Publications

Explore our research publications: papers, articles, and conference proceedings from AImageLab.

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Embodied Navigation at the Art Gallery

Authors: Bigazzi, Roberto; Landi, Federico; Cascianelli, Silvia; Cornia, Marcella; Baraldi, Lorenzo; Cucchiara, Rita

Published in: LECTURE NOTES IN COMPUTER SCIENCE

Embodied agents, trained to explore and navigate indoor photorealistic environments, have achieved impressive results on standard datasets and benchmarks. So … (Read full abstract)

Embodied agents, trained to explore and navigate indoor photorealistic environments, have achieved impressive results on standard datasets and benchmarks. So far, experiments and evaluations have involved domestic and working scenes like offices, flats, and houses. In this paper, we build and release a new 3D space with unique characteristics: the one of a complete art museum. We name this environment ArtGallery3D (AG3D). Compared with existing 3D scenes, the collected space is ampler, richer in visual features, and provides very sparse occupancy information. This feature is challenging for occupancy-based agents which are usually trained in crowded domestic environments with plenty of occupancy information. Additionally, we annotate the coordinates of the main points of interest inside the museum, such as paintings, statues, and other items. Thanks to this manual process, we deliver a new benchmark for PointGoal navigation inside this new space. Trajectories in this dataset are far more complex and lengthy than existing ground-truth paths for navigation in Gibson and Matterport3D. We carry on extensive experimental evaluation using our new space for evaluation and prove that existing methods hardly adapt to this scenario. As such, we believe that the availability of this 3D model will foster future research and help improve existing solutions.

2022 Relazione in Atti di Convegno

Multimodal Attention Networks for Low-Level Vision-and-Language Navigation

Authors: Landi, Federico; Baraldi, Lorenzo; Cornia, Marcella; Corsini, Massimiliano; Cucchiara, Rita

Published in: COMPUTER VISION AND IMAGE UNDERSTANDING

Vision-and-Language Navigation (VLN) is a challenging task in which an agent needs to follow a language-specified path to reach a … (Read full abstract)

Vision-and-Language Navigation (VLN) is a challenging task in which an agent needs to follow a language-specified path to reach a target destination. The goal gets even harder as the actions available to the agent get simpler and move towards low-level, atomic interactions with the environment. This setting takes the name of low-level VLN. In this paper, we strive for the creation of an agent able to tackle three key issues: multi-modality, long-term dependencies, and adaptability towards different locomotive settings. To that end, we devise "Perceive, Transform, and Act" (PTA): a fully-attentive VLN architecture that leaves the recurrent approach behind and the first Transformer-like architecture incorporating three different modalities -- natural language, images, and low-level actions for the agent control. In particular, we adopt an early fusion strategy to merge lingual and visual information efficiently in our encoder. We then propose to refine the decoding phase with a late fusion extension between the agent's history of actions and the perceptual modalities. We experimentally validate our model on two datasets: PTA achieves promising results in low-level VLN on R2R and achieves good performance in the recently proposed R4R benchmark. Our code is publicly available at https://github.com/aimagelab/perceive-transform-and-act.

2021 Articolo su rivista

Out of the Box: Embodied Navigation in the Real World

Authors: Bigazzi, Roberto; Landi, Federico; Cornia, Marcella; Cascianelli, Silvia; Baraldi, Lorenzo; Cucchiara, Rita

Published in: LECTURE NOTES IN COMPUTER SCIENCE

The research field of Embodied AI has witnessed substantial progress in visual navigation and exploration thanks to powerful simulating platforms … (Read full abstract)

The research field of Embodied AI has witnessed substantial progress in visual navigation and exploration thanks to powerful simulating platforms and the availability of 3D data of indoor and photorealistic environments. These two factors have opened the doors to a new generation of intelligent agents capable of achieving nearly perfect PointGoal Navigation. However, such architectures are commonly trained with millions, if not billions, of frames and tested in simulation. Together with great enthusiasm, these results yield a question: how many researchers will effectively benefit from these advances? In this work, we detail how to transfer the knowledge acquired in simulation into the real world. To that end, we describe the architectural discrepancies that damage the Sim2Real adaptation ability of models trained on the Habitat simulator and propose a novel solution tailored towards the deployment in real-world scenarios. We then deploy our models on a LoCoBot, a Low-Cost Robot equipped with a single Intel RealSense camera. Different from previous work, our testing scene is unavailable to the agent in simulation. The environment is also inaccessible to the agent beforehand, so it cannot count on scene-specific semantic priors. In this way, we reproduce a setting in which a research group (potentially from other fields) needs to employ the agent visual navigation capabilities as-a-Service. Our experiments indicate that it is possible to achieve satisfying results when deploying the obtained model in the real world.

2021 Relazione in Atti di Convegno