2,250 research outputs found
A decision forest based feature selection framework for action recognition from RGB-Depth cameras
In this paper, we present an action recognition framework
leveraging data mining capabilities of random decision forests trained on
kinematic features. We describe human motion via a rich collection of
kinematic feature time-series computed from the skeletal representation
of the body in motion. We discriminatively optimize a random decision
forest model over this collection to identify the most effective subset
of features, localized both in time and space. Later, we train a support
vector machine classifier on the selected features. This approach improves
upon the baseline performance obtained using the whole feature set with
a significantly less number of features (one tenth of the original). On
MSRC-12 dataset (12 classes), our method achieves 94% accuracy. On
the WorkoutSU-10 dataset, collected by our group (10 physical exercise
classes), the accuracy is 98%. The approach can also be used to provide
insights on the spatiotemporal dynamics of human actions
A discussion on the validation tests employed to compare human action recognition methods using the MSR Action3D dataset
This paper aims to determine which is the best human action recognition
method based on features extracted from RGB-D devices, such as the Microsoft
Kinect. A review of all the papers that make reference to MSR Action3D, the
most used dataset that includes depth information acquired from a RGB-D device,
has been performed. We found that the validation method used by each work
differs from the others. So, a direct comparison among works cannot be made.
However, almost all the works present their results comparing them without
taking into account this issue. Therefore, we present different rankings
according to the methodology used for the validation in orden to clarify the
existing confusion.Comment: 16 pages and 7 table
Two-Stream RNN/CNN for Action Recognition in 3D Videos
The recognition of actions from video sequences has many applications in
health monitoring, assisted living, surveillance, and smart homes. Despite
advances in sensing, in particular related to 3D video, the methodologies to
process the data are still subject to research. We demonstrate superior results
by a system which combines recurrent neural networks with convolutional neural
networks in a voting approach. The gated-recurrent-unit-based neural networks
are particularly well-suited to distinguish actions based on long-term
information from optical tracking data; the 3D-CNNs focus more on detailed,
recent information from video data. The resulting features are merged in an SVM
which then classifies the movement. In this architecture, our method improves
recognition rates of state-of-the-art methods by 14% on standard data sets.Comment: Published in 2017 IEEE/RSJ International Conference on Intelligent
Robots and Systems (IROS
Human gesture classification by brute-force machine learning for exergaming in physiotherapy
In this paper, a novel approach for human gesture classification on skeletal data is proposed for the application of exergaming in physiotherapy. Unlike existing methods, we propose to use a general classifier like Random Forests to recognize dynamic gestures. The temporal dimension is handled afterwards by majority voting in a sliding window over the consecutive predictions of the classifier. The gestures can have partially similar postures, such that the classifier will decide on the dissimilar postures. This brute-force classification strategy is permitted, because dynamic human gestures show sufficient dissimilar postures. Online continuous human gesture recognition can classify dynamic gestures in an early stage, which is a crucial advantage when controlling a game by automatic gesture recognition. Also, ground truth can be easily obtained, since all postures in a gesture get the same label, without any discretization into consecutive postures. This way, new gestures can be easily added, which is advantageous in adaptive game development. We evaluate our strategy by a leave-one-subject-out cross-validation on a self-captured stealth game gesture dataset and the publicly available Microsoft Research Cambridge-12 Kinect (MSRC-12) dataset. On the first dataset we achieve an excellent accuracy rate of 96.72%. Furthermore, we show that Random Forests perform better than Support Vector Machines. On the second dataset we achieve an accuracy rate of 98.37%, which is on average 3.57% better then existing methods
Unsupervised Understanding of Location and Illumination Changes in Egocentric Videos
Wearable cameras stand out as one of the most promising devices for the
upcoming years, and as a consequence, the demand of computer algorithms to
automatically understand the videos recorded with them is increasing quickly.
An automatic understanding of these videos is not an easy task, and its mobile
nature implies important challenges to be faced, such as the changing light
conditions and the unrestricted locations recorded. This paper proposes an
unsupervised strategy based on global features and manifold learning to endow
wearable cameras with contextual information regarding the light conditions and
the location captured. Results show that non-linear manifold methods can
capture contextual patterns from global features without compromising large
computational resources. The proposed strategy is used, as an application case,
as a switching mechanism to improve the hand-detection problem in egocentric
videos.Comment: Submitted for publicatio
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