101 research outputs found

    NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding

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    Research on depth-based human activity analysis achieved outstanding performance and demonstrated the effectiveness of 3D representation for action recognition. The existing depth-based and RGB+D-based action recognition benchmarks have a number of limitations, including the lack of large-scale training samples, realistic number of distinct class categories, diversity in camera views, varied environmental conditions, and variety of human subjects. In this work, we introduce a large-scale dataset for RGB+D human action recognition, which is collected from 106 distinct subjects and contains more than 114 thousand video samples and 8 million frames. This dataset contains 120 different action classes including daily, mutual, and health-related activities. We evaluate the performance of a series of existing 3D activity analysis methods on this dataset, and show the advantage of applying deep learning methods for 3D-based human action recognition. Furthermore, we investigate a novel one-shot 3D activity recognition problem on our dataset, and a simple yet effective Action-Part Semantic Relevance-aware (APSR) framework is proposed for this task, which yields promising results for recognition of the novel action classes. We believe the introduction of this large-scale dataset will enable the community to apply, adapt, and develop various data-hungry learning techniques for depth-based and RGB+D-based human activity understanding. [The dataset is available at: http://rose1.ntu.edu.sg/Datasets/actionRecognition.asp]Comment: IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI

    Technological Progression and Procedures in Microsoft Kinect Sensor

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    Kinect is a sensor technology capable of tracking any environmental phenomena by sensing it for identification. And it plays a unique and vital role in the study of identification as it recognizes every object using the sensor. However, Kinect sensors track and sense objects using their color and data with the enhancement of tracking various actions and postures. Improvisations are inhabited within the technology based on identity, digitalization, alpha channels, depth of color and sensors in Autism research. Major concepts of Kinect sensor and its enhancement features are surveyed in this paper

    A Survey of Applications and Human Motion Recognition with Microsoft Kinect

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    Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, education and performing arts, robotics, sign language recognition, retail services, workplace safety training, as well as 3D reconstructions. On the technology front, we provide an overview of the main features of both versions of the Kinect sensor together with the depth sensing technologies used, and review literatures on human motion recognition techniques used in Kinect applications. We provide a classification of motion recognition techniques to highlight the different approaches used in human motion recognition. Furthermore, we compile a list of publicly available Kinect datasets. These datasets are valuable resources for researchers to investigate better methods for human motion recognition and lower-level computer vision tasks such as segmentation, object detection and human pose estimation

    Human Motion Analysis for Efficient Action Recognition

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    Automatic understanding of human actions is at the core of several application domains, such as content-based indexing, human-computer interaction, surveillance, and sports video analysis. The recent advances in digital platforms and the exponential growth of video and image data have brought an urgent quest for intelligent frameworks to automatically analyze human motion and predict their corresponding action based on visual data and sensor signals. This thesis presents a collection of methods that targets human action recognition using different action modalities. The first method uses the appearance modality and classifies human actions based on heterogeneous global- and local-based features of scene and humanbody appearances. The second method harnesses 2D and 3D articulated human poses and analyizes the body motion using a discriminative combination of the parts’ velocities, locations, and correlations histograms for action recognition. The third method presents an optimal scheme for combining the probabilistic predictions from different action modalities by solving a constrained quadratic optimization problem. In addition to the action classification task, we present a study that compares the utility of different pose variants in motion analysis for human action recognition. In particular, we compare the recognition performance when 2D and 3D poses are used. Finally, we demonstrate the efficiency of our pose-based method for action recognition in spotting and segmenting motion gestures in real time from a continuous stream of an input video for the recognition of the Italian sign gesture language

    STUDY OF HAND GESTURE RECOGNITION AND CLASSIFICATION

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    To recognize different hand gestures and achieve efficient classification to understand static and dynamic hand movements used for communications.Static and dynamic hand movements are first captured using gesture recognition devices including Kinect device, hand movement sensors, connecting electrodes, and accelerometers. These gestures are processed using hand gesture recognition algorithms such as multivariate fuzzy decision tree, hidden Markov models (HMM), dynamic time warping framework, latent regression forest, support vector machine, and surface electromyogram. Hand movements made by both single and double hands are captured by gesture capture devices with proper illumination conditions. These captured gestures are processed for occlusions and fingers close interactions for identification of right gesture and to classify the gesture and ignore the intermittent gestures. Real-time hand gestures recognition needs robust algorithms like HMM to detect only the intended gesture. Classified gestures are then compared for the effectiveness with training and tested standard datasets like sign language alphabets and KTH datasets. Hand gesture recognition plays a very important role in some of the applications such as sign language recognition, robotics, television control, rehabilitation, and music orchestration

    Using a serious game to assess spatial memory in children and adults

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    Short-term spatial memory has traditionally been assessed using visual stimuli, but not auditory stimuli. In this paper, we design and test a serious game with auditory stimuli for assessing short-term spatial memory. The interaction is achieved by gestures (by raising your arms). The auditory stimuli are emitted by smart devices placed at different locations. A total of 70 participants (32 children and 38 adults) took part in the study. The outcomes obtained with our game were compared with traditional methods. The results indicated that the outcomes in the game for the adults were significantly greater than those obtained by the children. This result is consistent with the assumption that the ability of humans increases continuously during maturation. Correlations were found between our game and traditional methods, suggesting its validity for assessing spatial memory. The results indicate that both groups easily learn how to perform the task and are good at recalling the locations of sounds emitted from different positions. With regard to satisfaction with our game, the mean scores of the children were higher for nearly all of the questions. The mean scores for all of the questions, except one, were greater than 4 on a scale from 1 to 5. These results show the satisfaction of the participants with our game. The results suggest that our game promotes engagement and allows the assessment of spatial memory in an ecological way

    Action Recognition Using 3D Histograms of Texture and A Multi-Class Boosting Classifier

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    Human action recognition is an important yet challenging task. This paper presents a low-cost descriptor called 3D histograms of texture (3DHoTs) to extract discriminant features from a sequence of depth maps. 3DHoTs are derived from projecting depth frames onto three orthogonal Cartesian planes, i.e., the frontal, side, and top planes, and thus compactly characterize the salient information of a specific action, on which texture features are calculated to represent the action. Besides this fast feature descriptor, a new multi-class boosting classifier (MBC) is also proposed to efficiently exploit different kinds of features in a unified framework for action classification. Compared with the existing boosting frameworks, we add a new multi-class constraint into the objective function, which helps to maintain a better margin distribution by maximizing the mean of margin, whereas still minimizing the variance of margin. Experiments on the MSRAction3D, MSRGesture3D, MSRActivity3D, and UTD-MHAD data sets demonstrate that the proposed system combining 3DHoTs and MBC is superior to the state of the art
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