Related papers: Interaction-GCN: A Graph Convolutional Network bas…
To enable intelligent automated driving systems, a promising strategy is to understand how human drives and interacts with road users in complicated driving situations. In this paper, we propose a 3D-aware egocentric spatial-temporal…
We present a novel Multi-Relational Graph Convolutional Network (MRGCN) based framework to model on-road vehicle behaviors from a sequence of temporally ordered frames as grabbed by a moving monocular camera. The input to MRGCN is a…
Skeleton-based action recognition has attracted considerable attention in computer vision since skeleton data is more robust to the dynamic circumstance and complicated background than other modalities. Recently, many researchers have used…
Emotion recognition in conversation (ERC) has received much attention, lately, from researchers due to its potential widespread applications in diverse areas, such as health-care, education, and human resources. In this paper, we present…
Learning graph convolutional networks (GCNs) is an emerging field which aims at generalizing convolutional operations to arbitrary non-regular domains. In particular, GCNs operating on spatial domains show superior performances compared to…
Graph convolutional networks (GCNs) have been the predominant methods in skeleton-based human action recognition, including human-human interaction recognition. However, when dealing with interaction sequences, current GCN-based methods…
Generating long-range skeleton-based human actions has been a challenging problem since small deviations of one frame can cause a malformed action sequence. Most existing methods borrow ideas from video generation, which naively treat…
Skeleton-based human action recognition has attracted much attention with the prevalence of accessible depth sensors. Recently, graph convolutional networks (GCNs) have been widely used for this task due to their powerful capability to…
Graph Convolutional Networks (GCNs) have recently been shown to be quite successful in modeling graph-structured data. However, the primary focus has been on handling simple undirected graphs. Multi-relational graphs are a more general and…
Recent studies on Graph Convolutional Networks (GCNs) reveal that the initial node representations (i.e., the node representations before the first-time graph convolution) largely affect the final model performance. However, when learning…
In this work, we address two coupled tasks of gaze prediction and action recognition in egocentric videos by exploring their mutual context. Our assumption is that in the procedure of performing a manipulation task, what a person is doing…
This paper proposes a novel study on personality recognition using video data from different scenarios. Our goal is to jointly model nonverbal behavioral cues with contextual information for a robust, multi-scenario, personality recognition…
Graph convolutional networks (GCNs) have been very successful in skeleton-based human action recognition where the sequence of skeletons is modeled as a graph. However, most of the GCN-based methods in this area train a deep feed-forward…
Recognizing interactive actions, including hand-to-hand interaction and human-to-human interaction, has attracted increasing attention for various applications in the field of video analysis and human-robot interaction. Considering the…
Reorganizing implicit feedback of users as a user-item interaction graph facilitates the applications of graph convolutional networks (GCNs) in recommendation tasks. In the interaction graph, edges between user and item nodes function as…
Graph Convolutional Networks (GCNs) are state-of-the-art graph based representation learning models by iteratively stacking multiple layers of convolution aggregation operations and non-linear activation operations. Recently, in…
While egocentric video is becoming increasingly popular, browsing it is very difficult. In this paper we present a compact 3D Convolutional Neural Network (CNN) architecture for long-term activity recognition in egocentric videos.…
We focus on first-person action recognition from egocentric videos. Unlike third person domain, researchers have divided first-person actions into two categories: involving hand-object interactions and the ones without, and developed…
Learning graph convolutional networks (GCNs) is an emerging field which aims at generalizing deep learning to arbitrary non-regular domains. Most of the existing GCNs follow a neighborhood aggregation scheme, where the representation of a…
Graph convolutional networks (GCNs), which can model the human body skeletons as spatial and temporal graphs, have shown remarkable potential in skeleton-based action recognition. However, in the existing GCN-based methods, graph-structured…