12,200 research outputs found
Covariate conscious approach for Gait recognition based upon Zernike moment invariants
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
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
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
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
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