No Arabic abstract
Video Question Answering (VidQA) evaluation metrics have been limited to a single-word answer or selecting a phrase from a fixed set of phrases. These metrics limit the VidQA models application scenario. In this work, we leverage semantic roles derived from video descriptions to mask out certain phrases, to introduce VidQAP which poses VidQA as a fill-in-the-phrase task. To enable evaluation of answer phrases, we compute the relative improvement of the predicted answer compared to an empty string. To reduce the influence of language bias in VidQA datasets, we retrieve a video having a different answer for the same question. To facilitate research, we construct ActivityNet-SRL-QA and Charades-SRL-QA and benchmark them by extending three vision-language models. We further perform extensive analysis and ablative studies to guide future work.
We explore the task of Video Object Grounding (VOG), which grounds objects in videos referred to in natural language descriptions. Previous methods apply image grounding based algorithms to address VOG, fail to explore the object relation information and suffer from limited generalization. Here, we investigate the role of object relations in VOG and propose a novel framework VOGNet to encode multi-modal object relations via self-attention with relative position encoding. To evaluate VOGNet, we propose novel contrasting sampling methods to generate more challenging grounding input samples, and construct a new dataset called ActivityNet-SRL (ASRL) based on existing caption and grounding datasets. Experiments on ASRL validate the need of encoding object relations in VOG, and our VOGNet outperforms competitive baselines by a significant margin.
We addressed the challenging task of video question answering, which requires machines to answer questions about videos in a natural language form. Previous state-of-the-art methods attempt to apply spatio-temporal attention mechanism on video frame features without explicitly modeling the location and relations among object interaction occurred in videos. However, the relations between object interaction and their location information are very critical for both action recognition and question reasoning. In this work, we propose to represent the contents in the video as a location-aware graph by incorporating the location information of an object into the graph construction. Here, each node is associated with an object represented by its appearance and location features. Based on the constructed graph, we propose to use graph convolution to infer both the category and temporal locations of an action. As the graph is built on objects, our method is able to focus on the foreground action contents for better video question answering. Lastly, we leverage an attention mechanism to combine the output of graph convolution and encoded question features for final answer reasoning. Extensive experiments demonstrate the effectiveness of the proposed methods. Specifically, our method significantly outperforms state-of-the-art methods on TGIF-QA, Youtube2Text-QA, and MSVD-QA datasets. Code and pre-trained models are publicly available at: https://github.com/SunDoge/L-GCN
We propose a new attention model for video question answering. The main idea of the attention models is to locate on the most informative parts of the visual data. The attention mechanisms are quite popular these days. However, most existing visual attention mechanisms regard the question as a whole. They ignore the word-level semantics where each word can have different attentions and some words need no attention. Neither do they consider the semantic structure of the sentences. Although the Extended Soft Attention (E-SA) model for video question answering leverages the word-level attention, it performs poorly on long question sentences. In this paper, we propose the heterogeneous tree-structured memory network (HTreeMN) for video question answering. Our proposed approach is based upon the syntax parse trees of the question sentences. The HTreeMN treats the words differently where the textit{visual} words are processed with an attention module and the textit{verbal} ones not. It also utilizes the semantic structure of the sentences by combining the neighbors based on the recursive structure of the parse trees. The understandings of the words and the videos are propagated and merged from leaves to the root. Furthermore, we build a hierarchical attention mechanism to distill the attended features. We evaluate our approach on two datasets. The experimental results show the superiority of our HTreeMN model over the other attention models especially on complex questions. Our code is available on github. Our code is available at https://github.com/ZJULearning/TreeAttention
Methodologies for training visual question answering (VQA) models assume the availability of datasets with human-annotated textit{Image-Question-Answer} (I-Q-A) triplets. This has led to heavy reliance on datasets and a lack of generalization to new types of questions and scenes. Linguistic priors along with biases and errors due to annotator subjectivity have been shown to percolate into VQA models trained on such samples. We study whether models can be trained without any human-annotated Q-A pairs, but only with images and their associated textual descriptions or captions. We present a method to train models with synthetic Q-A pairs generated procedurally from captions. Additionally, we demonstrate the efficacy of spatial-pyramid image patches as a simple but effective alternative to dense and costly object bounding box annotations used in existing VQA models. Our experiments on three VQA benchmarks demonstrate the efficacy of this weakly-supervised approach, especially on the VQA-CP challenge, which tests performance under changing linguistic priors.
Performance on the most commonly used Visual Question Answering dataset (VQA v2) is starting to approach human accuracy. However, in interacting with state-of-the-art VQA models, it is clear that the problem is far from being solved. In order to stress test VQA models, we benchmark them against human-adversarial examples. Human subjects interact with a state-of-the-art VQA model, and for each image in the dataset, attempt to find a question where the models predicted answer is incorrect. We find that a wide range of state-of-the-art models perform poorly when evaluated on these examples. We conduct an extensive analysis of the collected adversarial examples and provide guidance on future research directions. We hope that this Adversarial VQA (AdVQA) benchmark can help drive progress in the field and advance the state of the art.