Related papers: Skeletal Human Action Recognition using Hybrid Att…
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…
Skeleton-based human action recognition has received widespread attention in recent years due to its diverse range of application scenarios. Due to the different sources of human skeletons, skeleton data naturally exhibit heterogeneity. The…
In self-supervised skeleton-based action recognition, the mask reconstruction paradigm is gaining interest in enhancing model refinement and robustness through effective masking. However, previous works primarily relied on a single masking…
In human pose estimation methods based on graph convolutional architectures, the human skeleton is usually modeled as an undirected graph whose nodes are body joints and edges are connections between neighboring joints. However, most of…
Skeleton-based action recognition methods are limited by the semantic extraction of spatio-temporal skeletal maps. However, current methods have difficulty in effectively combining features from both temporal and spatial graph dimensions…
Graph convolutional network based methods that model the body-joints' relations, have recently shown great promise in 3D skeleton-based human motion prediction. However, these methods have two critical issues: first, deep graph convolutions…
Modelling various spatio-temporal dependencies is the key to recognising human actions in skeleton sequences. Most existing methods excessively relied on the design of traversal rules or graph topologies to draw the dependencies of the…
Skeleton-based action recognition has made great progress recently, but many problems still remain unsolved. For example, most of the previous methods model the representations of skeleton sequences without abundant spatial structure…
We investigate a new problem of detecting hands and recognizing their physical contact state in unconstrained conditions. This is a challenging inference task given the need to reason beyond the local appearance of hands. The lack of…
In the last years, the computer vision research community has studied on how to model temporal dynamics in videos to employ 3D human action recognition. To that end, two main baseline approaches have been researched: (i) Recurrent Neural…
Graph convolution networks (GCNs) have achieved remarkable performance in skeleton-based action recognition. However, previous GCN-based methods rely on elaborate human priors excessively and construct complex feature aggregation…
Benefiting from its succinctness and robustness, skeleton-based action recognition has recently attracted much attention. Most existing methods utilize local networks (e.g., recurrent, convolutional, and graph convolutional networks) to…
Among the existing modalities for 3D action recognition, 3D flow has been poorly examined, although conveying rich motion information cues for human actions. Presumably, its susceptibility to noise renders it intractable, thus challenging…
Due to the availability of large-scale skeleton datasets, 3D human action recognition has recently called the attention of computer vision community. Many works have focused on encoding skeleton data as skeleton image representations based…
Video-based human action recognition is currently one of the most active research areas in computer vision. Various research studies indicate that the performance of action recognition is highly dependent on the type of features being…
Graph convolutional networks have been widely applied in skeleton-based gait recognition. A key challenge in this task is to distinguish the individual walking styles of different subjects across various views. Existing state-of-the-art…
Human action recognition from well-segmented 3D skeleton data has been intensively studied and has been attracting an increasing attention. Online action detection goes one step further and is more challenging, which identifies the action…
3D Human Motion Indexing and Retrieval is an interesting problem due to the rise of several data-driven applications aimed at analyzing and/or re-utilizing 3D human skeletal data, such as data-driven animation, analysis of sports…
Online action recognition is an important task for human centered intelligent services, which is still difficult to achieve due to the varieties and uncertainties of spatial and temporal scales of human actions. In this paper, we propose…
Graph Convolution Network (GCN) has been successfully used for 3D human pose estimation in videos. However, it is often built on the fixed human-joint affinity, according to human skeleton. This may reduce adaptation capacity of GCN to…