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Synthesizing human motion through learning techniques is becoming an increasingly popular approach to alleviating the requirement of new data capture to produce animations. Learning to move naturally from music, i.e., to dance, is one of…
This paper investigates body bones from skeleton data for skeleton based action recognition. Body joints, as the direct result of mature pose estimation technologies, are always the key concerns of traditional action recognition methods.…
We study the problem of graph structure identification, i.e., of recovering the graph of dependencies among time series. We model these time series data as components of the state of linear stochastic networked dynamical systems. We assume…
Recent progress in stochastic motion prediction, i.e., predicting multiple possible future human motions given a single past pose sequence, has led to producing truly diverse future motions and even providing control over the motion of some…
Pedestrian trajectory prediction is an essential and challenging task for a variety of real-life applications such as autonomous driving and robotic motion planning. Besides generating a single future path, predicting multiple plausible…
Skeleton-based action recognition has achieved remarkable results in human action recognition with the development of graph convolutional networks (GCNs). However, the recent works tend to construct complex learning mechanisms with…
A skeleton representation of the human body has been proven to be effective for this task. The skeletons are presented in graphs form-like. However, the topology of a graph is not structured like Euclidean-based data. Therefore, a new set…
Accurate temporal segmentation of human actions is critical for intelligent robots in collaborative settings, where a precise understanding of sub-activity labels and their temporal structure is essential. However, the inherent noise in…
In the context of dynamic emission tomography, the conventional processing pipeline consists of independent image reconstruction of single time frames, followed by the application of a suitable kinetic model to time activity curves (TACs)…
Many scientific and engineering processes produce spatially unstructured data. However, most data-driven models require a feature matrix that enforces both a set number and order of features for each sample. They thus cannot be easily…
Conventional image retrieval techniques for Structure-from-Motion (SfM) suffer from the limit of effectively recognizing repetitive patterns and cannot guarantee to create just enough match pairs with high precision and high recall. In this…
Modeling animatable human avatars from videos is a long-standing and challenging problem. While conventional methods require per-instance optimization, recent feed-forward methods have been proposed to generate 3D Gaussians with a learnable…
Graph convolutional networks (GCNs) are an effective skeleton-based human action recognition (HAR) technique. GCNs enable the specification of CNNs to a non-Euclidean frame that is more flexible. The previous GCN-based models still have a…
Better machine understanding of pedestrian behaviors enables faster progress in modeling interactions between agents such as autonomous vehicles and humans. Pedestrian trajectories are not only influenced by the pedestrian itself but also…
Tactile and kinesthetic perceptions are crucial for human dexterous manipulation, enabling reliable grasping of objects via proprioceptive sensorimotor integration. For robotic hands, even though acquiring such tactile and kinesthetic…
Prediction of human motions is key for safe navigation of autonomous robots among humans. In cluttered environments, several motion hypotheses may exist for a pedestrian, due to its interactions with the environment and other pedestrians.…
Graph-based reasoning over skeleton data has emerged as a promising approach for human action recognition. However, the application of prior graph-based methods, which predominantly employ whole temporal sequences as their input, to the…
We introduce a method to synthesize animator guided human motion across 3D scenes. Given a set of sparse (3 or 4) joint locations (such as the location of a person's hand and two feet) and a seed motion sequence in a 3D scene, our method…
We propose a computational framework to learn stylisation patterns from example drawings or writings, and then generate new trajectories that possess similar stylistic qualities. We particularly focus on the generation and stylisation of…
Human Activity Recognition (HAR) is a field of study that focuses on identifying and classifying human activities. Skeleton-based Human Activity Recognition has received much attention in recent years, where Graph Convolutional Network…