11 research outputs found

    Multi-view human action recognition using 2D motion templates based on MHIs and their HOG description

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    In this study, a new multi-view human action recognition approach is proposed by exploiting low-dimensional motion information of actions. Before feature extraction, pre-processing steps are performed to remove noise from silhouettes, incurred due to imperfect, but realistic segmentation. Two-dimensional motion templates based on motion history image (MHI) are computed for each view/action video. Histograms of oriented gradients (HOGs) are used as an efficient description of the MHIs which are classified using nearest neighbor (NN) classifier. As compared with existing approaches, the proposed method has three advantages: (i) does not require a fixed number of cameras setup during training and testing stages hence missing camera-views can be tolerated, (ii) requires less memory and bandwidth requirements and hence (iii) is computationally efficient which makes it suitable for real-time action recognition. As far as the authors know, this is the first report of results on the MuHAVi-uncut dataset having a large number of action categories and a large set of camera-views with noisy silhouettes which can be used by future workers as a baseline to improve on. Experimentation results on multi-view with this dataset gives a high-accuracy rate of 95.4% using leave-one-sequence-out cross-validation technique and compares well to similar state-of-the-art approachesSergio A Velastin acknowledges the Chilean National Science and Technology Council (CONICYT) for its funding under grant CONICYT-Fondecyt Regular no. 1140209 (“OBSERVE”). He is currently funded by the Universidad Carlos III de Madrid, the European Union’s Seventh Framework Programme for research, technological development and demonstration under grant agreement nº 600371, el Ministerio de Economía y Competitividad (COFUND2013-51509) and Banco Santander

    Vision-Based 2D and 3D Human Activity Recognition

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    Vision-based human action recognition using machine learning techniques

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    The focus of this thesis is on automatic recognition of human actions in videos. Human action recognition is defined as automatic understating of what actions occur in a video performed by a human. This is a difficult problem due to the many challenges including, but not limited to, variations in human shape and motion, occlusion, cluttered background, moving cameras, illumination conditions, and viewpoint variations. To start with, The most popular and prominent state-of-the-art techniques are reviewed, evaluated, compared, and presented. Based on the literature review, these techniques are categorized into handcrafted feature-based and deep learning-based approaches. The proposed action recognition framework is then based on these handcrafted and deep learning based techniques, which are then adopted throughout the thesis by embedding novel algorithms for action recognition, both in the handcrafted and deep learning domains. First, a new method based on handcrafted approach is presented. This method addresses one of the major challenges known as “viewpoint variations” by presenting a novel feature descriptor for multiview human action recognition. This descriptor employs the region-based features extracted from the human silhouette. The proposed approach is quite simple and achieves state-of-the-art results without compromising the efficiency of the recognition process which shows its suitability for real-time applications. Second, two innovative methods are presented based on deep learning approach, to go beyond the limitations of handcrafted approach. The first method is based on transfer learning using pre-trained deep learning model as a source architecture to solve the problem of human action recognition. It is experimentally confirmed that deep Convolutional Neural Network model already trained on large-scale annotated dataset is transferable to action recognition task with limited training dataset. The comparative analysis also confirms its superior performance over handcrafted feature-based methods in terms of accuracy on same datasets. The second method is based on unsupervised deep learning-based approach. This method employs Deep Belief Networks (DBNs) with restricted Boltzmann machines for action recognition in unconstrained videos. The proposed method automatically extracts suitable feature representation without any prior knowledge using unsupervised deep learning model. The effectiveness of the proposed method is confirmed with high recognition results on a challenging UCF sports dataset. Finally, the thesis is concluded with important discussions and research directions in the area of human action recognition

    Proceedings of the NASA Conference on Space Telerobotics, volume 1

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    The theme of the Conference was man-machine collaboration in space. Topics addressed include: redundant manipulators; man-machine systems; telerobot architecture; remote sensing and planning; navigation; neural networks; fundamental AI research; and reasoning under uncertainty

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    The Dollar General: Continuous Custom Gesture Recognition Techniques At Everyday Low Prices

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    Humans use gestures to emphasize ideas and disseminate information. Their importance is apparent in how we continuously augment social interactions with motion—gesticulating in harmony with nearly every utterance to ensure observers understand that which we wish to communicate, and their relevance has not escaped the HCI community\u27s attention. For almost as long as computers have been able to sample human motion at the user interface boundary, software systems have been made to understand gestures as command metaphors. Customization, in particular, has great potential to improve user experience, whereby users map specific gestures to specific software functions. However, custom gesture recognition remains a challenging problem, especially when training data is limited, input is continuous, and designers who wish to use customization in their software are limited by mathematical attainment, machine learning experience, domain knowledge, or a combination thereof. Data collection, filtering, segmentation, pattern matching, synthesis, and rejection analysis are all non-trivial problems a gesture recognition system must solve. To address these issues, we introduce The Dollar General (TDG), a complete pipeline composed of several novel continuous custom gesture recognition techniques. Specifically, TDG comprises an automatic low-pass filter tuner that we use to improve signal quality, a segmenter for identifying gesture candidates in a continuous input stream, a classifier for discriminating gesture candidates from non-gesture motions, and a synthetic data generation module we use to train the classifier. Our system achieves high recognition accuracy with as little as one or two training samples per gesture class, is largely input device agnostic, and does not require advanced mathematical knowledge to understand and implement. In this dissertation, we motivate the importance of gestures and customization, describe each pipeline component in detail, and introduce strategies for data collection and prototype selection

    Task Allocation in Foraging Robot Swarms:The Role of Information Sharing

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    Autonomous task allocation is a desirable feature of robot swarms that collect and deliver items in scenarios where congestion, caused by accumulated items or robots, can temporarily interfere with swarm behaviour. In such settings, self-regulation of workforce can prevent unnecessary energy consumption. We explore two types of self-regulation: non-social, where robots become idle upon experiencing congestion, and social, where robots broadcast information about congestion to their team mates in order to socially inhibit foraging. We show that while both types of self-regulation can lead to improved energy efficiency and increase the amount of resource collected, the speed with which information about congestion flows through a swarm affects the scalability of these algorithms
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