no code implementations • ECCV 2020 • Michael S. Ryoo, AJ Piergiovanni, Juhana Kangaspunta, Anelia Angelova
We create a family of powerful video models which are able to: (i) learn interactions between semantic object information and raw appearance and motion features, and (ii) deploy attention in order to better learn the importance of features at each convolutional block of the network.
no code implementations • 6 Sep 2023 • David B. D'Ambrosio, Jonathan Abelian, Saminda Abeyruwan, Michael Ahn, Alex Bewley, Justin Boyd, Krzysztof Choromanski, Omar Cortes, Erwin Coumans, Tianli Ding, Wenbo Gao, Laura Graesser, Atil Iscen, Navdeep Jaitly, Deepali Jain, Juhana Kangaspunta, Satoshi Kataoka, Gus Kouretas, Yuheng Kuang, Nevena Lazic, Corey Lynch, Reza Mahjourian, Sherry Q. Moore, Thinh Nguyen, Ken Oslund, Barney J Reed, Krista Reymann, Pannag R. Sanketi, Anish Shankar, Pierre Sermanet, Vikas Sindhwani, Avi Singh, Vincent Vanhoucke, Grace Vesom, Peng Xu
We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets.
no code implementations • 14 Apr 2021 • Juhana Kangaspunta, AJ Piergiovanni, Rico Jonschkowski, Michael Ryoo, Anelia Angelova
A common strategy to video understanding is to incorporate spatial and motion information by fusing features derived from RGB frames and optical flow.
Ranked #5 on Action Classification on Toyota Smarthome dataset
1 code implementation • 18 Aug 2020 • Michael S. Ryoo, AJ Piergiovanni, Juhana Kangaspunta, Anelia Angelova
We create a family of powerful video models which are able to: (i) learn interactions between semantic object information and raw appearance and motion features, and (ii) deploy attention in order to better learn the importance of features at each convolutional block of the network.
Ranked #4 on Action Classification on Toyota Smarthome dataset
no code implementations • 13 Dec 2019 • Steven Schwarcz, Peng Xu, David D'Ambrosio, Juhana Kangaspunta, Anelia Angelova, Huong Phan, Navdeep Jaitly
The corpus consists of ping pong play with three main annotation streams that can be used to learn tracking and action recognition models -- tracking of the ping pong ball and poses of humans in the videos and the spin of the ball being hit by humans.