Related papers: Two-person Graph Convolutional Network for Skeleto…
Action Quality Assessment (AQA) requires fine-grained understanding of human motion and precise evaluation of pose similarity. This paper proposes a topology-aware Graph Convolutional Network (GCN) framework, termed GCN-PSN, which models…
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…
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…
Modeling human trajectories in crowded environments is challenging due to the complex nature of pedestrian behavior and interactions. This paper proposes a geometric graph neural network (GNN) architecture that integrates domain knowledge…
Graph Convolutional Networks (GCNs), similarly to Convolutional Neural Networks (CNNs), are typically based on two main operations - spatial and point-wise convolutions. In the context of GCNs, differently from CNNs, a pre-determined…
Graph convolutional networks (GCNs) are widely adopted in skeleton-based action recognition due to their powerful ability to model data topology. We argue that the performance of recent proposed skeleton-based action recognition methods is…
In this paper, we propose the Graph-Learning-Dual Graph Convolutional Neural Network called GLDGCN based on the classic Graph Convolutional Neural Network(GCN) by introducing dual convolutional layer and graph learning layer. We apply…
Multi-modal neuroimaging technology has greatlly facilitated the efficiency and diagnosis accuracy, which provides complementary information in discovering objective disease biomarkers. Conventional deep learning methods, e.g. convolutional…
Graph convolutional networks (GCNs) are widely used for 3D hand pose estimation, where the hand skeleton is encoded as a fixed adjacency graph. We revisit whether this is the most effective way to incorporate hand topology in 2D-to-3D…
Existing image captioning methods just focus on understanding the relationship between objects or instances in a single image, without exploring the contextual correlation existed among contextual image. In this paper, we propose Dual Graph…
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…
Skeleton-based action recognition has attracted research attentions in recent years. One common drawback in currently popular skeleton-based human action recognition methods is that the sparse skeleton information alone is not sufficient to…
The aim of this research is to recognize human actions performed on stage to aid visually impaired and blind individuals. To achieve this, we have created a theatre human action recognition system that uses skeleton data captured by depth…
Motivation: Recognizing human actions in a video is a challenging task which has applications in various fields. Previous works in this area have either used images from a 2D or 3D camera. Few have used the idea that human actions can be…
Hand pose estimation is a crucial part of a wide range of augmented reality and human-computer interaction applications. Predicting the 3D hand pose from a single RGB image is challenging due to occlusion and depth ambiguities. GCN-based…
One essential problem in skeleton-based action recognition is how to extract discriminative features over all skeleton joints. However, the complexity of the State-Of-The-Art (SOTA) models of this task tends to be exceedingly sophisticated…
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…
The past few years has witnessed the dominance of Graph Convolutional Networks (GCNs) over human motion prediction.Various styles of graph convolutions have been proposed, with each one meticulously designed and incorporated into a…
Graph convolutional networks have significantly improved 3D human pose estimation by representing the human skeleton as an undirected graph. However, this representation fails to reflect the articulated characteristic of human skeletons as…
Human activity recognition (HAR) through wearable devices has received much interest due to its numerous applications in fitness tracking, wellness screening, and supported living. As a result, we have seen a great deal of work in this…