189 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

    Gesture and sign language recognition with deep learning

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    StepNet: Spatial-temporal Part-aware Network for Sign Language Recognition

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    Sign language recognition (SLR) aims to overcome the communication barrier for the people with deafness or the people with hard hearing. Most existing approaches can be typically divided into two lines, i.e., Skeleton-based and RGB-based methods, but both the two lines of methods have their limitations. RGB-based approaches usually overlook the fine-grained hand structure, while Skeleton-based methods do not take the facial expression into account. In attempts to address both limitations, we propose a new framework named Spatial-temporal Part-aware network (StepNet), based on RGB parts. As the name implies, StepNet consists of two modules: Part-level Spatial Modeling and Part-level Temporal Modeling. Particularly, without using any keypoint-level annotations, Part-level Spatial Modeling implicitly captures the appearance-based properties, such as hands and faces, in the feature space. On the other hand, Part-level Temporal Modeling captures the pertinent properties over time by implicitly mining the long-short term context. Extensive experiments show that our StepNet, thanks to Spatial-temporal modules, achieves competitive Top-1 Per-instance accuracy on three widely-used SLR benchmarks, i.e., 56.89% on WLASL, 77.2% on NMFs-CSL, and 77.1% on BOBSL. Moreover, the proposed method is compatible with the optical flow input, and can yield higher performance if fused. We hope that this work can serve as a preliminary step for the people with deafness

    Deep Learning-Based Action Recognition

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    The classification of human action or behavior patterns is very important for analyzing situations in the field and maintaining social safety. This book focuses on recent research findings on recognizing human action patterns. Technology for the recognition of human action pattern includes the processing technology of human behavior data for learning, technology of expressing feature values ​​of images, technology of extracting spatiotemporal information of images, technology of recognizing human posture, and technology of gesture recognition. Research on these technologies has recently been conducted using general deep learning network modeling of artificial intelligence technology, and excellent research results have been included in this edition

    Bidirectional skeleton-based isolated sign recognition using graph convolution networks

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    To improve computer-based recognition from video of isolated signs from American Sign Language (ASL), we propose a new skeleton-based method that involves explicit detection of the start and end frames of signs, trained on the ASLLVD dataset; it uses linguistically relevant parameters based on the skeleton input. Our method employs a bidirectional learning approach within a Graph Convolutional Network (GCN) framework. We apply this method to the WLASL dataset, but with corrections to the gloss labeling to ensure consistency in the labels assigned to different signs; it is important to have a 1-1 correspondence between signs and text-based gloss labels. We achieve a success rate of 77.43% for top-1 and 94.54% for top-5 using this modified WLASL dataset. Our method, which does not require multi-modal data input, outperforms other state-of-the-art approaches on the same modified WLASL dataset, demonstrating the importance of both attention to the start and end frames of signs and the use of bidirectional data streams in the GCNs for isolated sign recognition.Published versio

    Improving gesture recognition through spatial focus of attention

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    2018 Fall.Includes bibliographical references.Gestures are a common form of human communication and important for human computer interfaces (HCI). Most recent approaches to gesture recognition use deep learning within multi- channel architectures. We show that when spatial attention is focused on the hands, gesture recognition improves significantly, particularly when the channels are fused using a sparse network. We propose an architecture (FOANet) that divides processing among four modalities (RGB, depth, RGB flow, and depth flow), and three spatial focus of attention regions (global, left hand, and right hand). The resulting 12 channels are fused using sparse networks. This architecture improves performance on the ChaLearn IsoGD dataset from a previous best of 67.71% to 82.07%, and on the NVIDIA dynamic hand gesture dataset from 83.8% to 91.28%. We extend FOANet to perform gesture recognition on continuous streams of data. We show that the best temporal fusion strategies for multi-channel networks depends on the modality (RGB vs depth vs flow field) and target (global vs left hand vs right hand) of the channel. The extended architecture achieves optimum performance using Gaussian Pooling for global channels, LSTMs for focused (left hand or right hand) flow field channels, and late Pooling for focused RGB and depth channels. The resulting system achieves a mean Jaccard Index of 0.7740 compared to the previous best result of 0.6103 on the ChaLearn ConGD dataset without first pre-segmenting the videos into single gesture clips. Human vision has α and β channels for processing different modalities in addition to spatial attention similar to FOANet. However, unlike FOANet, attention is not implemented through separate neural channels. Instead, attention is implemented through top-down excitation of neurons corresponding to specific spatial locations within the α and β channels. Motivated by the covert attention in human vision, we propose a new architecture called CANet (Covert Attention Net), that merges spatial attention channels while preserving the concept of attention. The focus layers of CANet allows it to focus attention on hands without having dedicated attention channels. CANet outperforms FOANet by achieving an accuracy of 84.79% on ChaLearn IsoGD dataset while being efficient (≈35% of FOANet parameters and ≈70% of FOANet operations). In addition to producing state-of-the-art results on multiple gesture recognition datasets, this thesis also tries to understand the behavior of multi-channel networks (a la FOANet). Multi- channel architectures are becoming increasingly common, setting the state of the art for performance in gesture recognition and other domains. Unfortunately, we lack a clear explanation of why multi-channel architectures outperform single channel ones. This thesis considers two hypotheses. The Bagging hypothesis says that multi-channel architectures succeed because they average the result of multiple unbiased weak estimators in the form of different channels. The Society of Experts (SoE) hypothesis suggests that multi-channel architectures succeed because the channels differentiate themselves, developing expertise with regard to different aspects of the data. Fusion layers then get to combine complementary information. This thesis presents two sets of experiments to distinguish between these hypotheses and both sets of experiments support the SoE hypothesis, suggesting multi-channel architectures succeed because their channels become specialized. Finally we demonstrate the practical impact of the gesture recognition techniques discussed in this thesis in the context of a sophisticated human computer interaction system. We developed a prototype system with a limited form of peer-to-peer communication in the context of blocks world. The prototype allows the users to communicate with the avatar using gestures and speech and make the avatar build virtual block structures
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