# Loose Social-Interaction Recognition in Real-world Therapy Scenarios

arXiv: https://arxiv.org/abs/2409.20270 · HTML: https://mlsanity.com/paper/2409.20270/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 25 of its 40 references that are in the map.
- First posted on arXiv 30 Sep 2024.

## Builds on (most cited first, 25 of 25)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [DINOv2: Learning Robust Visual Features without Supervision](https://mlsanity.com/paper/2304.07193/) (2023)
- [Layer Normalization](https://mlsanity.com/paper/1607.06450/) (2016)
- [Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset](https://mlsanity.com/paper/1705.07750/) (2017)
- [SlowFast Networks for Video Recognition](https://mlsanity.com/paper/1812.03982/) (2018)
- [VideoMAE: Masked Autoencoders are Data-Efficient Learners for Self-Supervised Video Pre-Training](https://mlsanity.com/paper/2203.12602/) (2022)
- [Video Swin Transformer](https://mlsanity.com/paper/2106.13230/) (2021)
- [Simple Online and Realtime Tracking with a Deep Association Metric](https://mlsanity.com/paper/1703.07402/) (2017)
- [Temporal Segment Networks: Towards Good Practices for Deep Action Recognition](https://mlsanity.com/paper/1608.00859/) (2016)
- [Multiscale Vision Transformers](https://mlsanity.com/paper/2104.11227/) (2021)
- [X3D: Expanding Architectures for Efficient Video Recognition](https://mlsanity.com/paper/2004.04730/) (2020)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [MViTv2: Improved Multiscale Vision Transformers for Classification and Detection](https://mlsanity.com/paper/2112.01526/) (2021)
- [Convolutional Two-Stream Network Fusion for Video Action Recognition](https://mlsanity.com/paper/1604.06573/) (2016)
- [Revisiting Skeleton-based Action Recognition](https://mlsanity.com/paper/2104.13586/) (2021)
- [Large-scale weakly-supervised pre-training for video action recognition](https://mlsanity.com/paper/1905.00561/) (2019)
- [ECO: Efficient Convolutional Network for Online Video Understanding](https://mlsanity.com/paper/1804.09066/) (2018)
- [Dual-path Adaptation from Image to Video Transformers](https://mlsanity.com/paper/2303.09857/) (2023)
- [Coarse-Fine Networks for Temporal Activity Detection in Videos](https://mlsanity.com/paper/2103.01302/) (2021)
- [Bodily Behaviors in Social Interaction: Novel Annotations and State-of-the-Art Evaluation](https://mlsanity.com/paper/2207.12817/) (2022)
- [Dyadformer: A Multi-modal Transformer for Long-Range Modeling of Dyadic Interactions](https://mlsanity.com/paper/2109.09487/) (2021)
- [Guided Weak Supervision for Action Recognition with Scarce Data to Assess Skills of Children with Autism](https://mlsanity.com/paper/1911.04140/) (2019)
- [Multimodal Personality Recognition using Cross-Attention Transformer and Behaviour Encoding](https://mlsanity.com/paper/2112.12180/) (2021)
- [Efficient and Accurate Skeleton-Based Two-Person Interaction Recognition Using Inter- and Intra-body Graphs](https://mlsanity.com/paper/2207.12648/) (2022)

## Abstract (arXiv)

The computer vision community has explored dyadic interactions for atomic actions such as pushing, carrying-object, etc. However, with the advancement in deep learning models, there is a need to explore more complex dyadic situations such as loose interactions. These are interactions where two people perform certain atomic activities to complete a global action irrespective of temporal synchronisation and physical engagement, like cooking-together for example. Analysing these types of dyadic-interactions has several useful applications in the medical domain for social-skills development and mental health diagnosis. To achieve this, we propose a novel dual-path architecture to capture the loose interaction between two individuals. Our model learns global abstract features from each stream via a CNNs backbone and fuses them using a new Global-Layer-Attention module based on a cross-attention strategy. We evaluate our model on real-world autism diagnoses such as our Loose-Interaction dataset, and the publicly available Autism dataset for loose interactions. Our network achieves baseline results on the Loose-Interaction and SOTA results on the Autism datasets. Moreover, we study different social interactions by experimenting on a publicly available dataset i.e. NTU-RGB+D (interactive classes from both NTU-60 and NTU-120). We have found that different interactions require different network designs. We also compare a slightly different version of our method by incorporating time information to address tight interactions achieving SOTA results.
