No Arabic abstract
Explainability and interpretability are two critical aspects of decision support systems. Within computer vision, they are critical in certain tasks related to human behavior analysis such as in health care applications. Despite their importance, it is only recently that researchers are starting to explore these aspects. This paper provides an introduction to explainability and interpretability in the context of computer vision with an emphasis on looking at people tasks. Specifically, we review and study those mechanisms in the context of first impressions analysis. To the best of our knowledge, this is the first effort in this direction. Additionally, we describe a challenge we organized on explainability in first impressions analysis from video. We analyze in detail the newly introduced data set, the evaluation protocol, and summarize the results of the challenge. Finally, derived from our study, we outline research opportunities that we foresee will be decisive in the near future for the development of the explainable computer vision field.
Standard methods for video recognition use large CNNs designed to capture spatio-temporal data. However, training these models requires a large amount of labeled training data, containing a wide variety of actions, scenes, settings and camera viewpoints. In this paper, we show that current convolutional neural network models are unable to recognize actions from camera viewpoints not present in their training data (i.e., unseen view action recognition). To address this, we develop approaches based on 3D representations and introduce a new geometric convolutional layer that can learn viewpoint invariant representations. Further, we introduce a new, challenging dataset for unseen view recognition and show the approaches ability to learn viewpoint invariant representations.
Human creativity is often described as the mental process of combining associative elements into a new form, but emerging computational creativity algorithms may not operate in this manner. Here we develop an inverse problem formulation to deconstruct the products of combinatorial and compositional creativity into associative chains as a form of post-hoc interpretation that matches the human creative process. In particular, our formulation is structured as solving a traveling salesman problem through a knowledge graph of associative elements. We demonstrate our approach using an example in explaining culinary computational creativity where there is an explicit semantic structure, and two examples in language generation where we either extract explicit concepts that map to a knowledge graph or we consider distances in a word embedding space. We close by casting the length of an optimal traveling salesman path as a measure of novelty in creativity.
In this paper, we propose to disentangle and interpret contextual effects that are encoded in a pre-trained deep neural network. We use our method to explain the gaming strategy of the alphaGo Zero model. Unlike previous studies that visualized image appearances corresponding to the network output or a neural activation only from a global perspective, our research aims to clarify how a certain input unit (dimension) collaborates with other units (dimensions) to constitute inference patterns of the neural network and thus contribute to the network output. The analysis of local contextual effects w.r.t. certain input units is of special values in real applications. Explaining the logic of the alphaGo Zero model is a typical application. In experiments, our method successfully disentangled the rationale of each move during the Go game.
Making black box models explainable is a vital problem that accompanies the development of deep learning networks. For networks taking visual information as input, one basic but challenging explanation method is to identify and visualize the input pixels/regions that dominate the networks prediction. However, most existing works focus on explaining networks taking a single image as input and do not consider the temporal relationship that exists in videos. Providing an easy-to-use visual explanation method that is applicable to diversified structures of video understanding networks still remains an open challenge. In this paper, we investigate a generic perturbation-based method for visually explaining video understanding networks. Besides, we propose a novel loss function to enhance the method by constraining the smoothness of its results in both spatial and temporal dimensions. The method enables the comparison of explanation results between different network structures to become possible and can also avoid generating the pathological adversarial explanations for video inputs. Experimental comparison results verified the effectiveness of our method.
Common programming tools, like compilers, debuggers, and IDEs, crucially rely on the ability to analyse program code to reason about its behaviour and properties. There has been a great deal of work on verifying compilers and static analyses, but far less on verifying dynamic analyses such as program slicing. Recently, a new mathematical framework for slicing was introduced in which forward and backward slicing are dual in the sense that they constitute a Galois connection. This paper formalises forward and backward dynamic slicing algorithms for a simple imperative programming language, and formally verifies their duality using the Coq proof assistant.