15,041 research outputs found

    Recognition of 3D arm movements using neural networks

    Get PDF
    [[abstract]]There are many different approaches to recognition of spatio-temporal patterns. Each has its own merits and disadvantages. In this paper we present a neural-network-based approach to spatio-temporal pattern recognition. The effectiveness of this method is evaluated by recognizing 3D arm movements involved in Taiwanese sign language (TSL).[[conferencetype]]國際[[conferencedate]]19990710~19990716[[booktype]]紙本[[conferencelocation]]Washington, DC, US

    An original framework for understanding human actions and body language by using deep neural networks

    Get PDF
    The evolution of both fields of Computer Vision (CV) and Artificial Neural Networks (ANNs) has allowed the development of efficient automatic systems for the analysis of people's behaviour. By studying hand movements it is possible to recognize gestures, often used by people to communicate information in a non-verbal way. These gestures can also be used to control or interact with devices without physically touching them. In particular, sign language and semaphoric hand gestures are the two foremost areas of interest due to their importance in Human-Human Communication (HHC) and Human-Computer Interaction (HCI), respectively. While the processing of body movements play a key role in the action recognition and affective computing fields. The former is essential to understand how people act in an environment, while the latter tries to interpret people's emotions based on their poses and movements; both are essential tasks in many computer vision applications, including event recognition, and video surveillance. In this Ph.D. thesis, an original framework for understanding Actions and body language is presented. The framework is composed of three main modules: in the first one, a Long Short Term Memory Recurrent Neural Networks (LSTM-RNNs) based method for the Recognition of Sign Language and Semaphoric Hand Gestures is proposed; the second module presents a solution based on 2D skeleton and two-branch stacked LSTM-RNNs for action recognition in video sequences; finally, in the last module, a solution for basic non-acted emotion recognition by using 3D skeleton and Deep Neural Networks (DNNs) is provided. The performances of RNN-LSTMs are explored in depth, due to their ability to model the long term contextual information of temporal sequences, making them suitable for analysing body movements. All the modules were tested by using challenging datasets, well known in the state of the art, showing remarkable results compared to the current literature methods

    Deep representation learning for human motion prediction and classification

    Full text link
    Generative models of 3D human motion are often restricted to a small number of activities and can therefore not generalize well to novel movements or applications. In this work we propose a deep learning framework for human motion capture data that learns a generic representation from a large corpus of motion capture data and generalizes well to new, unseen, motions. Using an encoding-decoding network that learns to predict future 3D poses from the most recent past, we extract a feature representation of human motion. Most work on deep learning for sequence prediction focuses on video and speech. Since skeletal data has a different structure, we present and evaluate different network architectures that make different assumptions about time dependencies and limb correlations. To quantify the learned features, we use the output of different layers for action classification and visualize the receptive fields of the network units. Our method outperforms the recent state of the art in skeletal motion prediction even though these use action specific training data. Our results show that deep feedforward networks, trained from a generic mocap database, can successfully be used for feature extraction from human motion data and that this representation can be used as a foundation for classification and prediction.Comment: This paper is published at the IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 201

    SOVEREIGN: An Autonomous Neural System for Incrementally Learning Planned Action Sequences to Navigate Towards a Rewarded Goal

    Full text link
    How do reactive and planned behaviors interact in real time? How are sequences of such behaviors released at appropriate times during autonomous navigation to realize valued goals? Controllers for both animals and mobile robots, or animats, need reactive mechanisms for exploration, and learned plans to reach goal objects once an environment becomes familiar. The SOVEREIGN (Self-Organizing, Vision, Expectation, Recognition, Emotion, Intelligent, Goaloriented Navigation) animat model embodies these capabilities, and is tested in a 3D virtual reality environment. SOVEREIGN includes several interacting subsystems which model complementary properties of cortical What and Where processing streams and which clarify similarities between mechanisms for navigation and arm movement control. As the animat explores an environment, visual inputs are processed by networks that are sensitive to visual form and motion in the What and Where streams, respectively. Position-invariant and sizeinvariant recognition categories are learned by real-time incremental learning in the What stream. Estimates of target position relative to the animat are computed in the Where stream, and can activate approach movements toward the target. Motion cues from animat locomotion can elicit head-orienting movements to bring a new target into view. Approach and orienting movements are alternately performed during animat navigation. Cumulative estimates of each movement are derived from interacting proprioceptive and visual cues. Movement sequences are stored within a motor working memory. Sequences of visual categories are stored in a sensory working memory. These working memories trigger learning of sensory and motor sequence categories, or plans, which together control planned movements. Predictively effective chunk combinations are selectively enhanced via reinforcement learning when the animat is rewarded. Selected planning chunks effect a gradual transition from variable reactive exploratory movements to efficient goal-oriented planned movement sequences. Volitional signals gate interactions between model subsystems and the release of overt behaviors. The model can control different motor sequences under different motivational states and learns more efficient sequences to rewarded goals as exploration proceeds.Riverside Reserach Institute; Defense Advanced Research Projects Agency (N00014-92-J-4015); Air Force Office of Scientific Research (F49620-92-J-0225); National Science Foundation (IRI 90-24877, SBE-0345378); Office of Naval Research (N00014-92-J-1309, N00014-91-J-4100, N00014-01-1-0624, N00014-01-1-0624); Pacific Sierra Research (PSR 91-6075-2

    Data-Driven Approach to Simulating Realistic Human Joint Constraints

    Full text link
    Modeling realistic human joint limits is important for applications involving physical human-robot interaction. However, setting appropriate human joint limits is challenging because it is pose-dependent: the range of joint motion varies depending on the positions of other bones. The paper introduces a new technique to accurately simulate human joint limits in physics simulation. We propose to learn an implicit equation to represent the boundary of valid human joint configurations from real human data. The function in the implicit equation is represented by a fully connected neural network whose gradients can be efficiently computed via back-propagation. Using gradients, we can efficiently enforce realistic human joint limits through constraint forces in a physics engine or as constraints in an optimization problem.Comment: To appear at ICRA 2018; 6 pages, 9 figures; for associated video, see https://youtu.be/wzkoE7wCbu
    • …
    corecore