5 research outputs found

    Hierarchical transfer learning for online recognition of compound actions

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    Recognising human actions in real-time can provide users with a natural user interface (NUI) enabling a range of innovative and immersive applications. A NUI application should not restrict users’ movements; it should allow users to transition between actions in quick succession, which we term as compound actions. However, the majority of action recognition researchers have focused on individual actions, so their approaches are limited to recognising single actions or multiple actions that are temporally separated. This paper proposes a novel online action recognition method for fast detection of compound actions. A key contribution is our hierarchical body model that can be automatically configured to detect actions based on the low level body parts that are the most discriminative for a particular action. Another key contribution is a transfer learning strategy to allow the tasks of action segmentation and whole body modelling to be performed on a related but simpler dataset, combined with automatic hierarchical body model adaption on a more complex target dataset. Experimental results on a challenging and realistic dataset show an improvement in action recognition performance of 16% due to the introduction of our hierarchical transfer learning. The proposed algorithm is fast with an average latency of just 2 frames (66ms) and outperforms state of the art action recognition algorithms that are capable of fast online action recognition

    Incremental learning algorithms and applications

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    International audienceIncremental learning refers to learning from streaming data, which arrive over time, with limited memory resources and, ideally, without sacrificing model accuracy. This setting fits different application scenarios where lifelong learning is relevant, e.g. due to changing environments , and it offers an elegant scheme for big data processing by means of its sequential treatment. In this contribution, we formalise the concept of incremental learning, we discuss particular challenges which arise in this setting, and we give an overview about popular approaches, its theoretical foundations, and applications which emerged in the last years

    Multiple Action Recognition for Video Games (MARViG)

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    Action recognition research historically has focused on increasing accuracy on datasets in highly controlled environments. Perfect or near perfect offline action recognition accuracy on scripted datasets has been achieved. The aim of this thesis is to deal with the more complex problem of online action recognition with low latency in real world scenarios. To fulfil this aim two new multi-modal gaming datasets were captured and three novel algorithms for online action recognition were proposed. Two new gaming datasets, G3D and G3Di for real-time action recognition with multiple actions and multi-modal data were captured and publicly released. Furthermore, G3Di was captured using a novel game-sourcing method so the actions are realistic. Three novel algorithms for online action recognition with low latency were proposed. Firstly, Dynamic Feature Selection, which combines the discriminative power of Random Forests for feature selection with an ensemble of AdaBoost classifiers for dynamic classification. Secondly, Clustered Spatio-Temporal Manifolds, which modelled the dynamics of human actions with style invariant action templates that were combined with Dynamic Time Warping for execution rate invariance. Finally, a Hierarchical Transfer Learning framework, comprised of a novel transfer learning algorithm to detect compound actions in addition to hierarchical interaction detection to recognise the actions and interactions of multiple subjects. The proposed algorithms run in real-time with low latency ensuring they are suitable for a wide range of natural user interface applications including gaming. State-of-the art results were achieved for online action recognition. Experimental results indicate higher complexity of the G3Di dataset in comparison to the existing gaming datasets, highlighting the importance of this dataset for designing algorithms suitable for realistic interactive applications. This thesis has advanced the study of realistic action recognition and is expected to serve as a basis for further study within the research community
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