skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Increasing Importance of Joint Analysis of Audio and Video in Computer Vision: A Survey
The joint analysis of audio and video is a powerful tool that can be applied to various contexts, including action, speech, and sound recognition, audio-visual video parsing, emotion recognition in affective computing, and self-supervised training of deep learning models. Solving these problems often involves tackling core audio-visual tasks, such as audio-visual source localization, audio-visual correspondence, and audio-visual source separation, which can be combined in various ways to achieve the desired results. This paper provides a review of the literature in this area, discussing the advancements, history, and datasets of audio-visual learning methods for various application domains. It also presents an overview of the reported performances on standard datasets and suggests promising directions for future research.  more » « less
Award ID(s):
1956050
PAR ID:
10545662
Author(s) / Creator(s):
;
Publisher / Repository:
IEEE
Date Published:
Journal Name:
IEEE Access
Volume:
12
ISSN:
2169-3536
Page Range / eLocation ID:
59399 to 59430
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Access to high-quality data is an important barrier in the digital analysis of urban settings, including applications within computer vision and urban design. Diverse forms of data collected from sensors in areas of high activity in the urban environment, particularly at street intersections, are valuable resources for researchers interpreting the dynamics between vehicles, pedestrians, and the built environment. In this paper, we present a high-resolution audio, video, and LiDAR dataset of three urban intersections in Brooklyn, New York, totaling almost 8 unique hours. The data were collected with custom Reconfigurable Environmental Intelligence Platform (REIP) sensors that were designed with the ability to accurately synchronize multiple video and audio inputs. The resulting data are novel in that they are inclusively multimodal, multi-angular, high-resolution, and synchronized. We demonstrate four ways the data could be utilized — (1) to discover and locate occluded objects using multiple sensors and modalities, (2) to associate audio events with their respective visual representations using both video and audio modes, (3) to track the amount of each type of object in a scene over time, and (4) to measure pedestrian speed using multiple synchronized camera views. In addition to these use cases, our data are available for other researchers to carry out analyses related to applying machine learning to understanding the urban environment (in which existing datasets may be inadequate), such as pedestrian-vehicle interaction modeling and pedestrian attribute recognition. Such analyses can help inform decisions made in the context of urban sensing and smart cities, including accessibility-aware urban design and Vision Zero initiatives. 
    more » « less
  2. By employing generative deep learning techniques, Deepfakes are created with the intent to create mistrust in society, manipulate public opinion and political decisions, and for other malicious purposes such as blackmail, scamming, and even cyberstalking. As realistic deepfake may involve manipulation of either audio or video or both, thus it is important to explore the possibility of detecting deepfakes through the inadequacy of generative algorithms to synchronize audio and visual modalities. Prevailing performant methods, either detect audio or video cues for deepfakes detection while few ensemble the results after predictions on both modalities without inspecting relationship between audio and video cues. Deepfake detection using joint audiovisual representation learning is not explored much. Therefore, this paper proposes a unified multimodal framework, Multimodaltrace, which extracts learned channels from audio and visual modalities, mixes them independently in IntrAmodality Mixer Layer (IAML), processes them jointly in IntErModality Mixer Layers (IEML) from where it is fed to multilabel classification head. Empirical results show the effectiveness of the proposed framework giving state-of-the-art accuracy of 92.9% on the FakeAVCeleb dataset. The cross-dataset evaluation of the proposed framework on World Leaders and Presidential Deepfake Detection Datasets gives an accuracy of 83.61% and 70% respectively. The study also provides insights into how the model focuses on different parts of audio and visual features through integrated gradient analysis 
    more » « less
  3. Children learn powerful internal models of the world around them from a few years of egocentric visual experience. Can such internal models be learned from a child's visual experience with highly generic learning algorithms or do they require strong inductive biases? Recent advances in collecting large-scale, longitudinal, developmentally realistic video datasets and generic self-supervised learning (SSL) algorithms are allowing us to begin to tackle this nature vs. nurture question. However, existing work typically focuses on image-based SSL algorithms and visual capabilities that can be learned from static images (e.g. object recognition), thus ignoring temporal aspects of the world. To close this gap, here we train self-supervised video models on longitudinal, egocentric headcam recordings collected from a child over a two year period in their early development (6-31 months). The resulting models are highly effective at facilitating the learning of action concepts from a small number of labeled examples; they have favorable data size scaling properties; and they display emergent video interpolation capabilities. Video models also learn more robust object representations than image-based models trained with the exact same data. These results suggest that important temporal aspects of a child's internal model of the world may be learnable from their visual experience using highly generic learning algorithms and without strong inductive biases. 
    more » « less
  4. Generating realistic audio for human actions is critical for applications such as film sound effects and virtual reality games. Existing methods assume complete correspondence between video and audio during training, but in real-world settings, many sounds occur off-screen or weakly correspond to visuals, leading to uncontrolled ambient sounds or hallucinations at test time. This paper introduces AV-LDM, a novel ambient-aware audio generation model that disentangles foreground action sounds from ambient background noise in in-the-wild training videos. The approach leverages a retrieval-augmented generation framework to synthesize audio that aligns both semantically and temporally with the visual input. Trained and evaluated on Ego4D and EPIC-KITCHENS datasets, along with the newly introduced Ego4D-Sounds dataset (1.2M curated clips with action-audio correspondence), the model outperforms prior methods, enables controllable ambient sound generation, and shows promise for generalization to synthetic video game clips. This work is the first to emphasize faithful video-to-audio generation focused on observed visual content despite noisy, uncurated training data. 
    more » « less
  5. Video and animation are common ways of delivering concepts that cannot be easily communicated through text. This visual information is often inaccessible to blind and visually impaired people, and alternative representations such as Braille and audio may leave out important details. Audio-haptic displays with along with supplemental descriptions allow for the presentation of complex spatial information, along with accompanying description. We introduce the Haptic Video Player, a system for authoring and presenting audio-haptic content from videos. The Haptic Video Player presents video using mobile robots that can be touched as they move over a touch screen. We describe the design of the Haptic Video Player system, and present user studies with educators and blind individuals that demonstrate the ability of this system to render dynamic visual content non-visually. 
    more » « less