Publications
Training gaze following models requires a large number of images with gaze target coordinates annotated by human annotators, which is a laborious and inherently ambiguous process. We propose the first semi-supervised method for gaze following by introducing two novel priors to the task. We obtain the first prior using a large pretrained Visual Question Answering (VQA) model, where we compute Grad-CAM heatmaps by 'prompting' the VQA model with a gaze following question. These heatmaps can be noisy and not suited for use in training. The need to refine these noisy annotations leads us to incorporate a second prior. We utilize a diffusion model trained on limited human annotations and modify the reverse sampling process to refine the Grad-CAM heatmaps. By tuning the diffusion process we achieve a trade-off between the human annotation prior and the VQA heatmap prior, which retains the useful VQA prior information while exhibiting similar properties to the training data distribution. Our method outperforms simple pseudo-annotation generation baselines on the GazeFollow image dataset. More importantly, our pseudo-annotation strategy, applied to a widely used supervised gaze following model (VAT), reduces the annotation need by 50%. Our method also performs the best on the VideoAttentionTarget dataset. Code is available at https://github.com/cvlab- stonybrook/GCDR-Gaze.git.
For computer systems to effectively interact with humans using spoken language, they need to understand how the words being generated affect the users' moment-by-moment attention. Our study focuses on the incremental prediction of attention as a person is seeing an image and hearing a referring expression defining the object in the scene that should be fixated by gaze. To predict the gaze scanpaths in this incremental object referral task, we developed the Attention in Referral Transformer model or ART, which predicts the human fixations spurred by each word in a referring expression. ART uses a multimodal transformer encoder to jointly learn gaze behavior and its underlying grounding tasks, and an autoregressive transformer decoder to predict, for each word, a variable number of fixations based on fixation history. To train ART, we created RefCOCO-Gaze, a large-scale dataset of 19,738 human gaze scanpaths, corresponding to 2,094 unique image-expression pairs, from 220 participants performing our referral task. In our quantitative and qualitative analyses, ART not only outperforms existing methods in scanpath prediction, but also appears to capture several human attention patterns, such as waiting, scanning, and verification. Code and dataset are available at: https://github.com/cvlab-stonybrook/ART.
Most models of visual attention aim at predicting either top-down or bottom-up control, as studied using different visual search and free-viewing tasks. In this paper we propose the Human Attention Transformer (HAT), a single model that predicts both forms of attention control. HAT uses a novel transformer-based architecture and a simplified foveated retina that collectively create a spatiotemporal awareness akin to the dynamic visual working memory of humans. HAT not only establishes a new state-of-the-art in predicting the scanpath of fixations made during target-present and target-absent visual search and taskless free viewing, but also makes human gaze behavior interpretable. Unlike previous methods that rely on a coarse grid of fixation cells and experience information loss due to fixation discretization, HAT features a sequential dense prediction architecture and outputs a dense heatmap for each fixation, thus avoiding discretizing fixations. HAT sets a new standard in computational attention, which emphasizes effectiveness, generality, and interpretability. HAT's demonstrated scope and applicability will likely inspire the development of new attention models that can better predict human behavior in various attention-demanding scenarios. Code is available at https://github.com/cvlab-stonybrook/HAT.
We address the challenging task of identifying, segmenting, and tracking hand-held objects, which is crucial for applications such as human action segmentation and performance evaluation. This task is particularly challenging due to heavy occlusion, rapid motion, and the transitory nature of objects being hand-held, where an object may be held, released, and subsequently picked up again. To tackle these challenges, we have developed a novel transformer-based architecture called HOIST-Former. HOIST-Former is adept at spatially and temporally segmenting hands and objects by iteratively pooling features from each other, ensuring that the processes of identification, segmentation, and tracking of hand-held objects depend on the hands' positions and their contextual appearance. We further refine HOIST-Former with a contact loss that focuses on areas where hands are in contact with objects. Moreover, we also contribute an in-the-wild video dataset called HOIST, which comprises 4,125 videos complete with bounding boxes, segmentation masks, and tracking IDs for hand-held objects. Through experiments on the HOIST dataset and two additional public datasets, we demonstrate the efficacy of HOIST-Former in segmenting and tracking hand-held objects. Project page: https://supreethn.github.io/research/hoistformer/index.html
Text-to-image generative models can generate high-quality humans, but realism is lost when generating hands. Common artifacts include irregular hand poses, shapes, incorrect numbers of fingers, and physically implausible finger orientations. To generate images with realistic hands, we propose a novel diffusion-based architecture called HanDiffuser that achieves realism by injecting hand embeddings in the generative process. HanDiffuser consists of two components: a Text-to-Hand-Params diffusion model to generate SMPL-Body and MANO-Hand parameters from input text prompts, and a Text-Guided Hand-Params-to-Image diffusion model to synthesize images by conditioning on the prompts and hand parameters generated by the previous component. We incorporate multiple aspects of hand representation, including 3D shapes and joint-level finger positions, orientations and articulations, for robust learning and reliable performance during inference. We conduct extensive quantitative and qualitative experiments and perform user studies to demonstrate the efficacy of our method in generating images with high-quality hands. Project page: https://supreethn.github.io/research/handiffuser/index.html
This study investigated relationships between online learners' self-reported attentional and cognitive states, cognitive load, situational engagement, and learning gains from a multimedia instructional module on Newton's second law. Students (N=896) estimated time spent in four states: on-screen/on-task, off-screen/on-task, onscreen/off-task (mind wandering), and off-screen/off-task. Most time was spent on-screen/on-task (62.4%). Mind wandering time negatively correlated with engagement, germane load, and learning gains. On-task time positively correlated with engagement and germane load, but off-screen/on-task time unexpectedly negatively related to germane load. Off-task time correlated negatively with engagement/germane load and positively with extraneous load. However, no attentional state significantly predicted learning gains besides mind wandering's negative impact. Self-reports revealed relationships generally aligning with cognitive load theory, though some findings differed from expectations. The results underscore examining attentional-cognitive states' influence on cognitive load, engagement, and multimedia learning outcomes.
As online learning becomes increasingly ubiquitous, a key challenge is maintaining learners' sustained attention. Using eye-tracking, together with observing and interviewing learners, we can characterize both 1) whether they are looking at their learning materials, and 2) whether they are thinking about them. Critically, eye-tracking only speaks to the first distinction, not the second. To overcome this limitation, we supplemented eye-tracking with an egocentric camera, a webcam, a retrospective recall, and mind-wandering probes to capture a 2x2 matrix of attentional/cognitive states. We then categorized N=101 learners' attentional/cognitive states while they completed a multimedia physics module. This meets two goals: 1) allowing basic research to understand the relationship between attentional/cognitive states and behavioral outcomes; and 2) facilitating applied research by generating rich ground truth for future use in training machine learning to categorize this 2x2 set of attentional states, for which eye-tracking is necessary, but not sufficient.
We propose a novel framework for interactive classagnostic object counting, where a human user can interactively provide feedback to improve the accuracy of a counter. Our framework consists of two main components: a user-friendly visualizer to gather feedback and an efficient mechanism to incorporate it. In each iteration, we produce a density map to show the current prediction result, and we segment it into non- overlapping regions with an easily verifiable number of objects. The user can provide feedback by selecting a region with obvious counting errors and specifying the range for the estimated number of objects within it. To improve the counting result, we develop a novel adaptation loss to force the visual counter to output the predicted count within the userspecified range. For effective and efficient adaptation, we propose a refinement module that can be used with any density-based visual counter, and only the parameters in the refinement module will be updated during adaptation. Our experiments on two challenging class-agnostic object counting benchmarks, FSCD-LVIS and FSC-147, show that our method can reduce the mean absolute error of multiple state-of-the-art visual counters by roughly 30% to 40% with minimal user input. Our project can be found at https://yifehuang97.github.io/ICACountProjectPage/.
Gaze following aims to predict where a person is looking in a scene, by predicting the target location, or indicating that the target is located outside the image. Recent works detect the gaze target by training a heatmap regression task with a pixel-wise mean-square error (MSE) loss, while formulating the in/out prediction task as a binary classification task. This training formulation puts a strict, pixel-level constraint in higher resolution on the single annotation available in training, and does not consider annotation variance and the correlation between the two subtasks. To address these issues, we introduce the patch distribution prediction (PDP) method. We replace the in/out prediction branch in previous models with the PDP branch, by predicting a patch-level gaze distribution that also considers the outside cases. Experiments show that our model regularizes the MSE loss by predicting better heatmap distributions on images with larger annotation variances, meanwhile bridging the gap between the target prediction and in/out prediction subtasks, showing a significant improvement in performance on both subtasks on public gaze following datasets.
Learning using Computer-Assisted Instruction (CAI) demands a high level of attention given the tendency to be distracted and mind-wander. How does the online STEM instructor know when learners are having attentional problems and the extent to which these problems affect learning? In the present study, the visual attentional and cognitive state of physics graduate students were probed while they went through a multimedia instructional module to refresh their knowledge of Newton's II Law. Data from an eye tracker, webcam, egocentric glasses, screen recording, and mouse and keyboard events were integrated to record learners' attention overt attention to the learning environment (+/-) and thinking about learning content (+/-) to analyze students' attention spans during learning from this module. On average, learners were found to be on-task and on-screen for a vast majority of time, with evidence of mind wandering. The learning module improved the participants efficiency with which they answered the questions correctly on a post-test relative to the pre-test. Further, there is a positive albeit statistically non-significant correlation between the improvement from pre- to post-test efficiency and the time spent on-screen and on-task during the module.


