose labels associated with keypoint confidences, encoding both large articulated body movements (e.g., upper and lower body) and fine-grained motions (e.g., head and hands). We then design a music-to-motion transformer model that autoregressively generates music-aligned dance pose token sequences, incorporating global attention to both musical style and prior motion context. Finally we leverage a diffusion backbone to animate the reference image with these synthesized pose tokens through AdaIN, forming a fully differentiable end-to-end framework. Experimental results demonstrate that X-Dancer is able to produce both diverse and characterized dance videos, substantially outperforming state-of-the-art methods in term of diversity, expressiveness and realism. Code and model will be available for research purposes.

DEArt: Dataset of European Art

Large datasets that were made publicly available to the research community over the last 20 years have been a key enabling factor for the advances in deep learning algorithms for NLP or computer vision. These datasets are generally pairs of aligned image / manually annotated metadata, where images are photographs of everyday life. Scholarly and historical content, on the other hand, treat subjects that are not necessarily popular to a general audience, they may not always contain a large number of data points, and new data may be difficult or impossible to collect. Some exceptions do exist, for instance, scientific or health data, but this is not the case for cultural heritage (CH). The poor performance of the best models in computer vision - when tested over artworks - coupled with the lack of extensively annotated datasets for CH, and the fact that artwork images depict objects and actions not captured by photographs, indicate that a CH-specific dataset would be highly valuable for this community. We propose DEArt, at this point primarily an object detection and pose classification dataset meant to be a reference for paintings between the XIIth and the XVIIIth centuries. It contains more than 15000 images, about 80% non-iconic, aligned with manual annotations for the bounding boxes identifying all instances of 69 classes as well as 12 possible poses for boxes identifying human-like objects. Of these, more than 50 classes are CH-specific and thus do not appear in other datasets; these reflect imaginary beings, symbolic entities and other categories related to art. Additionally, existing datasets do not include pose annotations. Our results show that object detectors for the cultural heritage domain can achieve a level of precision comparable to state-of-art models for generic images via transfer learning.

TANGO: Co-Speech Gesture Video Reenactment with Hierarchical Audio Motion Embedding and Diffusion Interpolation

We present TANGO, a framework for generating co-speech body-gesture videos. Given a few-minute, single-speaker reference video and target speech audio, TANGO produces high-fidelity videos with synchronized body gestures. TANGO builds on Gesture Video Reenactment (GVR), which splits and retrieves video clips using a directed graph structure - representing video frames as nodes and valid transitions as edges. We address two key limitations of GVR: audio-motion misalignment and visual artifacts in GAN-generated transition frames. In particular, (i) we propose retrieving gestures using latent feature distance to improve cross-modal alignment. To ensure the latent features could effectively model the relationship between speech audio and gesture motion, we implement a hierarchical joint embedding space (AuMoCLIP); (ii) we introduce the diffusion-based model to generate high-quality transition frames. Our diffusion model, Appearance Consistent Interpolation (ACInterp), is built upon AnimateAnyone and includes a reference motion module and homography background flow to preserve appearance consistency between generated and reference videos. By integrating these components into the graph-based retrieval framework, TANGO reliably produces realistic, audio-synchronized videos and outperforms all existing generative and retrieval methods. Our codes and pretrained models are available: https://pantomatrix.github.io/TANGO/

BEAT: A Large-Scale Semantic and Emotional Multi-Modal Dataset for Conversational Gestures Synthesis

Achieving realistic, vivid, and human-like synthesized conversational gestures conditioned on multi-modal data is still an unsolved problem due to the lack of available datasets, models and standard evaluation metrics. To address this, we build Body-Expression-Audio-Text dataset, BEAT, which has i) 76 hours, high-quality, multi-modal data captured from 30 speakers talking with eight different emotions and in four different languages, ii) 32 millions frame-level emotion and semantic relevance annotations. Our statistical analysis on BEAT demonstrates the correlation of conversational gestures with facial expressions, emotions, and semantics, in addition to the known correlation with audio, text, and speaker identity. Based on this observation, we propose a baseline model, Cascaded Motion Network (CaMN), which consists of above six modalities modeled in a cascaded architecture for gesture synthesis. To evaluate the semantic relevancy, we introduce a metric, Semantic Relevance Gesture Recall (SRGR). Qualitative and quantitative experiments demonstrate metrics' validness, ground truth data quality, and baseline's state-of-the-art performance. To the best of our knowledge, BEAT is the largest motion capture dataset for investigating human gestures, which may contribute to a number of different research fields, including controllable gesture synthesis, cross-modality analysis, and emotional gesture recognition. The data, code and model are available on https://pantomatrix.github.io/BEAT/.

SALSA: Spatial Cue-Augmented Log-Spectrogram Features for Polyphonic Sound Event Localization and Detection

Sound event localization and detection (SELD) consists of two subtasks, which are sound event detection and direction-of-arrival estimation. While sound event detection mainly relies on time-frequency patterns to distinguish different sound classes, direction-of-arrival estimation uses amplitude and/or phase differences between microphones to estimate source directions. As a result, it is often difficult to jointly optimize these two subtasks. We propose a novel feature called Spatial cue-Augmented Log-SpectrogrAm (SALSA) with exact time-frequency mapping between the signal power and the source directional cues, which is crucial for resolving overlapping sound sources. The SALSA feature consists of multichannel log-spectrograms stacked along with the normalized principal eigenvector of the spatial covariance matrix at each corresponding time-frequency bin. Depending on the microphone array format, the principal eigenvector can be normalized differently to extract amplitude and/or phase differences between the microphones. As a result, SALSA features are applicable for different microphone array formats such as first-order ambisonics (FOA) and multichannel microphone array (MIC). Experimental results on the TAU-NIGENS Spatial Sound Events 2021 dataset with directional interferences showed that SALSA features outperformed other state-of-the-art features. Specifically, the use of SALSA features in the FOA format increased the F1 score and localization recall by 6% each, compared to the multichannel log-mel spectrograms with intensity vectors. For the MIC format, using SALSA features increased F1 score and localization recall by 16% and 7%, respectively, compared to using multichannel log-mel spectrograms with generalized cross-correlation spectra.

Bidirectional Autoregressive Diffusion Model for Dance Generation

Dance serves as a powerful medium for expressing human emotions, but the lifelike generation of dance is still a considerable challenge. Recently, diffusion models have showcased remarkable generative abilities across various domains. They hold promise for human motion generation due to their adaptable many-to-many nature. Nonetheless, current diffusion-based motion generation models often create entire motion sequences directly and unidirectionally, lacking focus on the motion with local and bidirectional enhancement. When choreographing high-quality dance movements, people need to take into account not only the musical context but also the nearby music-aligned dance motions. To authentically capture human behavior, we propose a Bidirectional Autoregressive Diffusion Model (BADM) for music-to-dance generation, where a bidirectional encoder is built to enforce that the generated dance is harmonious in both the forward and backward directions. To make the generated dance motion smoother, a local information decoder is built for local motion enhancement. The proposed framework is able to generate new motions based on the input conditions and nearby motions, which foresees individual motion slices iteratively and consolidates all predictions. To further refine the synchronicity between the generated dance and the beat, the beat information is incorporated as an input to generate better music-aligned dance movements. Experimental results demonstrate that the proposed model achieves state-of-the-art performance compared to existing unidirectional approaches on the prominent benchmark for music-to-dance generation.

MultiSports: A Multi-Person Video Dataset of Spatio-Temporally Localized Sports Actions

Spatio-temporal action detection is an important and challenging problem in video understanding. The existing action detection benchmarks are limited in aspects of small numbers of instances in a trimmed video or low-level atomic actions. This paper aims to present a new multi-person dataset of spatio-temporal localized sports actions, coined as MultiSports. We first analyze the important ingredients of constructing a realistic and challenging dataset for spatio-temporal action detection by proposing three criteria: (1) multi-person scenes and motion dependent identification, (2) with well-defined boundaries, (3) relatively fine-grained classes of high complexity. Based on these guide-lines, we build the dataset of MultiSports v1.0 by selecting 4 sports classes, collecting 3200 video clips, and annotating 37701 action instances with 902k bounding boxes. Our datasets are characterized with important properties of high diversity, dense annotation, and high quality. Our Multi-Sports, with its realistic setting and detailed annotations, exposes the intrinsic challenges of spatio-temporal action detection. To benchmark this, we adapt several baseline methods to our dataset and give an in-depth analysis on the action detection results in our dataset. We hope our MultiSports can serve as a standard benchmark for spatio-temporal action detection in the future. Our dataset website is at https://deeperaction.github.io/multisports/.

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

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

UpStory: the Uppsala Storytelling dataset

Friendship and rapport play an important role in the formation of constructive social interactions, and have been widely studied in educational settings due to their impact on student outcomes. Given the growing interest in automating the analysis of such phenomena through Machine Learning (ML), access to annotated interaction datasets is highly valuable. However, no dataset on dyadic child-child interactions explicitly capturing rapport currently exists. Moreover, despite advances in the automatic analysis of human behaviour, no previous work has addressed the prediction of rapport in child-child dyadic interactions in educational settings. We present UpStory -- the Uppsala Storytelling dataset: a novel dataset of naturalistic dyadic interactions between primary school aged children, with an experimental manipulation of rapport. Pairs of children aged 8-10 participate in a task-oriented activity: designing a story together, while being allowed free movement within the play area. We promote balanced collection of different levels of rapport by using a within-subjects design: self-reported friendships are used to pair each child twice, either minimizing or maximizing pair separation in the friendship network. The dataset contains data for 35 pairs, totalling 3h 40m of audio and video recordings. It includes two video sources covering the play area, as well as separate voice recordings for each child. An anonymized version of the dataset is made publicly available, containing per-frame head pose, body pose, and face features; as well as per-pair information, including the level of rapport. Finally, we provide ML baselines for the prediction of rapport.

Towards Measuring Fairness in AI: the Casual Conversations Dataset

This paper introduces a novel dataset to help researchers evaluate their computer vision and audio models for accuracy across a diverse set of age, genders, apparent skin tones and ambient lighting conditions. Our dataset is composed of 3,011 subjects and contains over 45,000 videos, with an average of 15 videos per person. The videos were recorded in multiple U.S. states with a diverse set of adults in various age, gender and apparent skin tone groups. A key feature is that each subject agreed to participate for their likenesses to be used. Additionally, our age and gender annotations are provided by the subjects themselves. A group of trained annotators labeled the subjects' apparent skin tone using the Fitzpatrick skin type scale. Moreover, annotations for videos recorded in low ambient lighting are also provided. As an application to measure robustness of predictions across certain attributes, we provide a comprehensive study on the top five winners of the DeepFake Detection Challenge (DFDC). Experimental evaluation shows that the winning models are less performant on some specific groups of people, such as subjects with darker skin tones and thus may not generalize to all people. In addition, we also evaluate the state-of-the-art apparent age and gender classification methods. Our experiments provides a thorough analysis on these models in terms of fair treatment of people from various backgrounds.

SALSA: Soup-based Alignment Learning for Stronger Adaptation in RLHF

In Large Language Model (LLM) development, Reinforcement Learning from Human Feedback (RLHF) is crucial for aligning models with human values and preferences. RLHF traditionally relies on the Kullback-Leibler (KL) divergence between the current policy and a frozen initial policy as a reference, which is added as a penalty in policy optimization algorithms like Proximal Policy Optimization (PPO). While this constraint prevents models from deviating too far from the initial checkpoint, it limits exploration of the reward landscape, reducing the model's ability to discover higher-quality solutions. As a result, policy optimization is often trapped in a narrow region of the parameter space, leading to suboptimal alignment and performance. This paper presents SALSA (Soup-based Alignment Learning for Stronger Adaptation), a novel approach designed to overcome these limitations by creating a more flexible and better located reference model through weight-space averaging of two independent supervised fine-tuned (SFT) models. This model soup allows for larger deviation in KL divergence and exploring a promising region of the solution space without sacrificing stability. By leveraging this more robust reference model, SALSA fosters better exploration, achieving higher rewards and improving model robustness, out-of-distribution generalization, and performance. We validate the effectiveness of SALSA through extensive experiments on popular open models (Llama2-7B, Mistral-7B, and Gemma-2B) across various benchmarks (MT-Bench, Arena-Hard, UltraFeedback), where it consistently surpasses PPO by fostering deeper exploration and achieving superior alignment in LLMs.

WIT-UAS: A Wildland-fire Infrared Thermal Dataset to Detect Crew Assets From Aerial Views

We present the Wildland-fire Infrared Thermal (WIT-UAS) dataset for long-wave infrared sensing of crew and vehicle assets amidst prescribed wildland fire environments. While such a dataset is crucial for safety monitoring in wildland fire applications, to the authors' awareness, no such dataset focusing on assets near fire is publicly available. Presumably, this is due to the barrier to entry of collaborating with fire management personnel. We present two related data subsets: WIT-UAS-ROS consists of full ROS bag files containing sensor and robot data of UAS flight over the fire, and WIT-UAS-Image contains hand-labeled long-wave infrared (LWIR) images extracted from WIT-UAS-ROS. Our dataset is the first to focus on asset detection in a wildland fire environment. We show that thermal detection models trained without fire data frequently detect false positives by classifying fire as people. By adding our dataset to training, we show that the false positive rate is reduced significantly. Yet asset detection in wildland fire environments is still significantly more challenging than detection in urban environments, due to dense obscuring trees, greater heat variation, and overbearing thermal signal of the fire. We publicize this dataset to encourage the community to study more advanced models to tackle this challenging environment. The dataset, code and pretrained models are available at https://github.com/castacks/WIT-UAS-Dataset.

DailyDVS-200: A Comprehensive Benchmark Dataset for Event-Based Action Recognition

Neuromorphic sensors, specifically event cameras, revolutionize visual data acquisition by capturing pixel intensity changes with exceptional dynamic range, minimal latency, and energy efficiency, setting them apart from conventional frame-based cameras. The distinctive capabilities of event cameras have ignited significant interest in the domain of event-based action recognition, recognizing their vast potential for advancement. However, the development in this field is currently slowed by the lack of comprehensive, large-scale datasets, which are critical for developing robust recognition frameworks. To bridge this gap, we introduces DailyDVS-200, a meticulously curated benchmark dataset tailored for the event-based action recognition community. DailyDVS-200 is extensive, covering 200 action categories across real-world scenarios, recorded by 47 participants, and comprises more than 22,000 event sequences. This dataset is designed to reflect a broad spectrum of action types, scene complexities, and data acquisition diversity. Each sequence in the dataset is annotated with 14 attributes, ensuring a detailed characterization of the recorded actions. Moreover, DailyDVS-200 is structured to facilitate a wide range of research paths, offering a solid foundation for both validating existing approaches and inspiring novel methodologies. By setting a new benchmark in the field, we challenge the current limitations of neuromorphic data processing and invite a surge of new approaches in event-based action recognition techniques, which paves the way for future explorations in neuromorphic computing and beyond. The dataset and source code are available at https://github.com/QiWang233/DailyDVS-200.

FürElise: Capturing and Physically Synthesizing Hand Motions of Piano Performance

Piano playing requires agile, precise, and coordinated hand control that stretches the limits of dexterity. Hand motion models with the sophistication to accurately recreate piano playing have a wide range of applications in character animation, embodied AI, biomechanics, and VR/AR. In this paper, we construct a first-of-its-kind large-scale dataset that contains approximately 10 hours of 3D hand motion and audio from 15 elite-level pianists playing 153 pieces of classical music. To capture natural performances, we designed a markerless setup in which motions are reconstructed from multi-view videos using state-of-the-art pose estimation models. The motion data is further refined via inverse kinematics using the high-resolution MIDI key-pressing data obtained from sensors in a specialized Yamaha Disklavier piano. Leveraging the collected dataset, we developed a pipeline that can synthesize physically-plausible hand motions for musical scores outside of the dataset. Our approach employs a combination of imitation learning and reinforcement learning to obtain policies for physics-based bimanual control involving the interaction between hands and piano keys. To solve the sampling efficiency problem with the large motion dataset, we use a diffusion model to generate natural reference motions, which provide high-level trajectory and fingering (finger order and placement) information. However, the generated reference motion alone does not provide sufficient accuracy for piano performance modeling. We then further augmented the data by using musical similarity to retrieve similar motions from the captured dataset to boost the precision of the RL policy. With the proposed method, our model generates natural, dexterous motions that generalize to music from outside the training dataset.

Language-Guided Music Recommendation for Video via Prompt Analogies

We propose a method to recommend music for an input video while allowing a user to guide music selection with free-form natural language. A key challenge of this problem setting is that existing music video datasets provide the needed (video, music) training pairs, but lack text descriptions of the music. This work addresses this challenge with the following three contributions. First, we propose a text-synthesis approach that relies on an analogy-based prompting procedure to generate natural language music descriptions from a large-scale language model (BLOOM-176B) given pre-trained music tagger outputs and a small number of human text descriptions. Second, we use these synthesized music descriptions to train a new trimodal model, which fuses text and video input representations to query music samples. For training, we introduce a text dropout regularization mechanism which we show is critical to model performance. Our model design allows for the retrieved music audio to agree with the two input modalities by matching visual style depicted in the video and musical genre, mood, or instrumentation described in the natural language query. Third, to evaluate our approach, we collect a testing dataset for our problem by annotating a subset of 4k clips from the YT8M-MusicVideo dataset with natural language music descriptions which we make publicly available. We show that our approach can match or exceed the performance of prior methods on video-to-music retrieval while significantly improving retrieval accuracy when using text guidance.

STARSS22: A dataset of spatial recordings of real scenes with spatiotemporal annotations of sound events

This report presents the Sony-TAu Realistic Spatial Soundscapes 2022 (STARS22) dataset for sound event localization and detection, comprised of spatial recordings of real scenes collected in various interiors of two different sites. The dataset is captured with a high resolution spherical microphone array and delivered in two 4-channel formats, first-order Ambisonics and tetrahedral microphone array. Sound events in the dataset belonging to 13 target sound classes are annotated both temporally and spatially through a combination of human annotation and optical tracking. The dataset serves as the development and evaluation dataset for the Task 3 of the DCASE2022 Challenge on Sound Event Localization and Detection and introduces significant new challenges for the task compared to the previous iterations, which were based on synthetic spatialized sound scene recordings. Dataset specifications are detailed including recording and annotation process, target classes and their presence, and details on the development and evaluation splits. Additionally, the report presents the baseline system that accompanies the dataset in the challenge with emphasis on the differences with the baseline of the previous iterations; namely, introduction of the multi-ACCDOA representation to handle multiple simultaneous occurences of events of the same class, and support for additional improved input features for the microphone array format. Results of the baseline indicate that with a suitable training strategy a reasonable detection and localization performance can be achieved on real sound scene recordings. The dataset is available in https://zenodo.org/record/6387880.

VideoUFO: A Million-Scale User-Focused Dataset for Text-to-Video Generation

Text-to-video generative models convert textual prompts into dynamic visual content, offering wide-ranging applications in film production, gaming, and education. However, their real-world performance often falls short of user expectations. One key reason is that these models have not been trained on videos related to some topics users want to create. In this paper, we propose VideoUFO, the first Video dataset specifically curated to align with Users' FOcus in real-world scenarios. Beyond this, our VideoUFO also features: (1) minimal (0.29%) overlap with existing video datasets, and (2) videos searched exclusively via YouTube's official API under the Creative Commons license. These two attributes provide future researchers with greater freedom to broaden their training sources. The VideoUFO comprises over 1.09 million video clips, each paired with both a brief and a detailed caption (description). Specifically, through clustering, we first identify 1,291 user-focused topics from the million-scale real text-to-video prompt dataset, VidProM. Then, we use these topics to retrieve videos from YouTube, split the retrieved videos into clips, and generate both brief and detailed captions for each clip. After verifying the clips with specified topics, we are left with about 1.09 million video clips. Our experiments reveal that (1) current 16 text-to-video models do not achieve consistent performance across all user-focused topics; and (2) a simple model trained on VideoUFO outperforms others on worst-performing topics. The dataset is publicly available at https://huggingface.co/datasets/WenhaoWang/VideoUFO under the CC BY 4.0 License.

Samba: Synchronized Set-of-Sequences Modeling for Multiple Object Tracking

Multiple object tracking in complex scenarios - such as coordinated dance performances, team sports, or dynamic animal groups - presents unique challenges. In these settings, objects frequently move in coordinated patterns, occlude each other, and exhibit long-term dependencies in their trajectories. However, it remains a key open research question on how to model long-range dependencies within tracklets, interdependencies among tracklets, and the associated temporal occlusions. To this end, we introduce Samba, a novel linear-time set-of-sequences model designed to jointly process multiple tracklets by synchronizing the multiple selective state-spaces used to model each tracklet. Samba autoregressively predicts the future track query for each sequence while maintaining synchronized long-term memory representations across tracklets. By integrating Samba into a tracking-by-propagation framework, we propose SambaMOTR, the first tracker effectively addressing the aforementioned issues, including long-range dependencies, tracklet interdependencies, and temporal occlusions. Additionally, we introduce an effective technique for dealing with uncertain observations (MaskObs) and an efficient training recipe to scale SambaMOTR to longer sequences. By modeling long-range dependencies and interactions among tracked objects, SambaMOTR implicitly learns to track objects accurately through occlusions without any hand-crafted heuristics. Our approach significantly surpasses prior state-of-the-art on the DanceTrack, BFT, and SportsMOT datasets.

FSD50K: An Open Dataset of Human-Labeled Sound Events

Most existing datasets for sound event recognition (SER) are relatively small and/or domain-specific, with the exception of AudioSet, based on over 2M tracks from YouTube videos and encompassing over 500 sound classes. However, AudioSet is not an open dataset as its official release consists of pre-computed audio features. Downloading the original audio tracks can be problematic due to YouTube videos gradually disappearing and usage rights issues. To provide an alternative benchmark dataset and thus foster SER research, we introduce FSD50K, an open dataset containing over 51k audio clips totalling over 100h of audio manually labeled using 200 classes drawn from the AudioSet Ontology. The audio clips are licensed under Creative Commons licenses, making the dataset freely distributable (including waveforms). We provide a detailed description of the FSD50K creation process, tailored to the particularities of Freesound data, including challenges encountered and solutions adopted. We include a comprehensive dataset characterization along with discussion of limitations and key factors to allow its audio-informed usage. Finally, we conduct sound event classification experiments to provide baseline systems as well as insight on the main factors to consider when splitting Freesound audio data for SER. Our goal is to develop a dataset to be widely adopted by the community as a new open benchmark for SER research.

TIP-I2V: A Million-Scale Real Text and Image Prompt Dataset for Image-to-Video Generation

Video generation models are revolutionizing content creation, with image-to-video models drawing increasing attention due to their enhanced controllability, visual consistency, and practical applications. However, despite their popularity, these models rely on user-provided text and image prompts, and there is currently no dedicated dataset for studying these prompts. In this paper, we introduce TIP-I2V, the first large-scale dataset of over 1.70 million unique user-provided Text and Image Prompts specifically for Image-to-Video generation. Additionally, we provide the corresponding generated videos from five state-of-the-art image-to-video models. We begin by outlining the time-consuming and costly process of curating this large-scale dataset. Next, we compare TIP-I2V to two popular prompt datasets, VidProM (text-to-video) and DiffusionDB (text-to-image), highlighting differences in both basic and semantic information. This dataset enables advancements in image-to-video research. For instance, to develop better models, researchers can use the prompts in TIP-I2V to analyze user preferences and evaluate the multi-dimensional performance of their trained models; and to enhance model safety, they may focus on addressing the misinformation issue caused by image-to-video models. The new research inspired by TIP-I2V and the differences with existing datasets emphasize the importance of a specialized image-to-video prompt dataset. The project is publicly available at https://tip-i2v.github.io.

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.

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

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

Enhancing Unsupervised Video Representation Learning by Decoupling the Scene and the Motion

One significant factor we expect the video representation learning to capture, especially in contrast with the image representation learning, is the object motion. However, we found that in the current mainstream video datasets, some action categories are highly related with the scene where the action happens, making the model tend to degrade to a solution where only the scene information is encoded. For example, a trained model may predict a video as playing football simply because it sees the field, neglecting that the subject is dancing as a cheerleader on the field. This is against our original intention towards the video representation learning and may bring scene bias on different dataset that can not be ignored. In order to tackle this problem, we propose to decouple the scene and the motion (DSM) with two simple operations, so that the model attention towards the motion information is better paid. Specifically, we construct a positive clip and a negative clip for each video. Compared to the original video, the positive/negative is motion-untouched/broken but scene-broken/untouched by Spatial Local Disturbance and Temporal Local Disturbance. Our objective is to pull the positive closer while pushing the negative farther to the original clip in the latent space. In this way, the impact of the scene is weakened while the temporal sensitivity of the network is further enhanced. We conduct experiments on two tasks with various backbones and different pre-training datasets, and find that our method surpass the SOTA methods with a remarkable 8.1% and 8.8% improvement towards action recognition task on the UCF101 and HMDB51 datasets respectively using the same backbone.

Holistic Understanding of 3D Scenes as Universal Scene Description

3D scene understanding is a long-standing challenge in computer vision and a key component in enabling mixed reality, wearable computing, and embodied AI. Providing a solution to these applications requires a multifaceted approach that covers scene-centric, object-centric, as well as interaction-centric capabilities. While there exist numerous datasets approaching the former two problems, the task of understanding interactable and articulated objects is underrepresented and only partly covered by current works. In this work, we address this shortcoming and introduce (1) an expertly curated dataset in the Universal Scene Description (USD) format, featuring high-quality manual annotations, for instance, segmentation and articulation on 280 indoor scenes; (2) a learning-based model together with a novel baseline capable of predicting part segmentation along with a full specification of motion attributes, including motion type, articulated and interactable parts, and motion parameters; (3) a benchmark serving to compare upcoming methods for the task at hand. Overall, our dataset provides 8 types of annotations - object and part segmentations, motion types, movable and interactable parts, motion parameters, connectivity, and object mass annotations. With its broad and high-quality annotations, the data provides the basis for holistic 3D scene understanding models. All data is provided in the USD format, allowing interoperability and easy integration with downstream tasks. We provide open access to our dataset, benchmark, and method's source code.

EventDance: Unsupervised Source-free Cross-modal Adaptation for Event-based Object Recognition

In this paper, we make the first attempt at achieving the cross-modal (i.e., image-to-events) adaptation for event-based object recognition without accessing any labeled source image data owning to privacy and commercial issues. Tackling this novel problem is non-trivial due to the novelty of event cameras and the distinct modality gap between images and events. In particular, as only the source model is available, a hurdle is how to extract the knowledge from the source model by only using the unlabeled target event data while achieving knowledge transfer. To this end, we propose a novel framework, dubbed EventDance for this unsupervised source-free cross-modal adaptation problem. Importantly, inspired by event-to-video reconstruction methods, we propose a reconstruction-based modality bridging (RMB) module, which reconstructs intensity frames from events in a self-supervised manner. This makes it possible to build up the surrogate images to extract the knowledge (i.e., labels) from the source model. We then propose a multi-representation knowledge adaptation (MKA) module that transfers the knowledge to target models learning events with multiple representation types for fully exploring the spatiotemporal information of events. The two modules connecting the source and target models are mutually updated so as to achieve the best performance. Experiments on three benchmark datasets with two adaption settings show that EventDance is on par with prior methods utilizing the source data.

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

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

Detecting Human-Object Contact in Images

Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.

OpenHumanVid: A Large-Scale High-Quality Dataset for Enhancing Human-Centric Video Generation

Recent advancements in visual generation technologies have markedly increased the scale and availability of video datasets, which are crucial for training effective video generation models. However, a significant lack of high-quality, human-centric video datasets presents a challenge to progress in this field. To bridge this gap, we introduce OpenHumanVid, a large-scale and high-quality human-centric video dataset characterized by precise and detailed captions that encompass both human appearance and motion states, along with supplementary human motion conditions, including skeleton sequences and speech audio. To validate the efficacy of this dataset and the associated training strategies, we propose an extension of existing classical diffusion transformer architectures and conduct further pretraining of our models on the proposed dataset. Our findings yield two critical insights: First, the incorporation of a large-scale, high-quality dataset substantially enhances evaluation metrics for generated human videos while preserving performance in general video generation tasks. Second, the effective alignment of text with human appearance, human motion, and facial motion is essential for producing high-quality video outputs. Based on these insights and corresponding methodologies, the straightforward extended network trained on the proposed dataset demonstrates an obvious improvement in the generation of human-centric videos. Project page https://fudan-generative-vision.github.io/OpenHumanVid

MusicScore: A Dataset for Music Score Modeling and Generation

Music scores are written representations of music and contain rich information about musical components. The visual information on music scores includes notes, rests, staff lines, clefs, dynamics, and articulations. This visual information in music scores contains more semantic information than audio and symbolic representations of music. Previous music score datasets have limited sizes and are mainly designed for optical music recognition (OMR). There is a lack of research on creating a large-scale benchmark dataset for music modeling and generation. In this work, we propose MusicScore, a large-scale music score dataset collected and processed from the International Music Score Library Project (IMSLP). MusicScore consists of image-text pairs, where the image is a page of a music score and the text is the metadata of the music. The metadata of MusicScore is extracted from the general information section of the IMSLP pages. The metadata includes rich information about the composer, instrument, piece style, and genre of the music pieces. MusicScore is curated into small, medium, and large scales of 400, 14k, and 200k image-text pairs with varying diversity, respectively. We build a score generation system based on a UNet diffusion model to generate visually readable music scores conditioned on text descriptions to benchmark the MusicScore dataset for music score generation. MusicScore is released to the public at https://huggingface.co/datasets/ZheqiDAI/MusicScore.

LAION-5B: An open large-scale dataset for training next generation image-text models

Groundbreaking language-vision architectures like CLIP and DALL-E proved the utility of training on large amounts of noisy image-text data, without relying on expensive accurate labels used in standard vision unimodal supervised learning. The resulting models showed capabilities of strong text-guided image generation and transfer to downstream tasks, while performing remarkably at zero-shot classification with noteworthy out-of-distribution robustness. Since then, large-scale language-vision models like ALIGN, BASIC, GLIDE, Flamingo and Imagen made further improvements. Studying the training and capabilities of such models requires datasets containing billions of image-text pairs. Until now, no datasets of this size have been made openly available for the broader research community. To address this problem and democratize research on large-scale multi-modal models, we present LAION-5B - a dataset consisting of 5.85 billion CLIP-filtered image-text pairs, of which 2.32B contain English language. We show successful replication and fine-tuning of foundational models like CLIP, GLIDE and Stable Diffusion using the dataset, and discuss further experiments enabled with an openly available dataset of this scale. Additionally we provide several nearest neighbor indices, an improved web-interface for dataset exploration and subset generation, and detection scores for watermark, NSFW, and toxic content detection. Announcement page https://laion.ai/laion-5b-a-new-era-of-open-large-scale-multi-modal-datasets/

Panda-70M: Captioning 70M Videos with Multiple Cross-Modality Teachers

The quality of the data and annotation upper-bounds the quality of a downstream model. While there exist large text corpora and image-text pairs, high-quality video-text data is much harder to collect. First of all, manual labeling is more time-consuming, as it requires an annotator to watch an entire video. Second, videos have a temporal dimension, consisting of several scenes stacked together, and showing multiple actions. Accordingly, to establish a video dataset with high-quality captions, we propose an automatic approach leveraging multimodal inputs, such as textual video description, subtitles, and individual video frames. Specifically, we curate 3.8M high-resolution videos from the publicly available HD-VILA-100M dataset. We then split them into semantically consistent video clips, and apply multiple cross-modality teacher models to obtain captions for each video. Next, we finetune a retrieval model on a small subset where the best caption of each video is manually selected and then employ the model in the whole dataset to select the best caption as the annotation. In this way, we get 70M videos paired with high-quality text captions. We dub the dataset as Panda-70M. We show the value of the proposed dataset on three downstream tasks: video captioning, video and text retrieval, and text-driven video generation. The models trained on the proposed data score substantially better on the majority of metrics across all the tasks.

The Open Images Dataset V4: Unified image classification, object detection, and visual relationship detection at scale

We present Open Images V4, a dataset of 9.2M images with unified annotations for image classification, object detection and visual relationship detection. The images have a Creative Commons Attribution license that allows to share and adapt the material, and they have been collected from Flickr without a predefined list of class names or tags, leading to natural class statistics and avoiding an initial design bias. Open Images V4 offers large scale across several dimensions: 30.1M image-level labels for 19.8k concepts, 15.4M bounding boxes for 600 object classes, and 375k visual relationship annotations involving 57 classes. For object detection in particular, we provide 15x more bounding boxes than the next largest datasets (15.4M boxes on 1.9M images). The images often show complex scenes with several objects (8 annotated objects per image on average). We annotated visual relationships between them, which support visual relationship detection, an emerging task that requires structured reasoning. We provide in-depth comprehensive statistics about the dataset, we validate the quality of the annotations, we study how the performance of several modern models evolves with increasing amounts of training data, and we demonstrate two applications made possible by having unified annotations of multiple types coexisting in the same images. We hope that the scale, quality, and variety of Open Images V4 will foster further research and innovation even beyond the areas of image classification, object detection, and visual relationship detection.

Thinking Like an Annotator: Generation of Dataset Labeling Instructions

Large-scale datasets are essential to modern day deep learning. Advocates argue that understanding these methods requires dataset transparency (e.g. "dataset curation, motivation, composition, collection process, etc..."). However, almost no one has suggested the release of the detailed definitions and visual category examples provided to annotators - information critical to understanding the structure of the annotations present in each dataset. These labels are at the heart of public datasets, yet few datasets include the instructions that were used to generate them. We introduce a new task, Labeling Instruction Generation, to address missing publicly available labeling instructions. In Labeling Instruction Generation, we take a reasonably annotated dataset and: 1) generate a set of examples that are visually representative of each category in the dataset; 2) provide a text label that corresponds to each of the examples. We introduce a framework that requires no model training to solve this task and includes a newly created rapid retrieval system that leverages a large, pre-trained vision and language model. This framework acts as a proxy to human annotators that can help to both generate a final labeling instruction set and evaluate its quality. Our framework generates multiple diverse visual and text representations of dataset categories. The optimized instruction set outperforms our strongest baseline across 5 folds by 7.06 mAP for NuImages and 12.9 mAP for COCO.

ActionHub: A Large-scale Action Video Description Dataset for Zero-shot Action Recognition

Zero-shot action recognition (ZSAR) aims to learn an alignment model between videos and class descriptions of seen actions that is transferable to unseen actions. The text queries (class descriptions) used in existing ZSAR works, however, are often short action names that fail to capture the rich semantics in the videos, leading to misalignment. With the intuition that video content descriptions (e.g., video captions) can provide rich contextual information of visual concepts in videos, we propose to utilize human annotated video descriptions to enrich the semantics of the class descriptions of each action. However, all existing action video description datasets are limited in terms of the number of actions, the semantics of video descriptions, etc. To this end, we collect a large-scale action video descriptions dataset named ActionHub, which covers a total of 1,211 common actions and provides 3.6 million action video descriptions. With the proposed ActionHub dataset, we further propose a novel Cross-modality and Cross-action Modeling (CoCo) framework for ZSAR, which consists of a Dual Cross-modality Alignment module and a Cross-action Invariance Mining module. Specifically, the Dual Cross-modality Alignment module utilizes both action labels and video descriptions from ActionHub to obtain rich class semantic features for feature alignment. The Cross-action Invariance Mining module exploits a cycle-reconstruction process between the class semantic feature spaces of seen actions and unseen actions, aiming to guide the model to learn cross-action invariant representations. Extensive experimental results demonstrate that our CoCo framework significantly outperforms the state-of-the-art on three popular ZSAR benchmarks (i.e., Kinetics-ZSAR, UCF101 and HMDB51) under two different learning protocols in ZSAR. We will release our code, models, and the proposed ActionHub dataset.

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

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

"All of Me": Mining Users' Attributes from their Public Spotify Playlists

In the age of digital music streaming, playlists on platforms like Spotify have become an integral part of individuals' musical experiences. People create and publicly share their own playlists to express their musical tastes, promote the discovery of their favorite artists, and foster social connections. These publicly accessible playlists transcend the boundaries of mere musical preferences: they serve as sources of rich insights into users' attributes and identities. For example, the musical preferences of elderly individuals may lean more towards Frank Sinatra, while Billie Eilish remains a favored choice among teenagers. These playlists thus become windows into the diverse and evolving facets of one's musical identity. In this work, we investigate the relationship between Spotify users' attributes and their public playlists. In particular, we focus on identifying recurring musical characteristics associated with users' individual attributes, such as demographics, habits, or personality traits. To this end, we conducted an online survey involving 739 Spotify users, yielding a dataset of 10,286 publicly shared playlists encompassing over 200,000 unique songs and 55,000 artists. Through extensive statistical analyses, we first assess a deep connection between a user's Spotify playlists and their real-life attributes. For instance, we found individuals high in openness often create playlists featuring a diverse array of artists, while female users prefer Pop and K-pop music genres. Building upon these observed associations, we create accurate predictive models for users' attributes, presenting a novel DeepSet application that outperforms baselines in most of these users' attributes.

MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations

In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.

SportsHHI: A Dataset for Human-Human Interaction Detection in Sports Videos

Video-based visual relation detection tasks, such as video scene graph generation, play important roles in fine-grained video understanding. However, current video visual relation detection datasets have two main limitations that hinder the progress of research in this area. First, they do not explore complex human-human interactions in multi-person scenarios. Second, the relation types of existing datasets have relatively low-level semantics and can be often recognized by appearance or simple prior information, without the need for detailed spatio-temporal context reasoning. Nevertheless, comprehending high-level interactions between humans is crucial for understanding complex multi-person videos, such as sports and surveillance videos. To address this issue, we propose a new video visual relation detection task: video human-human interaction detection, and build a dataset named SportsHHI for it. SportsHHI contains 34 high-level interaction classes from basketball and volleyball sports. 118,075 human bounding boxes and 50,649 interaction instances are annotated on 11,398 keyframes. To benchmark this, we propose a two-stage baseline method and conduct extensive experiments to reveal the key factors for a successful human-human interaction detector. We hope that SportsHHI can stimulate research on human interaction understanding in videos and promote the development of spatio-temporal context modeling techniques in video visual relation detection.

MidiCaps -- A large-scale MIDI dataset with text captions

Generative models guided by text prompts are increasingly becoming more popular. However, no text-to-MIDI models currently exist, mostly due to the lack of a captioned MIDI dataset. This work aims to enable research that combines LLMs with symbolic music by presenting the first large-scale MIDI dataset with text captions that is openly available: MidiCaps. MIDI (Musical Instrument Digital Interface) files are a widely used format for encoding musical information. Their structured format captures the nuances of musical composition and has practical applications by music producers, composers, musicologists, as well as performers. Inspired by recent advancements in captioning techniques applied to various domains, we present a large-scale curated dataset of over 168k MIDI files accompanied by textual descriptions. Each MIDI caption succinctly describes the musical content, encompassing tempo, chord progression, time signature, instruments present, genre and mood; thereby facilitating multi-modal exploration and analysis. The dataset contains a mix of various genres, styles, and complexities, offering a rich source for training and evaluating models for tasks such as music information retrieval, music understanding and cross-modal translation. We provide detailed statistics about the dataset and have assessed the quality of the captions in an extensive listening study. We anticipate that this resource will stimulate further research in the intersection of music and natural language processing, fostering advancements in both fields.

MSVD-Indonesian: A Benchmark for Multimodal Video-Text Tasks in Indonesian

Multimodal learning on video and text data has been receiving growing attention from many researchers in various research tasks, including text-to-video retrieval, video-to-text retrieval, and video captioning. Although many algorithms have been proposed for those challenging tasks, most of them are developed on English language datasets. Despite Indonesian being one of the most spoken languages in the world, the research progress on the multimodal video-text with Indonesian sentences is still under-explored, likely due to the absence of the public benchmark dataset. To address this issue, we construct the first public Indonesian video-text dataset by translating English sentences from the MSVD dataset to Indonesian sentences. Using our dataset, we then train neural network models which were developed for the English video-text dataset on three tasks, i.e., text-to-video retrieval, video-to-text retrieval, and video captioning. The recent neural network-based approaches to video-text tasks often utilized a feature extractor that is primarily pretrained on an English vision-language dataset. Since the availability of the pretraining resources with Indonesian sentences is relatively limited, the applicability of those approaches to our dataset is still questionable. To overcome the lack of pretraining resources, we apply cross-lingual transfer learning by utilizing the feature extractors pretrained on the English dataset, and we then fine-tune the models on our Indonesian dataset. Our experimental results show that this approach can help to improve the performance for the three tasks on all metrics. Finally, we discuss potential future works using our dataset, inspiring further research in the Indonesian multimodal video-text tasks. We believe that our dataset and our experimental results could provide valuable contributions to the community. Our dataset is available on GitHub.

Rethinking Video-Text Understanding: Retrieval from Counterfactually Augmented Data

Recent video-text foundation models have demonstrated strong performance on a wide variety of downstream video understanding tasks. Can these video-text models genuinely understand the contents of natural videos? Standard video-text evaluations could be misleading as many questions can be inferred merely from the objects and contexts in a single frame or biases inherent in the datasets. In this paper, we aim to better assess the capabilities of current video-text models and understand their limitations. We propose a novel evaluation task for video-text understanding, namely retrieval from counterfactually augmented data (RCAD), and a new Feint6K dataset. To succeed on our new evaluation task, models must derive a comprehensive understanding of the video from cross-frame reasoning. Analyses show that previous video-text foundation models can be easily fooled by counterfactually augmented data and are far behind human-level performance. In order to narrow the gap between video-text models and human performance on RCAD, we identify a key limitation of current contrastive approaches on video-text data and introduce LLM-teacher, a more effective approach to learn action semantics by leveraging knowledge obtained from a pretrained large language model. Experiments and analyses show that our approach successfully learn more discriminative action embeddings and improves results on Feint6K when applied to multiple video-text models. Our Feint6K dataset and project page is available at https://feint6k.github.io.

Towards Surveillance Video-and-Language Understanding: New Dataset, Baselines, and Challenges

Surveillance videos are an essential component of daily life with various critical applications, particularly in public security. However, current surveillance video tasks mainly focus on classifying and localizing anomalous events. Existing methods are limited to detecting and classifying the predefined events with unsatisfactory semantic understanding, although they have obtained considerable performance. To address this issue, we propose a new research direction of surveillance video-and-language understanding, and construct the first multimodal surveillance video dataset. We manually annotate the real-world surveillance dataset UCF-Crime with fine-grained event content and timing. Our newly annotated dataset, UCA (UCF-Crime Annotation), contains 23,542 sentences, with an average length of 20 words, and its annotated videos are as long as 110.7 hours. Furthermore, we benchmark SOTA models for four multimodal tasks on this newly created dataset, which serve as new baselines for surveillance video-and-language understanding. Through our experiments, we find that mainstream models used in previously publicly available datasets perform poorly on surveillance video, which demonstrates the new challenges in surveillance video-and-language understanding. To validate the effectiveness of our UCA, we conducted experiments on multimodal anomaly detection. The results demonstrate that our multimodal surveillance learning can improve the performance of conventional anomaly detection tasks. All the experiments highlight the necessity of constructing this dataset to advance surveillance AI. The link to our dataset is provided at: https://xuange923.github.io/Surveillance-Video-Understanding.

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

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

Visual Genome: Connecting Language and Vision Using Crowdsourced Dense Image Annotations

Despite progress in perceptual tasks such as image classification, computers still perform poorly on cognitive tasks such as image description and question answering. Cognition is core to tasks that involve not just recognizing, but reasoning about our visual world. However, models used to tackle the rich content in images for cognitive tasks are still being trained using the same datasets designed for perceptual tasks. To achieve success at cognitive tasks, models need to understand the interactions and relationships between objects in an image. When asked "What vehicle is the person riding?", computers will need to identify the objects in an image as well as the relationships riding(man, carriage) and pulling(horse, carriage) in order to answer correctly that "the person is riding a horse-drawn carriage". In this paper, we present the Visual Genome dataset to enable the modeling of such relationships. We collect dense annotations of objects, attributes, and relationships within each image to learn these models. Specifically, our dataset contains over 100K images where each image has an average of 21 objects, 18 attributes, and 18 pairwise relationships between objects. We canonicalize the objects, attributes, relationships, and noun phrases in region descriptions and questions answer pairs to WordNet synsets. Together, these annotations represent the densest and largest dataset of image descriptions, objects, attributes, relationships, and question answers.

PoseScript: Linking 3D Human Poses and Natural Language

Natural language plays a critical role in many computer vision applications, such as image captioning, visual question answering, and cross-modal retrieval, to provide fine-grained semantic information. Unfortunately, while human pose is key to human understanding, current 3D human pose datasets lack detailed language descriptions. To address this issue, we have introduced the PoseScript dataset. This dataset pairs more than six thousand 3D human poses from AMASS with rich human-annotated descriptions of the body parts and their spatial relationships. Additionally, to increase the size of the dataset to a scale that is compatible with data-hungry learning algorithms, we have proposed an elaborate captioning process that generates automatic synthetic descriptions in natural language from given 3D keypoints. This process extracts low-level pose information, known as "posecodes", using a set of simple but generic rules on the 3D keypoints. These posecodes are then combined into higher level textual descriptions using syntactic rules. With automatic annotations, the amount of available data significantly scales up (100k), making it possible to effectively pretrain deep models for finetuning on human captions. To showcase the potential of annotated poses, we present three multi-modal learning tasks that utilize the PoseScript dataset. Firstly, we develop a pipeline that maps 3D poses and textual descriptions into a joint embedding space, allowing for cross-modal retrieval of relevant poses from large-scale datasets. Secondly, we establish a baseline for a text-conditioned model generating 3D poses. Thirdly, we present a learned process for generating pose descriptions. These applications demonstrate the versatility and usefulness of annotated poses in various tasks and pave the way for future research in the field.

DataComp: In search of the next generation of multimodal datasets

Large multimodal datasets have been instrumental in recent breakthroughs such as CLIP, Stable Diffusion, and GPT-4. At the same time, datasets rarely receive the same research attention as model architectures or training algorithms. To address this shortcoming in the machine learning ecosystem, we introduce DataComp, a benchmark where the training code is fixed and researchers innovate by proposing new training sets. We provide a testbed for dataset experiments centered around a new candidate pool of 12.8B image-text pairs from Common Crawl. Participants in our benchmark design new filtering techniques or curate new data sources and then evaluate their new dataset by running our standardized CLIP training code and testing on 38 downstream test sets. Our benchmark consists of multiple scales, with four candidate pool sizes and associated compute budgets ranging from 12.8M to 12.8B samples seen during training. This multi-scale design facilitates the study of scaling trends and makes the benchmark accessible to researchers with varying resources. Our baseline experiments show that the DataComp workflow is a promising way of improving multimodal datasets. We introduce DataComp-1B, a dataset created by applying a simple filtering algorithm to the 12.8B candidate pool. The resulting 1.4B subset enables training a CLIP ViT-L/14 from scratch to 79.2% zero-shot accuracy on ImageNet. Our new ViT-L/14 model outperforms a larger ViT-g/14 trained on LAION-2B by 0.7 percentage points while requiring 9x less training compute. We also outperform OpenAI's CLIP ViT-L/14 by 3.7 percentage points, which is trained with the same compute budget as our model. These gains highlight the potential for improving model performance by carefully curating training sets. We view DataComp-1B as only the first step and hope that DataComp paves the way toward the next generation of multimodal datasets.

GUIDE: A Guideline-Guided Dataset for Instructional Video Comprehension

There are substantial instructional videos on the Internet, which provide us tutorials for completing various tasks. Existing instructional video datasets only focus on specific steps at the video level, lacking experiential guidelines at the task level, which can lead to beginners struggling to learn new tasks due to the lack of relevant experience. Moreover, the specific steps without guidelines are trivial and unsystematic, making it difficult to provide a clear tutorial. To address these problems, we present the GUIDE (Guideline-Guided) dataset, which contains 3.5K videos of 560 instructional tasks in 8 domains related to our daily life. Specifically, we annotate each instructional task with a guideline, representing a common pattern shared by all task-related videos. On this basis, we annotate systematic specific steps, including their associated guideline steps, specific step descriptions and timestamps. Our proposed benchmark consists of three sub-tasks to evaluate comprehension ability of models: (1) Step Captioning: models have to generate captions for specific steps from videos. (2) Guideline Summarization: models have to mine the common pattern in task-related videos and summarize a guideline from them. (3) Guideline-Guided Captioning: models have to generate captions for specific steps under the guide of guideline. We evaluate plenty of foundation models with GUIDE and perform in-depth analysis. Given the diversity and practicality of GUIDE, we believe that it can be used as a better benchmark for instructional video comprehension.

NurViD: A Large Expert-Level Video Database for Nursing Procedure Activity Understanding

The application of deep learning to nursing procedure activity understanding has the potential to greatly enhance the quality and safety of nurse-patient interactions. By utilizing the technique, we can facilitate training and education, improve quality control, and enable operational compliance monitoring. However, the development of automatic recognition systems in this field is currently hindered by the scarcity of appropriately labeled datasets. The existing video datasets pose several limitations: 1) these datasets are small-scale in size to support comprehensive investigations of nursing activity; 2) they primarily focus on single procedures, lacking expert-level annotations for various nursing procedures and action steps; and 3) they lack temporally localized annotations, which prevents the effective localization of targeted actions within longer video sequences. To mitigate these limitations, we propose NurViD, a large video dataset with expert-level annotation for nursing procedure activity understanding. NurViD consists of over 1.5k videos totaling 144 hours, making it approximately four times longer than the existing largest nursing activity datasets. Notably, it encompasses 51 distinct nursing procedures and 177 action steps, providing a much more comprehensive coverage compared to existing datasets that primarily focus on limited procedures. To evaluate the efficacy of current deep learning methods on nursing activity understanding, we establish three benchmarks on NurViD: procedure recognition on untrimmed videos, procedure and action recognition on trimmed videos, and action detection. Our benchmark and code will be available at https://github.com/minghu0830/NurViD-benchmark.

The OPNV Data Collection: A Dataset for Infrastructure-Supported Perception Research with Focus on Public Transportation

This paper we present our vision and ongoing work for a novel dataset designed to advance research into the interoperability of intelligent vehicles and infrastructure, specifically aimed at enhancing cooperative perception and interaction in the realm of public transportation. Unlike conventional datasets centered on ego-vehicle data, this approach encompasses both a stationary sensor tower and a moving vehicle, each equipped with cameras, LiDARs, and GNSS, while the vehicle additionally includes an inertial navigation system. Our setup features comprehensive calibration and time synchronization, ensuring seamless and accurate sensor data fusion crucial for studying complex, dynamic scenes. Emphasizing public transportation, the dataset targets to include scenes like bus station maneuvers and driving on dedicated bus lanes, reflecting the specifics of small public buses. We introduce the open-source ".4mse" file format for the new dataset, accompanied by a research kit. This kit provides tools such as ego-motion compensation or LiDAR-to-camera projection enabling advanced research on intelligent vehicle-infrastructure integration. Our approach does not include annotations; however, we plan to implement automatically generated labels sourced from state-of-the-art public repositories. Several aspects are still up for discussion, and timely feedback from the community would be greatly appreciated. A sneak preview on one data frame will be available at a Google Colab Notebook. Moreover, we will use the related GitHub Repository to collect remarks and suggestions.

GTSinger: A Global Multi-Technique Singing Corpus with Realistic Music Scores for All Singing Tasks

The scarcity of high-quality and multi-task singing datasets significantly hinders the development of diverse controllable and personalized singing tasks, as existing singing datasets suffer from low quality, limited diversity of languages and singers, absence of multi-technique information and realistic music scores, and poor task suitability. To tackle these problems, we present GTSinger, a large Global, multi-Technique, free-to-use, high-quality singing corpus with realistic music scores, designed for all singing tasks, along with its benchmarks. Particularly, (1) we collect 80.59 hours of high-quality singing voices, forming the largest recorded singing dataset; (2) 20 professional singers across nine widely spoken languages offer diverse timbres and styles; (3) we provide controlled comparison and phoneme-level annotations of six commonly used singing techniques, helping technique modeling and control; (4) GTSinger offers realistic music scores, assisting real-world musical composition; (5) singing voices are accompanied by manual phoneme-to-audio alignments, global style labels, and 16.16 hours of paired speech for various singing tasks. Moreover, to facilitate the use of GTSinger, we conduct four benchmark experiments: technique-controllable singing voice synthesis, technique recognition, style transfer, and speech-to-singing conversion. The corpus and demos can be found at http://gtsinger.github.io. We provide the dataset and the code for processing data and conducting benchmarks at https://huggingface.co/datasets/GTSinger/GTSinger and https://github.com/GTSinger/GTSinger.

PeopleSansPeople: A Synthetic Data Generator for Human-Centric Computer Vision

In recent years, person detection and human pose estimation have made great strides, helped by large-scale labeled datasets. However, these datasets had no guarantees or analysis of human activities, poses, or context diversity. Additionally, privacy, legal, safety, and ethical concerns may limit the ability to collect more human data. An emerging alternative to real-world data that alleviates some of these issues is synthetic data. However, creation of synthetic data generators is incredibly challenging and prevents researchers from exploring their usefulness. Therefore, we release a human-centric synthetic data generator PeopleSansPeople which contains simulation-ready 3D human assets, a parameterized lighting and camera system, and generates 2D and 3D bounding box, instance and semantic segmentation, and COCO pose labels. Using PeopleSansPeople, we performed benchmark synthetic data training using a Detectron2 Keypoint R-CNN variant [1]. We found that pre-training a network using synthetic data and fine-tuning on various sizes of real-world data resulted in a keypoint AP increase of +38.03 (44.43 pm 0.17 vs. 6.40) for few-shot transfer (limited subsets of COCO-person train [2]), and an increase of +1.47 (63.47 pm 0.19 vs. 62.00) for abundant real data regimes, outperforming models trained with the same real data alone. We also found that our models outperformed those pre-trained with ImageNet with a keypoint AP increase of +22.53 (44.43 pm 0.17 vs. 21.90) for few-shot transfer and +1.07 (63.47 pm 0.19 vs. 62.40) for abundant real data regimes. This freely-available data generator should enable a wide range of research into the emerging field of simulation to real transfer learning in the critical area of human-centric computer vision.

VideoXum: Cross-modal Visual and Textural Summarization of Videos

Video summarization aims to distill the most important information from a source video to produce either an abridged clip or a textual narrative. Traditionally, different methods have been proposed depending on whether the output is a video or text, thus ignoring the correlation between the two semantically related tasks of visual summarization and textual summarization. We propose a new joint video and text summarization task. The goal is to generate both a shortened video clip along with the corresponding textual summary from a long video, collectively referred to as a cross-modal summary. The generated shortened video clip and text narratives should be semantically well aligned. To this end, we first build a large-scale human-annotated dataset -- VideoXum (X refers to different modalities). The dataset is reannotated based on ActivityNet. After we filter out the videos that do not meet the length requirements, 14,001 long videos remain in our new dataset. Each video in our reannotated dataset has human-annotated video summaries and the corresponding narrative summaries. We then design a novel end-to-end model -- VTSUM-BILP to address the challenges of our proposed task. Moreover, we propose a new metric called VT-CLIPScore to help evaluate the semantic consistency of cross-modality summary. The proposed model achieves promising performance on this new task and establishes a benchmark for future research.

Crowdsourcing Dermatology Images with Google Search Ads: Creating a Real-World Skin Condition Dataset

Background: Health datasets from clinical sources do not reflect the breadth and diversity of disease in the real world, impacting research, medical education, and artificial intelligence (AI) tool development. Dermatology is a suitable area to develop and test a new and scalable method to create representative health datasets. Methods: We used Google Search advertisements to invite contributions to an open access dataset of images of dermatology conditions, demographic and symptom information. With informed contributor consent, we describe and release this dataset containing 10,408 images from 5,033 contributions from internet users in the United States over 8 months starting March 2023. The dataset includes dermatologist condition labels as well as estimated Fitzpatrick Skin Type (eFST) and Monk Skin Tone (eMST) labels for the images. Results: We received a median of 22 submissions/day (IQR 14-30). Female (66.72%) and younger (52% < age 40) contributors had a higher representation in the dataset compared to the US population, and 32.6% of contributors reported a non-White racial or ethnic identity. Over 97.5% of contributions were genuine images of skin conditions. Dermatologist confidence in assigning a differential diagnosis increased with the number of available variables, and showed a weaker correlation with image sharpness (Spearman's P values <0.001 and 0.01 respectively). Most contributions were short-duration (54% with onset < 7 days ago ) and 89% were allergic, infectious, or inflammatory conditions. eFST and eMST distributions reflected the geographical origin of the dataset. The dataset is available at github.com/google-research-datasets/scin . Conclusion: Search ads are effective at crowdsourcing images of health conditions. The SCIN dataset bridges important gaps in the availability of representative images of common skin conditions.

Multimodal Language Models for Domain-Specific Procedural Video Summarization

Videos serve as a powerful medium to convey ideas, tell stories, and provide detailed instructions, especially through long-format tutorials. Such tutorials are valuable for learning new skills at one's own pace, yet they can be overwhelming due to their length and dense content. Viewers often seek specific information, like precise measurements or step-by-step execution details, making it essential to extract and summarize key segments efficiently. An intelligent, time-sensitive video assistant capable of summarizing and detecting highlights in long videos is highly sought after. Recent advancements in Multimodal Large Language Models offer promising solutions to develop such an assistant. Our research explores the use of multimodal models to enhance video summarization and step-by-step instruction generation within specific domains. These models need to understand temporal events and relationships among actions across video frames. Our approach focuses on fine-tuning TimeChat to improve its performance in specific domains: cooking and medical procedures. By training the model on domain-specific datasets like Tasty for cooking and MedVidQA for medical procedures, we aim to enhance its ability to generate concise, accurate summaries of instructional videos. We curate and restructure these datasets to create high-quality video-centric instruction data. Our findings indicate that when finetuned on domain-specific procedural data, TimeChat can significantly improve the extraction and summarization of key instructional steps in long-format videos. This research demonstrates the potential of specialized multimodal models to assist with practical tasks by providing personalized, step-by-step guidance tailored to the unique aspects of each domain.

HARDVS: Revisiting Human Activity Recognition with Dynamic Vision Sensors

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