12,200 research outputs found

    Covariate conscious approach for Gait recognition based upon Zernike moment invariants

    Full text link
    Gait recognition i.e. identification of an individual from his/her walking pattern is an emerging field. While existing gait recognition techniques perform satisfactorily in normal walking conditions, there performance tend to suffer drastically with variations in clothing and carrying conditions. In this work, we propose a novel covariate cognizant framework to deal with the presence of such covariates. We describe gait motion by forming a single 2D spatio-temporal template from video sequence, called Average Energy Silhouette image (AESI). Zernike moment invariants (ZMIs) are then computed to screen the parts of AESI infected with covariates. Following this, features are extracted from Spatial Distribution of Oriented Gradients (SDOGs) and novel Mean of Directional Pixels (MDPs) methods. The obtained features are fused together to form the final well-endowed feature set. Experimental evaluation of the proposed framework on three publicly available datasets i.e. CASIA dataset B, OU-ISIR Treadmill dataset B and USF Human-ID challenge dataset with recently published gait recognition approaches, prove its superior performance.Comment: 11 page

    MoSculp: Interactive Visualization of Shape and Time

    Full text link
    We present a system that allows users to visualize complex human motion via 3D motion sculptures---a representation that conveys the 3D structure swept by a human body as it moves through space. Given an input video, our system computes the motion sculptures and provides a user interface for rendering it in different styles, including the options to insert the sculpture back into the original video, render it in a synthetic scene or physically print it. To provide this end-to-end workflow, we introduce an algorithm that estimates that human's 3D geometry over time from a set of 2D images and develop a 3D-aware image-based rendering approach that embeds the sculpture back into the scene. By automating the process, our system takes motion sculpture creation out of the realm of professional artists, and makes it applicable to a wide range of existing video material. By providing viewers with 3D information, motion sculptures reveal space-time motion information that is difficult to perceive with the naked eye, and allow viewers to interpret how different parts of the object interact over time. We validate the effectiveness of this approach with user studies, finding that our motion sculpture visualizations are significantly more informative about motion than existing stroboscopic and space-time visualization methods.Comment: UIST 2018. Project page: http://mosculp.csail.mit.edu

    CaloriNet: From silhouettes to calorie estimation in private environments

    Get PDF
    We propose a novel deep fusion architecture, CaloriNet, for the online estimation of energy expenditure for free living monitoring in private environments, where RGB data is discarded and replaced by silhouettes. Our fused convolutional neural network architecture is trainable end-to-end, to estimate calorie expenditure, using temporal foreground silhouettes alongside accelerometer data. The network is trained and cross-validated on a publicly available dataset, SPHERE_RGBD + Inertial_calorie. Results show state-of-the-art minimum error on the estimation of energy expenditure (calories per minute), outperforming alternative, standard and single-modal techniques.Comment: 11 pages, 7 figure

    Mining Mid-level Features for Action Recognition Based on Effective Skeleton Representation

    Get PDF
    Recently, mid-level features have shown promising performance in computer vision. Mid-level features learned by incorporating class-level information are potentially more discriminative than traditional low-level local features. In this paper, an effective method is proposed to extract mid-level features from Kinect skeletons for 3D human action recognition. Firstly, the orientations of limbs connected by two skeleton joints are computed and each orientation is encoded into one of the 27 states indicating the spatial relationship of the joints. Secondly, limbs are combined into parts and the limb's states are mapped into part states. Finally, frequent pattern mining is employed to mine the most frequent and relevant (discriminative, representative and non-redundant) states of parts in continuous several frames. These parts are referred to as Frequent Local Parts or FLPs. The FLPs allow us to build powerful bag-of-FLP-based action representation. This new representation yields state-of-the-art results on MSR DailyActivity3D and MSR ActionPairs3D
    corecore