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In this paper, we study the problem of one-shot skeleton-based action recognition, which poses unique challenges in learning transferable representation from base classes to novel classes, particularly for fine-grained actions. Existing…
Online continuous motion recognition is a hot topic of research since it is more practical in real life application cases. Recently, Skeleton-based approaches have become increasingly popular, demonstrating the power of using such 3D…
In this paper, we propose a novel approach that enhances recurrent neural networks (RNNs) by incorporating path signatures into their gating mechanisms. Our method modifies both Long Short-Term Memory (LSTM) and Gated Recurrent Unit (GRU)…
Deep learning is ubiquitous across many areas areas of computer vision. It often requires large scale datasets for training before being fine-tuned on small-to-medium scale problems. Activity, or, in other words, action recognition, is one…
Skeleton-based human action recognition (HAR) has achieved remarkable progress with graph-based architectures. However, most existing methods remain body-centric, focusing on large-scale motions while neglecting subtle hand articulations…
The use of skeletal data allows deep learning models to perform action recognition efficiently and effectively. Herein, we believe that exploring this problem within the context of Continual Learning is crucial. While numerous studies focus…
Human motion prediction is an important and challenging task in many computer vision application domains. Recent work concentrates on utilizing the timing processing ability of recurrent neural networks (RNNs) to achieve smooth and reliable…
Skeleton-based human action recognition has achieved a great interest in recent years, as skeleton data has been demonstrated to be robust to illumination changes, body scales, dynamic camera views, and complex background. Nevertheless, an…
The path signature, having enjoyed recent success in the machine learning community, is a theoretically-driven method for engineering features from irregular paths. On the other hand, graph neural networks (GNN), neural architectures for…
We propose novel Stacked Spatio-Temporal Graph Convolutional Networks (Stacked-STGCN) for action segmentation, i.e., predicting and localizing a sequence of actions over long videos. We extend the Spatio-Temporal Graph Convolutional Network…
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…
In human interactions, hands are a powerful way of expressing information that, in some cases, can be used as a valid substitute for voice, as it happens in Sign Language. Hand gesture recognition has always been an interesting topic in the…
This paper presents Ske2Grid, a new representation learning framework for improved skeleton-based action recognition. In Ske2Grid, we define a regular convolution operation upon a novel grid representation of human skeleton, which is a…
Skeleton-based human action recognition leverages sequences of human joint coordinates to identify actions performed in videos. Owing to the intrinsic spatiotemporal structure of skeleton data, Graph Convolutional Networks (GCNs) have been…
Human skeleton, as a compact representation of human action, has received increasing attention in recent years. Many skeleton-based action recognition methods adopt graph convolutional networks (GCN) to extract features on top of human…
Sign language recognition (SLR) refers to interpreting sign language glosses from given videos automatically. This research area presents a complex challenge in computer vision because of the rapid and intricate movements inherent in sign…
3D skeleton-based action recognition (3D SAR) has gained significant attention within the computer vision community, owing to the inherent advantages offered by skeleton data. As a result, a plethora of impressive works, including those…
This paper presents a new method for 3D action recognition with skeleton sequences (i.e., 3D trajectories of human skeleton joints). The proposed method first transforms each skeleton sequence into three clips each consisting of several…
Variations of human body skeletons may be considered as dynamic graphs, which are generic data representation for numerous real-world applications. In this paper, we propose a spatio-temporal graph convolution (STGC) approach for assembling…
This paper presents a new framework for human action recognition from a 3D skeleton sequence. Previous studies do not fully utilize the temporal relationships between video segments in a human action. Some studies successfully used very…