Stanford University
Abstract:Early detection of autism, a neurodevelopmental disorder marked by social communication challenges, is crucial for timely intervention. Recent advancements have utilized naturalistic home videos captured via the mobile application GuessWhat. Through interactive games played between children and their guardians, GuessWhat has amassed over 3,000 structured videos from 382 children, both diagnosed with and without Autism Spectrum Disorder (ASD). This collection provides a robust dataset for training computer vision models to detect ASD-related phenotypic markers, including variations in emotional expression, eye contact, and head movements. We have developed a protocol to curate high-quality videos from this dataset, forming a comprehensive training set. Utilizing this set, we trained individual LSTM-based models using eye gaze, head positions, and facial landmarks as input features, achieving test AUCs of 86%, 67%, and 78%, respectively. To boost diagnostic accuracy, we applied late fusion techniques to create ensemble models, improving the overall AUC to 90%. This approach also yielded more equitable results across different genders and age groups. Our methodology offers a significant step forward in the early detection of ASD by potentially reducing the reliance on subjective assessments and making early identification more accessibly and equitable.
Abstract:In this technical report, we introduce TempT, a novel method for test time adaptation on videos by ensuring temporal coherence of predictions across sequential frames. TempT is a powerful tool with broad applications in computer vision tasks, including facial expression recognition (FER) in videos. We evaluate TempT's performance on the AffWild2 dataset as part of the Expression Classification Challenge at the 5th Workshop and Competition on Affective Behavior Analysis in the wild (ABAW). Our approach focuses solely on the unimodal visual aspect of the data and utilizes a popular 2D CNN backbone, in contrast to larger sequential or attention based models. Our experimental results demonstrate that TempT has competitive performance in comparison to previous years reported performances, and its efficacy provides a compelling proof of concept for its use in various real world applications.
Abstract:Autism Spectrum Disorder (autism) is a neurodevelopmental delay which affects at least 1 in 44 children. Like many neurological disorder phenotypes, the diagnostic features are observable, can be tracked over time, and can be managed or even eliminated through proper therapy and treatments. Yet, there are major bottlenecks in the diagnostic, therapeutic, and longitudinal tracking pipelines for autism and related delays, creating an opportunity for novel data science solutions to augment and transform existing workflows and provide access to services for more affected families. Several prior efforts conducted by a multitude of research labs have spawned great progress towards improved digital diagnostics and digital therapies for children with autism. We review the literature of digital health methods for autism behavior quantification using data science. We describe both case-control studies and classification systems for digital phenotyping. We then discuss digital diagnostics and therapeutics which integrate machine learning models of autism-related behaviors, including the factors which must be addressed for translational use. Finally, we describe ongoing challenges and potent opportunities for the field of autism data science. Given the heterogeneous nature of autism and the complexities of the relevant behaviors, this review contains insights which are relevant to neurological behavior analysis and digital psychiatry more broadly.
Abstract:Multi-Task Learning (MTL) is a growing subject of interest in deep learning, due to its ability to train models more efficiently on multiple tasks compared to using a group of conventional single-task models. However, MTL can be impractical as certain tasks can dominate training and hurt performance in others, thus making some tasks perform better in a single-task model compared to a multi-task one. Such problems are broadly classified as negative transfer, and many prior approaches in the literature have been made to mitigate these issues. One such current approach to alleviate negative transfer is to weight each of the losses so that they are on the same scale. Whereas current loss balancing approaches rely on either optimization or complex numerical analysis, none directly scale the losses based on their observed magnitudes. We propose multiple techniques for loss balancing based on scaling by the exponential moving average and benchmark them against current best-performing methods on three established datasets. On these datasets, they achieve comparable, if not higher, performance compared to current best-performing methods.
Abstract:Some of the most severe bottlenecks preventing widespread development of machine learning models for human behavior include a dearth of labeled training data and difficulty of acquiring high quality labels. Active learning is a paradigm for using algorithms to computationally select a useful subset of data points to label using metrics for model uncertainty and data similarity. We explore active learning for naturalistic computer vision emotion data, a particularly heterogeneous and complex data space due to inherently subjective labels. Using frames collected from gameplay acquired from a therapeutic smartphone game for children with autism, we run a simulation of active learning using gameplay prompts as metadata to aid in the active learning process. We find that active learning using information generated during gameplay slightly outperforms random selection of the same number of labeled frames. We next investigate a method to conduct active learning with subjective data, such as in affective computing, and where multiple crowdsourced labels can be acquired for each image. Using the Child Affective Facial Expression (CAFE) dataset, we simulate an active learning process for crowdsourcing many labels and find that prioritizing frames using the entropy of the crowdsourced label distribution results in lower categorical cross-entropy loss compared to random frame selection. Collectively, these results demonstrate pilot evaluations of two novel active learning approaches for subjective affective data collected in noisy settings.
Abstract:Computer Vision (CV) classifiers which distinguish and detect nonverbal social human behavior and mental state can aid digital diagnostics and therapeutics for psychiatry and the behavioral sciences. While CV classifiers for traditional and structured classification tasks can be developed with standard machine learning pipelines for supervised learning consisting of data labeling, preprocessing, and training a convolutional neural network, there are several pain points which arise when attempting this process for behavioral phenotyping. Here, we discuss the challenges and corresponding opportunities in this space, including handling heterogeneous data, avoiding biased models, labeling massive and repetitive data sets, working with ambiguous or compound class labels, managing privacy concerns, creating appropriate representations, and personalizing models. We discuss current state-of-the-art research endeavors in CV such as data curation, data augmentation, crowdsourced labeling, active learning, reinforcement learning, generative models, representation learning, federated learning, and meta-learning. We highlight at least some of the machine learning advancements needed for imaging classifiers to detect human social cues successfully and reliably.
Abstract:Implementing automated emotion recognition on mobile devices could provide an accessible diagnostic and therapeutic tool for those who struggle to recognize emotion, including children with developmental behavioral conditions such as autism. Although recent advances have been made in building more accurate emotion classifiers, existing models are too computationally expensive to be deployed on mobile devices. In this study, we optimized and profiled various machine learning models designed for inference on edge devices and were able to match previous state of the art results for emotion recognition on children. Our best model, a MobileNet-V2 network pre-trained on ImageNet, achieved 65.11% balanced accuracy and 64.19% F1-score on CAFE, while achieving a 45-millisecond inference latency on a Motorola Moto G6 phone. This balanced accuracy is only 1.79% less than the current state of the art for CAFE, which used a model that contains 26.62x more parameters and was unable to run on the Moto G6, even when fully optimized. This work validates that with specialized design and optimization techniques, machine learning models can become lightweight enough for deployment on mobile devices and still achieve high accuracies on difficult image classification tasks.
Abstract:Many problems such as vertex classification andlink prediction in network data can be solvedusing graph embeddings, and a number of algo-rithms are known for constructing such embed-dings. However, it is difficult to use graphs tocapture non-binary relations such as communitiesof vertices. These kinds of complex relations areexpressed more naturally as hypergraphs. Whilehypergraphs are a generalization of graphs, state-of-the-art graph embedding techniques are notadequate for solving prediction and classificationtasks on large hypergraphs accurately in reason-able time. In this paper, we introduce NetVec,a novel multi-level framework for scalable un-supervised hypergraph embedding, that can becoupled with any graph embedding algorithm toproduce embeddings of hypergraphs with millionsof nodes and hyperedges in a few minutes.
Abstract:Activity recognition computer vision algorithms can be used to detect the presence of autism-related behaviors, including what are termed "restricted and repetitive behaviors", or stimming, by diagnostic instruments. The limited data that exist in this domain are usually recorded with a handheld camera which can be shaky or even moving, posing a challenge for traditional feature representation approaches for activity detection which mistakenly capture the camera's motion as a feature. To address these issues, we first document the advantages and limitations of current feature representation techniques for activity recognition when applied to head banging detection. We then propose a feature representation consisting exclusively of head pose keypoints. We create a computer vision classifier for detecting head banging in home videos using a time-distributed convolutional neural network (CNN) in which a single CNN extracts features from each frame in the input sequence, and these extracted features are fed as input to a long short-term memory (LSTM) network. On the binary task of predicting head banging and no head banging within videos from the Self Stimulatory Behaviour Dataset (SSBD), we reach a mean F1-score of 90.77% using 3-fold cross validation (with individual fold F1-scores of 83.3%, 89.0%, and 100.0%) when ensuring that no child who appeared in the train set was in the test set for all folds. This work documents a successful technique for training a computer vision classifier which can detect human motion with few training examples and even when the camera recording the source clips is unstable. The general methods described here can be applied by designers and developers of interactive systems towards other human motion and pose classification problems used in mobile and ubiquitous interactive systems.
Abstract:Automated emotion classification could aid those who struggle to recognize emotion, including children with developmental behavioral conditions such as autism. However, most computer vision emotion models are trained on adult affect and therefore underperform on child faces. In this study, we designed a strategy to gamify the collection and the labeling of child affect data in an effort to boost the performance of automatic child emotion detection to a level closer to what will be needed for translational digital healthcare. We leveraged our therapeutic smartphone game, GuessWhat, which was designed in large part for children with developmental and behavioral conditions, to gamify the secure collection of video data of children expressing a variety of emotions prompted by the game. Through a secure web interface gamifying the human labeling effort, we gathered and labeled 2,155 videos, 39,968 emotion frames, and 106,001 labels on all images. With this drastically expanded pediatric emotion centric database (>30x larger than existing public pediatric affect datasets), we trained a pediatric emotion classification convolutional neural network (CNN) classifier of happy, sad, surprised, fearful, angry, disgust, and neutral expressions in children. The classifier achieved 66.9% balanced accuracy and 67.4% F1-score on the entirety of CAFE as well as 79.1% balanced accuracy and 78.0% F1-score on CAFE Subset A, a subset containing at least 60% human agreement on emotions labels. This performance is at least 10% higher than all previously published classifiers, the best of which reached 56.% balanced accuracy even when combining "anger" and "disgust" into a single class. This work validates that mobile games designed for pediatric therapies can generate high volumes of domain-relevant datasets to train state of the art classifiers to perform tasks highly relevant to precision health efforts.