Theory of Mind (ToM), humans’ capability of attributing mental states such as intentions, goals, emotions, and beliefs to ourselves and others, has become a concept of great interest in human-AI interaction research. Given the fundamental role of ToM in human social interactions, many researchers have been working on methods and techniques to equip AI with an equivalent of human ToM capability to build highly socially intelligent AI. Another line of research on ToM in human-AI interaction seeks to understand people’s tendency to attribute mental states such as blame, emotions, and intentions to AI, along with the role that AI should play in the interaction (e.g. as a tool, partner, teacher, facilitator, and more) to align with peoples’ expectations and mental models. The goal of this line of work is to distill human-centered design implications to support the development of increasingly advanced AI systems. Together, these two research perspectives on ToM form an emerging paradigm of “Mutual Theory of Mind (MToM)” in human-AI interaction, where both the human and the AI each possess the ToM capability. This workshop aims to bring together different research perspectives on ToM in human-AI interaction by engaging with researchers from various disciplines including AI, HCI, Cognitive Science, Psychology, Robotics, and more to synthesize existing research perspectives, techniques, and knowledge on ToM in human-AI interaction, as well as envisioning and setting a research agenda for MToM in human-AI interaction.
Fully-supervised monocular 3D hand reconstruction is often difficult because capturing the requisite 3D data entails deploying specialized equipment in a controlled environment. We introduce a weakly-supervised method that avoids such requirements by leveraging fundamental principles well-established in the understanding of the human hand's unique structure and functionality. Specifically, we systematically study hand knowledge from different sources, including biomechanics, functional anatomy, and physics. We effectively incorporate these valuable foundational insights into 3D hand reconstruction models through an appropriate set of differentiable training losses. This enables training solely with readily-obtainable 2D hand landmark annotations and eliminates the need for expensive 3D supervision. Moreover, we explicitly model the uncertainty that is inherent in image observations. We enhance the training process by exploiting a simple yet effective Negative Log-Likelihood (NLL) loss that incorporates uncertainty into the loss function. Through extensive experiments, we demonstrate that our method significantly outperforms state-of-the-art weakly-supervised methods. For example, our method achieves nearly a 21% performance improvement on the widely adopted FreiHAND dataset.
In spite of the significant progresses in monocular or multi-view image based 3D face reconstruction research, recovering 3D faces from videos, which contains rich dynamic information of facial motions, still remains as a highly challenging problem. First, most prior works fail to generate accurate and stable 3D faces on videos, especially for recovering subtle expression details. Furthermore, existing dynamic reconstruction approaches have not fully considered the temporal dependency of facial expression transitions, which is based on the dynamic muscle activation system under a local region of the skin. To tackle the aforementioned challenges, we present a framework for dynamic 3D face reconstruction from monocular videos, which can accurately recover 3D facial geometrical representations for facial action unit (AU). Specifically, we design a coarse-to-fine framework, where the "coarse" 3D face sequences are generated by a pre-trained static reconstruction model; and the "refinement" is performed through a Transformer-based network. We design 1) a Temporal Module used for modeling temporal dependency of facial motion dynamics; 2) an Spatial Module for modeling AU spatial correlations from geometry-based AU tokens; 3) feature fusion for simultaneous dynamic facial AU recognition and 3D expression capturing. Experimental results show the superiority of our method in generating AU-aware 3D face reconstruction sequences both quantitatively and qualitatively.
While current methods have shown promising progress on estimating 3D human motion from monocular videos, their motion estimates are often physically unrealistic because they mainly consider kinematics. In this paper, we introduce Physics-aware Pretrained Transformer (PhysPT), which improves kinematics-based motion estimates and infers motion forces. PhysPT exploits a Transformer encoder-decoder backbone to effectively learn human dynamics in a self-supervised manner. Moreover, it incorporates physics principles governing human motion. Specifically, we build a physics-based body representation and contact force model. We leverage them to impose novel physics-inspired training losses (i.e., force loss, contact loss, and Euler-Lagrange loss), enabling PhysPT to capture physical properties of the human body and the forces it experiences. Experiments demonstrate that, once trained, PhysPT can be directly applied to kinematics-based estimates to significantly enhance their physical plausibility and generate favourable motion forces. Furthermore, we show that these physically meaningful quantities translate into improved accuracy of an important downstream task: human action recognition.
A variety of real-world applications rely on accurate predictions of 3D human motion from their past observations. While existing methods have made notable progress, their predictions over subsecond horizons can still be off by many centimeters. In this paper, we argue that achieving precise human motion prediction requires characterizing the fundamental physics principles governing body movements. We introduce PhysMoP, a novel framework that incorporates Physics for human Motion Prediction. PhysMoP estimates the body configuration of the next frame by solving the Euler-Lagrange equations, a set of Ordinary Different Equations describing the physical motion rules. To limit the inherent problem of error accumulation over time, PhysMoP leverages a data-driven model and iteratively guides the physics-based prediction via a fusion model. Through extensive experiments, we demonstrate that PhysMoP significantly outperforms existing approaches at subsecond prediction horizons. For example, at a prediction horizon of 80 msec, PhysMoP outperforms traditional data-driven approaches by a factor of 10 or more.
3D eye gaze estimation has emerged as an interesting and challenging task in recent years. As an attractive alternative to appearance-based models, 3D model-based gaze estimation methods are powerful because a general prior of eye anatomy or geometry has been integrated into the 3D model hence they adapt well under various head poses and illumination conditions. We present a method for constructing an anatomically accurate 3D deformable eye model from the IR images of eyes and demonstrate its application to 3D gaze estimation. The 3D eye model consists of a deformable basis capable of representing individual real-world eyeballs, corneas, irises and kappa angles. To validate the model’s accuracy, we combine it with a 3D face model (without eyeball) and perform image-based fitting to obtain eye basis coefficients The fitted eyeball is then used to compute 3D gaze direction. Evaluation results on multiple datasets show that the proposed method generalizes well across datasets and is robust under various head poses.
While 3D body reconstruction methods have made remarkable progress recently, it remains difficult to acquire the sufficiently accurate and numerous 3D supervisions required for training. In this paper, we propose KNOWN, a framework that effectively utilizes body KNOWledge and uNcertainty modeling to compensate for insufficient 3D supervisions. KNOWN exploits a comprehensive set of generic body constraints derived from well-established body knowledge. These generic constraints precisely and explicitly characterize the reconstruction plausibility and enable 3D reconstruction models to be trained without any 3D data. Moreover, existing methods typically use images from multiple datasets during training, which can result in data noise (e.g., inconsistent joint annotation) and data imbalance (e.g., minority images representing unusual poses or captured from challenging camera views). KNOWN solves these problems through a novel probabilistic framework that models both aleatoric and epistemic uncertainty. Aleatoric uncertainty is encoded in a robust Negative Log-Likelihood (NLL) training loss, while epistemic uncertainty is used to guide model refinement. Experiments demonstrate that KNOWN's body reconstruction outperforms prior weakly-supervised approaches, particularly on the challenging minority images.
Human gaze in in-the-wild and outdoor human activities is a continuous and dynamic process that is driven by the anatomical eye movements such as fixations, saccades and smooth pursuit. However, learning gaze dynamics in videos remains as a challenging task as annotating human gaze in videos is labor-expensive. In this paper, we propose a novel method for dynamic 3D gaze estimation in videos by utilizing the human interaction labels. Our model contains a temporal gaze estimator which is built upon Autoregressive Transformer structures. Besides, our model learns the spatial relationship of gaze among multiple subjects, by constructing a Human Interaction Graph from predicted gaze and update the gaze feature with a structure-aware Transformer. Our model predict future gaze conditioned on historical gaze and the gaze interactions in an autoregressive manner. We propose a multi-state training algorithm to alternately update the Interaction module and dynamic gaze estimation module, when training on a mixture of labeled and unlabeled sequences. We show significant improvements in both within-domain gaze estimation accuracy and cross-domain generalization on the physically-unconstrained gaze estimation benchmark.
3D face reconstruction and facial action unit (AU) detection have emerged as interesting and challenging tasks in recent years, but are rarely performed in tandem. Image-based 3D face reconstruction, which can represent a dense space of facial motions, is typically accomplished by estimating identity, expression, texture, head pose, and illumination separately via pre-constructed 3D morphable models (3DMMs). Recent 3D reconstruction models can recover high-quality geometric facial details like wrinkles and pores, but are still limited in their ability to recover 3D subtle motions caused by the activation of AUs. We present a multi-stage learning framework that recovers AU-interpretable 3D facial details by learning personalized AU-specific blendshapes from images. Our model explicitly learns 3D expression basis by using AU labels and generic AU relationship prior and then constrains the basis coefficients such that they are semantically mapped to each AU. Our AU-aware 3D reconstruction model generates accurate 3D expressions composed by semantically meaningful AU motion components. Furthermore, the output of the model can be directly applied to generate 3D AU occurrence predictions, which have not been fully explored by prior 3D reconstruction models. We demonstrate the effectiveness of our approach via qualitative and quantitative evaluations.
Given their installation on nearly a billion consumer devices around the world, consumers clearly enjoy using voice-driven assistants such as Alexa, Siri and Google Home, and find it compelling to interact with AI agents as quasi-human entities. Inevitably, people who are accustomed to using voice-driven assistants at home and in the car will expect to use such technologies in the workplace. What form will this take? Simple extrapolations from consumer space (e.g. running meetings or presentations) promise only modest value. I propose that AAMAS and the AI research community should pursue a bolder vision in which software agents act as quasi-human collaborators on core business intelligence tasks that entail analyzing data, diagnosing problems, and making decisions. Moreover, these business intelligence agents should communicate multi-modally, i.e. they must understand and employ speech complemented by non-verbal behaviors such as pointing, eye gaze, and facial expression. I outline requisite agent, MAS and AI technologies and pose several fundamental research challenges raised by this vision.
Competitions that directly pit software agents against one another have proven to be an effective and entertaining way to advance the state of the art in a multitude of AI domains. Less frequently, human-agent competitions have been held to gauge the relative competence of humans vs. agents, or agents vs. agents as measured indirectly by their performance against humans. We are developing a platform that supports a new type of AI competition that involves both agent-agent and human-agent interactions situated in an immersive environment. In this competition, human buyers haggle (in English) with two life-size AI agents that attempt to sell them various goods. We describe several research challenges that arise in this context, present the platform architecture and accompanying technologies, and report on early experiments with simple agents that establish feasibility and suggest that human participants enjoy the experience.
Traditionally, two approaches have been used to build intelligent room applications. Mouse-based control schemes allow developers to leverage a wealth of existing user-interaction libraries that respond to clicks and other events. However, systems built in this manner cannot distinguish among multiple users. To realize the potential of intelligent rooms to support multi-user interactions, a second approach is often used, whereby applications are custom-built for this purpose, which is costly to create and maintain. We introduce a new framework that supports building multi-user intelligent room applications in a much more general and portable way, using a combination of existing web technologies that we have extended to better enable simultaneous interactions among multiple users, plus speech recognition and voice synthesis technologies that support multi-modal interactions.
In this paper, we report on the planning and visualization capabilities of Mr.Jones – a proactive orchestrator and decision-support agent for a collaborative decision making setting embodied by a smart room. The duties of such an agent may range across interactive problem solving with other agents in the environment, developing automated summaries of meetings, visualization of the internal decision-making process, proactive data and resource management, and so on. Specifically, we focus on how the visualization of the planning and plan recognition processes forms a key component of the smart assistant, and establishes transparency in the decision-making process. We also highlight how these processes contribute to the proactive nature of the agent. We demonstrate some of these functionalities in a successful deployment of the system in the CEL – the Cognitive Environments Laboratory at IBM’s T.J. Watson Research Center (Yorktown, USA), and report on emerging deployments of the system that have turned into success stories.
In this paper, we describe a cognitive assistant that helps astrophysicists visualize and analyze exoplanet data via natural interactions. When users speak about and point to objects of interest, the assistant finds relevant data or performs requested computations, shows the results on a large display wall, and explains them with synthesized speech.
We introduce Reagent, a technology that can be used in conjunction with automated speech recognition to allow users to query and manipulate ordinary webpages via speech and pointing. Reagent can be used out-of-the-box with third-party websites, as it requires neither special instrumentation from website developers nor special domain knowledge to capture semantically-meaningful mouse interactions with structured elements such as tables and plots. When it is unable to infer mappings between domain vocabulary and visible webpage content on its own, Reagent proactively seeks help by engaging in a voice-based interaction with the user.
Most present-day voice-based assistants require that users utter a wake-up word to signify that they are addressing the assistant. While this may be acceptable for one-shot requests such as “Turn on the lights”, it becomes tiresome when one is engaged in an extended interaction with such an assistant. To support the goal of developing low-complexity, low-cost alternatives to a wake-up word, we present the results of two studies in which users engage with an assistant that infers whether it is being addressed from the user’s head orientation. In the first experiment, we collected informal user feedback regarding a relatively simple application of head orientation as a substitute for a wake-up word. We discuss that feedback and how it influenced the design of a second prototype assistant designed to correct many of the issues identified in the first experiment. The most promising insight was that users were willing to adapt to the interface, leading us to hypothesize that it would be beneficial to provide visual feedback about the assistant’s belief about the user’s attentional state. In a second experiment conducted using the improved assistant, we collected more formal user feedback on likability and usability and used it to establish that, with high confidence, head orientation combined with visual feedback is preferable to the traditional wake-up word approach. We describe the visual feedback mechanisms and quantify their usefulness in the second experiment.
The Rensselaer Mandarin Project enables a group of foreign language students to improve functional understanding, pronunciation and vocabulary in Mandarin Chinese through authentic speaking situations in a virtual visit to China. Students use speech, gestures, and combinations thereof to navigate an immersive, mixed reality, stylized realism game experience through interaction with AI agents, immersive technologies, and game mechanics. The environment was developed in a black box theater equipped with a human-scale 360◦ panoramic screen (140h, 200r), arrays of markerless motion tracking sensors, and speakers for spatial audio.
In this demonstration, we report on the visualization capabilities of an Explainable AI Planning (XAIP) agent that can support human-in-the-loop decision-making. Imposing transparency and explainability requirements on such agents is crucial for establishing human trust and common ground with an end-to-end automated planning system. Visualizing the agent's internal decision making processes is a crucial step towards achieving this. This may include externalizing the "brain" of the agent: starting from its sensory inputs, to progressively higher order decisions made by it in order to drive its planning components. We demonstrate these functionalities in the context of a smart assistant in the Cognitive Environments Laboratory at IBM's T.J. Watson Research Center.
Significant technological advancements in computer vision, natural language processing and other fields of computer science and engineering have made way for us to build new human-computer interfaces like a Cognitive Immersive Room (CIR). The CIR described in this work can “see”, “hear”, interpret and respond appropriately to a user or a group of users occupying it. However, bringing the state-of-the-art technologies together to respond to different levels of interpretations of multiple input sources under a unified system that can be easily re-configured to suit different purposes is a challenge. The possible use-cases and benefits of such a smart-room are exciting and limitless. To address this sky-high vision of a smart-room, we describe a software architecture, Cognitive Immersive Room Architecture (CIRA) that allows the room to be programmed for multiple use-cases by providing them spatial and contextual intelligence. In this project, given the relationship of the software with the physical attributes of a room, reconfigurability to various physical environments must be kept in mind. By providing resilience to changes in the lower-level devices, the architecture allows flexibility for researchers to enable different multi-modal interactions. The architecture also supports use-case and context-nesting. Thus, this work describes an architecture that enables a smart-room with multi-modal interaction, interpretation and reasoning. The CIRA supports nested contexts, multiple languages and multiple physical environments. We describe four such contexts (use-cases), two languages and two physical environments prototyped using this architecture and describe a pilot user-study.
Gerry Tesauro合作论文数Thomas J. Watson Research Center, IBM Research18
Ian Whalley合作论文数THE UNIVERSITY OF WAIKATO13
Biplav Srivastava合作论文数IBM Research7
Malgorzata Steinder合作论文数Thomas J. Watson Research Center7