Related papers: IGFormer: Interaction Graph Transformer for Skelet…
In visual surveillance systems, it is necessary to recognize the behavior of people handling objects such as a phone, a cup, or a plastic bag. In this paper, to address this problem, we propose a new framework for recognizing object-related…
Despite great progress achieved by transformer in various vision tasks, it is still underexplored for skeleton-based action recognition with only a few attempts. Besides, these methods directly calculate the pair-wise global self-attention…
Exploiting relations among 2D joints plays a crucial role yet remains semi-developed in 2D-to-3D pose estimation. To alleviate this issue, we propose GraFormer, a novel transformer architecture combined with graph convolution for 3D pose…
Due to the proficiency of self-attention mechanisms (SAMs) in capturing dependencies in sequence modeling, several existing dynamic graph neural networks (DGNNs) utilize Transformer architectures with various encoding designs to capture…
The generation of natural human motion interactions is a hot topic in computer vision and computer animation. It is a challenging task due to the diversity of possible human motion interactions. Diffusion models, which have already shown…
3D skeleton-based action recognition and motion prediction are two essential problems of human activity understanding. In many previous works: 1) they studied two tasks separately, neglecting internal correlations; 2) they did not capture…
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…
We present a module that extends the temporal graph of a graph convolutional network (GCN) for action recognition with a sequence of skeletons. Existing methods attempt to represent a more appropriate spatial graph on an intra-frame, but…
Human activity recognition in videos has been widely studied and has recently gained significant advances with deep learning approaches; however, it remains a challenging task. In this paper, we propose a novel framework that simultaneously…
The aim of this work is to contribute to the development of a tactile device for visually impaired and blind persons in order to let them to understand actions of the surrounding people and to interact with them. First, based on the…
The growing interest in Temporal Graph Neural Networks (TGNNs) stems from their ability to model complex dynamics and deliver superior performance. However, TGNNs encounter fundamental challenges in capturing long-term dependencies and…
Human skeletons and RGB sequences are both widely-adopted input modalities for human action recognition. However, skeletons lack appearance features and color data suffer large amount of irrelevant depiction. To address this, we introduce…
Graph convolutional networks (GCNs) can effectively capture the features of related nodes and improve the performance of the model. More attention is paid to employing GCN in Skeleton-Based action recognition. But existing methods based on…
Person-person mutual action recognition (also referred to as interaction recognition) is an important research branch of human activity analysis. Current solutions in the field -- mainly dominated by CNNs, GCNs and LSTMs -- often consist of…
Multi-person pose forecasting remains a challenging problem, especially in modeling fine-grained human body interaction in complex crowd scenarios. Existing methods typically represent the whole pose sequence as a temporal series, yet…
3D human pose estimation is a classic and important research direction in the field of computer vision. In recent years, Transformer-based methods have made significant progress in lifting 2D to 3D human pose estimation. However, these…
We propose iSegFormer, a memory-efficient transformer that combines a Swin transformer with a lightweight multilayer perceptron (MLP) decoder. With the efficient Swin transformer blocks for hierarchical self-attention and the simple MLP…
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…
Skeleton-based two-person interaction recognition has been gaining increasing attention as advancements are made in pose estimation and graph convolutional networks. Although the accuracy has been gradually improving, the increasing…
Predicting soccer match outcomes is a challenging task due to the inherently unpredictable nature of the game and the numerous dynamic factors influencing results. While it conventionally relies on meticulous feature engineering, deep…