255,110 research outputs found
A robust and efficient video representation for action recognition
This paper introduces a state-of-the-art video representation and applies it
to efficient action recognition and detection. We first propose to improve the
popular dense trajectory features by explicit camera motion estimation. More
specifically, we extract feature point matches between frames using SURF
descriptors and dense optical flow. The matches are used to estimate a
homography with RANSAC. To improve the robustness of homography estimation, a
human detector is employed to remove outlier matches from the human body as
human motion is not constrained by the camera. Trajectories consistent with the
homography are considered as due to camera motion, and thus removed. We also
use the homography to cancel out camera motion from the optical flow. This
results in significant improvement on motion-based HOF and MBH descriptors. We
further explore the recent Fisher vector as an alternative feature encoding
approach to the standard bag-of-words histogram, and consider different ways to
include spatial layout information in these encodings. We present a large and
varied set of evaluations, considering (i) classification of short basic
actions on six datasets, (ii) localization of such actions in feature-length
movies, and (iii) large-scale recognition of complex events. We find that our
improved trajectory features significantly outperform previous dense
trajectories, and that Fisher vectors are superior to bag-of-words encodings
for video recognition tasks. In all three tasks, we show substantial
improvements over the state-of-the-art results
SpatioTemporal LBP and shape feature for human activity representation and recognition
In this paper, we propose a histogram based feature to represent and recognize human action in video sequences. Motion History Image (MHI) merges a video sequence into a single image. However, in this method, we use Directional Motion History Image (DMHI) to create four directional spatiotemporal templates. We, then, extract the Local Binary Pattern (LBP) from those templates. Then, spatiotemporal LBP histograms are formed to represent the distribution of those patterns which makes the feature vector. We also use shape feature taken from three selective snippets and concatenate them with the LBP histograms. We measure the performance of the proposed representation method along with some variants of it by experimenting on the Weizmann action dataset. Higher recognition rates found in the experiment suggest that, compared to complex representation, the proposed simple and compact representation can achieve robust recognition of human activity for practical use
Learning to recognise 3D human action from a new skeleton-based representation using deep convolutional neural networks
Recognising human actions in untrimmed videos is an important challenging task. An effective three-dimensional (3D) motion representation and a powerful learning model are two key factors influencing recognition performance. In this study, the authors introduce a new skeleton-based representation for 3D action recognition in videos. The key idea of the proposed representation is to transform 3D joint coordinates of the human body carried in skeleton sequences into RGB images via a colour encoding process. By normalising the 3D joint coordinates and dividing each skeleton frame into five parts, where the joints are concatenated according to the order of their physical connections, the colour-coded representation is able to represent spatio-temporal evolutions of complex 3D motions, independently of the length of each sequence. They then design and train different deep convolutional neural networks based on the residual network architecture on the obtained image-based representations to learn 3D motion features and classify them into classes. Their proposed method is evaluated on two widely used action recognition benchmarks: MSR Action3D and NTU-RGB+D, a very large-scale dataset for 3D human action recognition. The experimental results demonstrate that the proposed method outperforms previous state-of-the-art approaches while requiring less computation for training and prediction
Perception of biological motion from size-invariant body representations
The visual recognition of action is one of the socially most important and computationally demanding capacities of the human visual system. It combines visual shape recognition with complex non-rigid motion perception. Action presented as a point-light animation is a striking visual experience for anyone who sees it for the first time. Information about the shape and posture of the human body is sparse in point-light animations, but it is essential for action recognition. In the posturo-temporal filter model of biological motion perception posture information is picked up by visual neurons tuned to the form of the human body before body motion is calculated. We tested whether point-light stimuli are processed through posture recognition of the human body form by using a typical feature of form recognition, namely size invariance. We constructed a point-light stimulus that can only be perceived through a size-invariant mechanism. This stimulus changes rapidly in size from one image to the next. It thus disrupts continuity of early visuo-spatial properties but maintains continuity of the body posture representation. Despite this massive manipulation at the visuo-spatial level, size-changing point-light figures are spontaneously recognized by naive observers, and support discrimination of human body motion
A new framework of human interaction recognition based on multiple stage probability fusion
Visual-based human interactive behavior recognition is a challenging research topic in computer vision. There exist some important problems in the current interaction recognition algorithms, such as very complex feature representation and inaccurate feature extraction induced by wrong human body segmentation. In order to solve these problems, a novel human interaction recognition method based on multiple stage probability fusion is proposed in this paper. According to the human body’s contact in interaction as a cut-off point, the process of the interaction can be divided into three stages: start stage, execution stage and end stage. Two persons’ motions are respectively extracted and recognizes in the start stage and the finish stage when there is no contact between those persons. The two persons’ motion is extracted as a whole and recognized in the execution stage. In the recognition process, the final recognition results are obtained by the weighted fusing these probabilities in different stages. The proposed method not only simplifies the extraction and representation of features, but also avoids the wrong feature extraction caused by occlusion. Experiment results on the UT-interaction dataset demonstrated that the proposed method results in a better performance than other recent interaction recognition methods
A new framework of human interaction recognition based on multiple stage probability fusion
Visual-based human interactive behavior recognition is a challenging research topic in computer vision. There exist some important problems in the current interaction recognition algorithms, such as very complex feature representation and inaccurate feature extraction induced by wrong human body segmentation. In order to solve these problems, a novel human interaction recognition method based on multiple stage probability fusion is proposed in this paper. According to the human body’s contact in interaction as a cut-off point, the process of the interaction can be divided into three stages: start stage, execution stage and end stage. Two persons’ motions are respectively extracted and recognizes in the start stage and the finish stage when there is no contact between those persons. The two persons’ motion is extracted as a whole and recognized in the execution stage. In the recognition process, the final recognition results are obtained by the weighted fusing these probabilities in different stages. The proposed method not only simplifies the extraction and representation of features, but also avoids the wrong feature extraction caused by occlusion. Experiment results on the UT-interaction dataset demonstrated that the proposed method results in a better performance than other recent interaction recognition methods
Learning to Recognize 3D Human Action from A New Skeleton-based Representation Using Deep Convolutional Neural Networks
Recognizing human actions in untrimmed videos is an important challenging task. An effective 3D motion representation and a powerful learning model are two key factors influencing recognition performance. In this paper we introduce a new skeletonbased
representation for 3D action recognition in videos. The key idea of the proposed representation is to transform 3D joint coordinates of the human body carried in skeleton sequences into RGB images via a color encoding process. By normalizing the
3D joint coordinates and dividing each skeleton frame into five parts, where the joints are concatenated according to the order of their physical connections, the color-coded representation is able to represent spatio-temporal evolutions of complex 3D motions,
independently of the length of each sequence. We then design and train different Deep Convolutional Neural Networks (D-CNNs) based on the Residual Network architecture (ResNet) on the obtained image-based representations to learn 3D motion features
and classify them into classes. Our method is evaluated on two widely used action recognition benchmarks: MSR Action3D and NTU-RGB+D, a very large-scale dataset for 3D human action recognition. The experimental results demonstrate that the proposed
method outperforms previous state-of-the-art approaches whilst requiring less computation for training and prediction.This research was carried out at the Cerema Research Center
(CEREMA) and Toulouse Institute of Computer Science Research
(IRIT), Toulouse, France. Sergio A. Velastin is grateful for funding
received from the Universidad Carlos III de Madrid, the European
Union’s Seventh Framework Programme for Research, Technological
Development and demonstration under grant agreement
N. 600371, el Ministerio de Economia, Industria y Competitividad
(COFUND2013-51509) el Ministerio de Educación, cultura y
Deporte (CEI-15-17) and Banco Santander
Simple and Complex Human Action Recognition in Constrained and Unconstrained Videos
Human action recognition plays a crucial role in visual learning applications such as video understanding and surveillance, video retrieval, human-computer interactions, and autonomous driving systems. A variety of methodologies have been proposed for human action recognition via developing of low-level features along with the bag-of-visual-word models. However, much less research has been performed on the compound of pre-processing, encoding and classification stages. This dissertation focuses on enhancing the action recognition performances via ensemble learning, hybrid classifier, hierarchical feature representation, and key action perception methodologies. Action variation is one of the crucial challenges in video analysis and action recognition. We address this problem by proposing the hybrid classifier (HC) to discriminate actions which contain similar forms of motion features such as walking, running, and jogging. Aside from that, we show and proof that the fusion of various appearance-based and motion features can boost the simple and complex action recognition performance. The next part of the dissertation introduces pooled-feature representation (PFR) which is derived from a double phase encoding framework (DPE). Considering that a given unconstrained video is composed of a sequence of simple frames, the first phase of DPE generates temporal sub-volumes from the video and represents them individually by employing the proposed improved rank pooling (IRP) method. The second phase constructs the pool of features by fusing the represented vectors from the first phase. The pool is compressed and then encoded to provide video-parts vector (VPV). The DPE framework allows distilling the video representation and hierarchically extracting new information. Compared with recent video encoding approaches, VPV can preserve the higher-level information through standard encoding of low-level features in two phases. Furthermore, the encoded vectors from both phases of DPE are fused along with a compression stage to develop PFR
Skeletal Movement to Color Map: A Novel Representation for 3D Action Recognition with Inception Residual Networks
This paper has been presented at : 25th IEEE International Conference on Image Processing (ICIP)We propose a novel skeleton-based representation for 3D action recognition in videos using Deep Convolutional Neural Networks (D-CNNs). Two key issues have been addressed: First, how to construct a robust representation that easily captures the spatial-temporal evolutions of motions from skeleton sequences. Second, how to design D-CNNs capable of learning discriminative features from the new representation in a effective manner. To address these tasks, a skeleton-based representation, namely, SPMF (Skeleton Pose-Motion Feature) is proposed. The SPMFs are built from two of the most important properties of a human action: postures and their motions. Therefore, they are able to effectively represent complex actions. For learning and recognition tasks, we design and optimize new D-CNNs based on the idea of Inception Residual networks to predict actions from SPMFs. Our method is evaluated on two challenging datasets including MSR Action3D and NTU-RGB+D. Experimental results indicated that the proposed method surpasses state-of-the-art methods whilst requiring less computation
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