从视频中发现社会互动群体的心理引导型环境感知网络

IF 5.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Jiaqi Yu, Jinhai Yang, Hua Yang, Renjie Pan, Pingrui Lai, Guangtao Zhai
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引用次数: 0

摘要

社会互动是人类社会的一种普遍现象。与根据个人行为的相似性发现群体不同,社会互动更注重人与人之间的相互影响。虽然人们可以很容易地判断现实世界场景中是否存在社会互动,但智能系统却很难发现社会互动。社会交往的发起和结束在很大程度上受个人的社会认知和周围环境的影响,而这些都与心理学密切相关。因此,将影响社交互动的心理因素转化为可量化的可视化表征,并创建互动关系模型是一项重大挑战。为此,我们提出了心理引导环境感知网络(PEAN),利用监督学习对视频中人与人之间的社交互动进行建模。具体来说,我们将周围环境分为基于场景感知的视觉描述和基于人类感知的视觉描述。对于场景感知视觉线索,我们利用三维特征作为全局视觉表征。对于人感知视觉线索,我们考虑基于实例的位置和行为相关视觉表征,以映射社会心理学中以人为中心的交互元素:距离、开放性和方向。此外,我们还设计了一种环境感知机制来整合来自视觉线索的特征,并利用变形器来探索个体之间的关系,构建成对的交互强度特征。通过交互发现模块处理交互强度特征,可获得反映交互相互性质的交互强度矩阵。由交互临界损失函数和平滑 Fβ 损失函数组成的交互约束损失函数被提出来对整个框架进行优化,以提高交互矩阵的区分度,缓解因成对交互稀疏而导致的类不平衡。鉴于现实世界中互动的多样性,我们收集了一个新的数据集,名为社交篮球活动数据集(Soical-BAD),涵盖了复杂的社交互动。我们的方法在 social-CAD、social-BAD 以及它们的组合数据集(名为视频社交互动数据集,Video Social Interaction Dataset (VSID))中取得了最佳性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Psychology-Guided Environment Aware Network for Discovering Social Interaction Groups from Videos

Social interaction is a common phenomenon in human societies. Different from discovering groups based on the similarity of individuals’ actions, social interaction focuses more on the mutual influence between people. Although people can easily judge whether or not there are social interactions in a real-world scene, it is difficult for an intelligent system to discover social interactions. Initiating and concluding social interactions are greatly influenced by an individual’s social cognition and the surrounding environment, which are closely related to psychology. Thus, converting the psychological factors that impact social interactions into quantifiable visual representations and creating a model for interaction relationships poses a significant challenge. To this end, we propose a Psychology-Guided Environment Aware Network (PEAN) that models social interaction among people in videos using supervised learning. Specifically, we divide the surrounding environment into scene-aware visual-based and human-aware visual-based descriptions. For the scene-aware visual clue, we utilize 3D features as global visual representations. For the human-aware visual clue, we consider instance-based location and behaviour-related visual representations to map human-centered interaction elements in social psychology: distance, openness and orientation. In addition, we design an environment aware mechanism to integrate features from visual clues, with a Transformer to explore the relation between individuals and construct pairwise interaction strength features. The interaction intensity matrix reflecting the mutual nature of the interaction is obtained by processing the interaction strength features with the interaction discovery module. An interaction constrained loss function composed of interaction critical loss function and smooth Fβ loss function is proposed to optimize the whole framework to improve the distinction of the interaction matrix and alleviate class imbalance caused by pairwise interaction sparsity. Given the diversity of real-world interactions, we collect a new dataset named Social Basketball Activity Dataset (Soical-BAD), covering complex social interactions. Our method achieves the best performance among social-CAD, social-BAD, and their combined dataset named Video Social Interaction Dataset (VSID).

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来源期刊
CiteScore
8.50
自引率
5.90%
发文量
285
审稿时长
7.5 months
期刊介绍: The ACM Transactions on Multimedia Computing, Communications, and Applications is the flagship publication of the ACM Special Interest Group in Multimedia (SIGMM). It is soliciting paper submissions on all aspects of multimedia. Papers on single media (for instance, audio, video, animation) and their processing are also welcome. TOMM is a peer-reviewed, archival journal, available in both print form and digital form. The Journal is published quarterly; with roughly 7 23-page articles in each issue. In addition, all Special Issues are published online-only to ensure a timely publication. The transactions consists primarily of research papers. This is an archival journal and it is intended that the papers will have lasting importance and value over time. In general, papers whose primary focus is on particular multimedia products or the current state of the industry will not be included.
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