13,009 research outputs found
Simultaneous Feature and Body-Part Learning for Real-Time Robot Awareness of Human Behaviors
Robot awareness of human actions is an essential research problem in robotics
with many important real-world applications, including human-robot
collaboration and teaming. Over the past few years, depth sensors have become a
standard device widely used by intelligent robots for 3D perception, which can
also offer human skeletal data in 3D space. Several methods based on skeletal
data were designed to enable robot awareness of human actions with satisfactory
accuracy. However, previous methods treated all body parts and features equally
important, without the capability to identify discriminative body parts and
features. In this paper, we propose a novel simultaneous Feature And Body-part
Learning (FABL) approach that simultaneously identifies discriminative body
parts and features, and efficiently integrates all available information
together to enable real-time robot awareness of human behaviors. We formulate
FABL as a regression-like optimization problem with structured
sparsity-inducing norms to model interrelationships of body parts and features.
We also develop an optimization algorithm to solve the formulated problem,
which possesses a theoretical guarantee to find the optimal solution. To
evaluate FABL, three experiments were performed using public benchmark
datasets, including the MSR Action3D and CAD-60 datasets, as well as a Baxter
robot in practical assistive living applications. Experimental results show
that our FABL approach obtains a high recognition accuracy with a processing
speed of the order-of-magnitude of 10e4 Hz, which makes FABL a promising method
to enable real-time robot awareness of human behaviors in practical robotics
applications.Comment: 8 pages, 6 figures, accepted by ICRA'1
Human gesture classification by brute-force machine learning for exergaming in physiotherapy
In this paper, a novel approach for human gesture classification on skeletal data is proposed for the application of exergaming in physiotherapy. Unlike existing methods, we propose to use a general classifier like Random Forests to recognize dynamic gestures. The temporal dimension is handled afterwards by majority voting in a sliding window over the consecutive predictions of the classifier. The gestures can have partially similar postures, such that the classifier will decide on the dissimilar postures. This brute-force classification strategy is permitted, because dynamic human gestures show sufficient dissimilar postures. Online continuous human gesture recognition can classify dynamic gestures in an early stage, which is a crucial advantage when controlling a game by automatic gesture recognition. Also, ground truth can be easily obtained, since all postures in a gesture get the same label, without any discretization into consecutive postures. This way, new gestures can be easily added, which is advantageous in adaptive game development. We evaluate our strategy by a leave-one-subject-out cross-validation on a self-captured stealth game gesture dataset and the publicly available Microsoft Research Cambridge-12 Kinect (MSRC-12) dataset. On the first dataset we achieve an excellent accuracy rate of 96.72%. Furthermore, we show that Random Forests perform better than Support Vector Machines. On the second dataset we achieve an accuracy rate of 98.37%, which is on average 3.57% better then existing methods
When Kernel Methods meet Feature Learning: Log-Covariance Network for Action Recognition from Skeletal Data
Human action recognition from skeletal data is a hot research topic and
important in many open domain applications of computer vision, thanks to
recently introduced 3D sensors. In the literature, naive methods simply
transfer off-the-shelf techniques from video to the skeletal representation.
However, the current state-of-the-art is contended between to different
paradigms: kernel-based methods and feature learning with (recurrent) neural
networks. Both approaches show strong performances, yet they exhibit heavy, but
complementary, drawbacks. Motivated by this fact, our work aims at combining
together the best of the two paradigms, by proposing an approach where a
shallow network is fed with a covariance representation. Our intuition is that,
as long as the dynamics is effectively modeled, there is no need for the
classification network to be deep nor recurrent in order to score favorably. We
validate this hypothesis in a broad experimental analysis over 6 publicly
available datasets.Comment: 2017 IEEE Computer Vision and Pattern Recognition (CVPR) Workshop
Gait Recognition from Motion Capture Data
Gait recognition from motion capture data, as a pattern classification
discipline, can be improved by the use of machine learning. This paper
contributes to the state-of-the-art with a statistical approach for extracting
robust gait features directly from raw data by a modification of Linear
Discriminant Analysis with Maximum Margin Criterion. Experiments on the CMU
MoCap database show that the suggested method outperforms thirteen relevant
methods based on geometric features and a method to learn the features by a
combination of Principal Component Analysis and Linear Discriminant Analysis.
The methods are evaluated in terms of the distribution of biometric templates
in respective feature spaces expressed in a number of class separability
coefficients and classification metrics. Results also indicate a high
portability of learned features, that means, we can learn what aspects of walk
people generally differ in and extract those as general gait features.
Recognizing people without needing group-specific features is convenient as
particular people might not always provide annotated learning data. As a
contribution to reproducible research, our evaluation framework and database
have been made publicly available. This research makes motion capture
technology directly applicable for human recognition.Comment: Preprint. Full paper accepted at the ACM Transactions on Multimedia
Computing, Communications, and Applications (TOMM), special issue on
Representation, Analysis and Recognition of 3D Humans. 18 pages. arXiv admin
note: substantial text overlap with arXiv:1701.00995, arXiv:1609.04392,
arXiv:1609.0693
ModDrop: adaptive multi-modal gesture recognition
We present a method for gesture detection and localisation based on
multi-scale and multi-modal deep learning. Each visual modality captures
spatial information at a particular spatial scale (such as motion of the upper
body or a hand), and the whole system operates at three temporal scales. Key to
our technique is a training strategy which exploits: i) careful initialization
of individual modalities; and ii) gradual fusion involving random dropping of
separate channels (dubbed ModDrop) for learning cross-modality correlations
while preserving uniqueness of each modality-specific representation. We
present experiments on the ChaLearn 2014 Looking at People Challenge gesture
recognition track, in which we placed first out of 17 teams. Fusing multiple
modalities at several spatial and temporal scales leads to a significant
increase in recognition rates, allowing the model to compensate for errors of
the individual classifiers as well as noise in the separate channels.
Futhermore, the proposed ModDrop training technique ensures robustness of the
classifier to missing signals in one or several channels to produce meaningful
predictions from any number of available modalities. In addition, we
demonstrate the applicability of the proposed fusion scheme to modalities of
arbitrary nature by experiments on the same dataset augmented with audio.Comment: 14 pages, 7 figure
A data augmentation methodology for training machine/deep learning gait recognition algorithms
There are several confounding factors that can reduce the accuracy of gait recognition systems. These factors can reduce the distinctiveness, or alter the features used to characterise gait; they include variations in clothing, lighting, pose and environment, such as the walking surface. Full invariance to all confounding factors is challenging in the absence of high-quality labelled training data. We introduce a simulation-based methodology and a subject-specific dataset which can be used for generating synthetic video frames and sequences for data augmentation. With this methodology, we generated a multi-modal dataset. In addition, we supply simulation files that provide the ability to simultaneously sample from several confounding variables. The basis of the data is real motion capture data of subjects walking and running on a treadmill at different speeds. Results from gait recognition experiments suggest that information about the identity of subjects is retained within synthetically generated examples. The dataset and methodology allow studies into fully-invariant identity recognition spanning a far greater number of observation conditions than would otherwise be possible
Discovery and recognition of motion primitives in human activities
We present a novel framework for the automatic discovery and recognition of
motion primitives in videos of human activities. Given the 3D pose of a human
in a video, human motion primitives are discovered by optimizing the `motion
flux', a quantity which captures the motion variation of a group of skeletal
joints. A normalization of the primitives is proposed in order to make them
invariant with respect to a subject anatomical variations and data sampling
rate. The discovered primitives are unknown and unlabeled and are
unsupervisedly collected into classes via a hierarchical non-parametric Bayes
mixture model. Once classes are determined and labeled they are further
analyzed for establishing models for recognizing discovered primitives. Each
primitive model is defined by a set of learned parameters.
Given new video data and given the estimated pose of the subject appearing on
the video, the motion is segmented into primitives, which are recognized with a
probability given according to the parameters of the learned models.
Using our framework we build a publicly available dataset of human motion
primitives, using sequences taken from well-known motion capture datasets. We
expect that our framework, by providing an objective way for discovering and
categorizing human motion, will be a useful tool in numerous research fields
including video analysis, human inspired motion generation, learning by
demonstration, intuitive human-robot interaction, and human behavior analysis
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