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The lack of fine-grained joints (facial joints, hand fingers) is a fundamental performance bottleneck for state of the art skeleton action recognition models. Despite this bottleneck, community's efforts seem to be invested only in coming…
Recent works on pose-based gait recognition have demonstrated the potential of using such simple information to achieve results comparable to silhouette-based methods. However, the generalization ability of pose-based methods on different…
Action recognition based on skeleton data has recently witnessed increasing attention and progress. State-of-the-art approaches adopting Graph Convolutional networks (GCNs) can effectively extract features on human skeletons relying on the…
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…
HMMs are widely used in action and gesture recognition due to their implementation simplicity, low computational requirement, scalability and high parallelism. They have worth performance even with a limited training set. All these…
Existing multimodal-based human action recognition approaches are computationally intensive, limiting their deployment in real-time applications. In this work, we present a novel and efficient pose-driven attention-guided multimodal network…
Recently, pose-based action recognition has gained more and more attention due to the better performance compared with traditional appearance-based methods. However, there still exist two problems to be further solved. First, existing…
Pose-based action recognition has drawn considerable attention recently. Existing methods exploit the joint positions to extract the body-part features from the activation map of the convolutional networks to assist human action…
Skeleton-based Human Action Recognition (HAR) is a vital technology in robotics and human-robot interaction. However, most existing methods concentrate primarily on full-body movements and often overlook subtle hand motions that are…
Multimodal-based action recognition methods have achieved high success using pose and RGB modality. However, skeletons sequences lack appearance depiction and RGB images suffer irrelevant noise due to modality limitations. To address this,…
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…
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…
When analyzing human motion videos, the output jitters from existing pose estimators are highly-unbalanced with varied estimation errors across frames. Most frames in a video are relatively easy to estimate and only suffer from slight…
In recent years, many works in the video action recognition literature have shown that two stream models (combining spatial and temporal input streams) are necessary for achieving state of the art performance. In this paper we show the…
This paper simultaneously addresses three limitations associated with conventional skeleton-based action recognition; skeleton detection and tracking errors, poor variety of the targeted actions, as well as person-wise and frame-wise action…
Human poses that are rare or unseen in a training set are challenging for a network to predict. Similar to the long-tailed distribution problem in visual recognition, the small number of examples for such poses limits the ability of…
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 propose DeepGRU, a novel end-to-end deep network model informed by recent developments in deep learning for gesture and action recognition, that is streamlined and device-agnostic. DeepGRU, which uses only raw skeleton, pose or vector…
Existing action recognition methods mainly focus on joint and bone information in human body skeleton data due to its robustness to complex backgrounds and dynamic characteristics of the environments. In this paper, we combine body skeleton…
Human actions comprise of joint motion of articulated body parts or `gestures'. Human skeleton is intuitively represented as a sparse graph with joints as nodes and natural connections between them as edges. Graph convolutional networks…