Alzheimer's disease and other related disorders (ADRD) represent a major challenge for health care systems within the aging population. It is therefore important to develop better instruments to assess the disease severity and progression, as well as to improve its treatment, stimulation, and rehabilitation. This is the underlying idea for the development of Serious Games (SG). These are digital applications specially adapted for purposes other than entertaining; such as rehabilitation, training and education. Recently, there has been an increase of interest in the use of SG targeting patients with ADRD. However, this field is completely uncharted, and the clinical, ethical, economic and research impact of the employment of SG in these target populations has never been systematically addressed. The aim of this paper is to systematically analyze the Strengths, Weaknesses, Opportunities, and Threats (SWOT) of employing SG with patients with ADRD in order to provide practical recommendations for the development and use of SG in these populations. These analyses and recommendations were gathered, commented on and validated during a 2-round workshop in the context of the 2013 Clinical Trial of Alzheimer's Disease (CTAD) conference, and endorsed by stakeholders in the field. The results revealed that SG may offer very useful tools for professionals involved in the care of patients suffering from ADRD. However, more interdisciplinary work should be done in order to create SG specifically targeting these populations. Furthermore, in order to acquire more academic and professional credibility and acceptance, it will be necessary to invest more in research targeting efficacy and feasibility. Finally, the emerging ethical challenges should be considered a priority.
12 November 2021 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Many attempts have been made towards combining RGB and 3D poses for the recognition of Activities of Daily Living (ADL). ADL may look very similar and often necessitate to model fine-grained details to distinguish them. Because the recent 3D ConvNets are too rigid to capture the subtle visual patterns across an action, this research direction is dominated by methods combining RGB and 3D Poses. But the cost of computing 3D poses from RGB stream is high in the absence of appropriate sensors. This limits the usage of aforementioned approaches in real-world applications requiring low latency. Then, how to best take advantage of 3D Poses for recognizing ADL? To this end, we propose an extension of a pose driven attention mechanism: Video-Pose Network (VPN), exploring two distinct directions. One is to transfer the Pose knowledge into RGB through a feature-level distillation and the other towards mimicking pose driven attention through an attention-level distillation. Finally, these two approaches are integrated into a single model, we call VPN++ . It is worth noting that VPN++ exploits the pose embeddings at training via distillation but not at inference. We show that VPN++ is not only effective but also provides a high speed up and high resilience to noisy Poses. VPN++, with or without 3D Poses, outperforms the representative baselines on 4 public datasets. Code is available at https://github.com/srijandas07/vpnplusplus .
6 February 2024 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Deep neural networks have become prevalent in human analysis, boosting the performance of applications, such as biometric recognition, action recognition, as well as person re-identification. However, the performance of such networks scales with the available training data. In human analysis, the demand for large-scale datasets poses a severe challenge, as data collection is tedious, time-expensive, costly and must comply with data protection laws. Current research investigates the generation of synthetic data as an efficient and privacy-ensuring alternative to collecting real data in the field. This survey introduces the basic definitions and methodologies, essential when generating and employing synthetic data for human analysis. We summarise current state-of-the-art methods and the main benefits of using synthetic data. We also provide an overview of publicly available synthetic datasets and generation models. Finally, we discuss limitations, as well as open research problems in this field. This survey is intended for researchers and practitioners in the field of human analysis.
25 April 2022 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Designing activity detection systems that can be successfully deployed in daily-living environments requires datasets that pose the challenges typical of real-world scenarios. In this paper, we introduce a new untrimmed daily-living dataset that features several real-world challenges: Toyota Smarthome Untrimmed (TSU). TSU contains a wide variety of activities performed in a spontaneous manner. The dataset contains dense annotations including elementary, composite activities and activities involving interactions with objects. We provide an analysis of the real-world challenges featured by our dataset, highlighting the open issues for detection algorithms. We show that current state-of-the-art methods fail to achieve satisfactory performance on the TSU dataset. Therefore, we propose a new baseline method for activity detection to tackle the novel challenges provided by our dataset. This method leverages one modality (i.e. optic flow) to generate the attention weights to guide another modality (i.e RGB) to better detect the activity boundaries. This is particularly beneficial to detect activities characterized by high temporal variance. We show that the method we propose outperforms state-of-the-art methods on TSU and on another popular challenging dataset, Charades.
23 August 2024 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Previous animation techniques mainly focus on leveraging explicit structure representations ( e.g. , meshes or keypoints) for transferring motion from driving videos to source images. However, such methods are challenged with large appearance variations between source and driving data, as well as require complex additional modules to respectively model appearance and motion. Towards addressing these issues, we introduce the Latent Image Animator (LIA), streamlined to animate high-resolution images. LIA is designed as a simple autoencoder that does not rely on explicit representations. Motion transfer in the pixel space is modeled as linear navigation of motion codes in the latent space. Specifically such navigation is represented as an orthogonal motion dictionary learned in a self-supervised manner based on proposed Linear Motion Decomposition (LMD). Extensive experimental results demonstrate that LIA outperforms state-of-the-art on VoxCeleb, TaichiHD, and TED-talk datasets with respect to video quality and spatio-temporal consistency. In addition LIA is well equipped for zero-shot high-resolution image animation. Code, models, and demo video are available at https://github.com/wyhsirius/LIA .
16 January 2024 in International Journal of Computer Vision