2,438 research outputs found
Going Deeper into First-Person Activity Recognition
We bring together ideas from recent work on feature design for egocentric
action recognition under one framework by exploring the use of deep
convolutional neural networks (CNN). Recent work has shown that features such
as hand appearance, object attributes, local hand motion and camera ego-motion
are important for characterizing first-person actions. To integrate these ideas
under one framework, we propose a twin stream network architecture, where one
stream analyzes appearance information and the other stream analyzes motion
information. Our appearance stream encodes prior knowledge of the egocentric
paradigm by explicitly training the network to segment hands and localize
objects. By visualizing certain neuron activation of our network, we show that
our proposed architecture naturally learns features that capture object
attributes and hand-object configurations. Our extensive experiments on
benchmark egocentric action datasets show that our deep architecture enables
recognition rates that significantly outperform state-of-the-art techniques --
an average increase in accuracy over all datasets. Furthermore, by
learning to recognize objects, actions and activities jointly, the performance
of individual recognition tasks also increase by (actions) and
(objects). We also include the results of extensive ablative analysis to
highlight the importance of network design decisions.
VNect: Real-time 3D Human Pose Estimation with a Single RGB Camera
We present the first real-time method to capture the full global 3D skeletal
pose of a human in a stable, temporally consistent manner using a single RGB
camera. Our method combines a new convolutional neural network (CNN) based pose
regressor with kinematic skeleton fitting. Our novel fully-convolutional pose
formulation regresses 2D and 3D joint positions jointly in real time and does
not require tightly cropped input frames. A real-time kinematic skeleton
fitting method uses the CNN output to yield temporally stable 3D global pose
reconstructions on the basis of a coherent kinematic skeleton. This makes our
approach the first monocular RGB method usable in real-time applications such
as 3D character control---thus far, the only monocular methods for such
applications employed specialized RGB-D cameras. Our method's accuracy is
quantitatively on par with the best offline 3D monocular RGB pose estimation
methods. Our results are qualitatively comparable to, and sometimes better
than, results from monocular RGB-D approaches, such as the Kinect. However, we
show that our approach is more broadly applicable than RGB-D solutions, i.e. it
works for outdoor scenes, community videos, and low quality commodity RGB
cameras.Comment: Accepted to SIGGRAPH 201
Going Deeper into Action Recognition: A Survey
Understanding human actions in visual data is tied to advances in
complementary research areas including object recognition, human dynamics,
domain adaptation and semantic segmentation. Over the last decade, human action
analysis evolved from earlier schemes that are often limited to controlled
environments to nowadays advanced solutions that can learn from millions of
videos and apply to almost all daily activities. Given the broad range of
applications from video surveillance to human-computer interaction, scientific
milestones in action recognition are achieved more rapidly, eventually leading
to the demise of what used to be good in a short time. This motivated us to
provide a comprehensive review of the notable steps taken towards recognizing
human actions. To this end, we start our discussion with the pioneering methods
that use handcrafted representations, and then, navigate into the realm of deep
learning based approaches. We aim to remain objective throughout this survey,
touching upon encouraging improvements as well as inevitable fallbacks, in the
hope of raising fresh questions and motivating new research directions for the
reader
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