8,358 research outputs found

    A discussion on the validation tests employed to compare human action recognition methods using the MSR Action3D dataset

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    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

    Simultaneous Feature and Body-Part Learning for Real-Time Robot Awareness of Human Behaviors

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    Robot awareness of human actions is an essential research problem in robotics with many important real-world applications, including human-robot collaboration and teaming. Over the past few years, depth sensors have become a standard device widely used by intelligent robots for 3D perception, which can also offer human skeletal data in 3D space. Several methods based on skeletal data were designed to enable robot awareness of human actions with satisfactory accuracy. However, previous methods treated all body parts and features equally important, without the capability to identify discriminative body parts and features. In this paper, we propose a novel simultaneous Feature And Body-part Learning (FABL) approach that simultaneously identifies discriminative body parts and features, and efficiently integrates all available information together to enable real-time robot awareness of human behaviors. We formulate FABL as a regression-like optimization problem with structured sparsity-inducing norms to model interrelationships of body parts and features. We also develop an optimization algorithm to solve the formulated problem, which possesses a theoretical guarantee to find the optimal solution. To evaluate FABL, three experiments were performed using public benchmark datasets, including the MSR Action3D and CAD-60 datasets, as well as a Baxter robot in practical assistive living applications. Experimental results show that our FABL approach obtains a high recognition accuracy with a processing speed of the order-of-magnitude of 10e4 Hz, which makes FABL a promising method to enable real-time robot awareness of human behaviors in practical robotics applications.Comment: 8 pages, 6 figures, accepted by ICRA'1

    Disturbance Grassmann Kernels for Subspace-Based Learning

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    In this paper, we focus on subspace-based learning problems, where data elements are linear subspaces instead of vectors. To handle this kind of data, Grassmann kernels were proposed to measure the space structure and used with classifiers, e.g., Support Vector Machines (SVMs). However, the existing discriminative algorithms mostly ignore the instability of subspaces, which would cause the classifiers misled by disturbed instances. Thus we propose considering all potential disturbance of subspaces in learning processes to obtain more robust classifiers. Firstly, we derive the dual optimization of linear classifiers with disturbance subject to a known distribution, resulting in a new kernel, Disturbance Grassmann (DG) kernel. Secondly, we research into two kinds of disturbance, relevant to the subspace matrix and singular values of bases, with which we extend the Projection kernel on Grassmann manifolds to two new kernels. Experiments on action data indicate that the proposed kernels perform better compared to state-of-the-art subspace-based methods, even in a worse environment.Comment: This paper include 3 figures, 10 pages, and has been accpeted to SIGKDD'1

    3-D Human Action Recognition by Shape Analysis of Motion Trajectories on Riemannian Manifold

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    International audienceRecognizing human actions in 3D video sequences is an important open problem that is currently at the heart of many research domains including surveillance, natural interfaces and rehabilitation. However, the design and development of models for action recognition that are both accurate and efficient is a challenging task due to the variability of the human pose, clothing and appearance. In this paper, we propose a new framework to extract a compact representation of a human action captured through a depth sensor, and enable accurate action recognition. The proposed solution develops on fitting a human skeleton model to acquired data so as to represent the 3D coordinates of the joints and their change over time as a trajectory in a suitable action space. Thanks to such a 3D joint-based framework, the proposed solution is capable to capture both the shape and the dynamics of the human body simultaneously. The action recognition problem is then formulated as the problem of computing the similarity between the shape of trajectories in a Riemannian manifold. Classification using kNN is finally performed on this manifold taking advantage of Riemannian geometry in the open curve shape space. Experiments are carried out on four representative benchmarks to demonstrate the potential of the proposed solution in terms of accuracy/latency for a low-latency action recognition. Comparative results with state-of-the-art methods are reported

    Human gesture classification by brute-force machine learning for exergaming in physiotherapy

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    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

    Birdie see, Birdie do: Zebra finch observational learning in three cognitive domains with discussion of cerebellar involvement

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    Observational learning is a cognitive ability that allows individuals to acquire information or skills through watching others. Examples of observational learning can be seen in all major vertebrate groups and some invertebrates. Observational learning may confer a selective advantage to animals due to improvements in decision-making and increased behavioral flexibility. While studies of animals’ observational learning capabilities and the types of information acquired have been examined in many species, multiple types of observational learning have rarely been examined in non-rodent species in controlled laboratory experiments. Additionally, only recently have the neural mechanisms that support observational learning been examined. I sought to expand our understanding of avian observational learning and explore the role of the cerebellum in information acquisition. Using zebra finches I tested three types of observational learning (stimulus enhancement, observational conditioning, and imitation). I found that female zebra finches selected males based on observations of the traits of the females paired with the males but not based on observation of simply whether the male was associated with a female. Zebra finches were found to be capable of learning about the threat value of a stimulus by witnessing conspecifics undergoing tone-shock fear conditioning. However, I found no evidence that spatial information could be acquired via observation. I worked toward the goal of determining a role of the avian cerebellum in fear conditioning. Lesions of the lateral cerebellar nuclei did not interfere with fear conditioning. As humans and rodents are capable of all of these types of observational learning and have cerebellar involvement in fear conditioning, these findings illustrate a lack of conservation in observational learning and the role of the cerebellum in specific tasks across vertebrate classes. The ecological relevance of the type of information required for survival and reproduction has likely driven the evolution of observational learning in vertebrates as zebra finch ecology makes it unlikely that acquiring spatial information from conspecifics would affect fitness. Conservation of cerebellar contributions to fear conditioning may be conserved but the specific circuits involved may differ
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