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Combining skeleton structure with graph convolutional networks has achieved remarkable performance in human action recognition. Since current research focuses on designing basic graph for representing skeleton data, these embedding features…
For pursuing accurate skeleton-based action recognition, most prior methods use the strategy of combining Graph Convolution Networks (GCNs) with attention-based methods in a serial way. However, they regard the human skeleton as a complete…
The skeleton based gesture recognition is gaining more popularity due to its wide possible applications. The key issues are how to extract discriminative features and how to design the classification model. In this paper, we first leverage…
Skeleton-based action recognition is an important task that requires the adequate understanding of movement characteristics of a human action from the given skeleton sequence. Recent studies have shown that exploring spatial and temporal…
The ability to identify and temporally segment fine-grained actions in motion capture sequences is crucial for applications in human movement analysis. Motion capture is typically performed with optical or inertial measurement systems,…
Zero-shot human skeleton-based action recognition aims to construct a model that can recognize actions outside the categories seen during training. Previous research has focused on aligning sequences' visual and semantic spatial…
We propose an end-to-end trainable, cross-category method for reconstructing multiple man-made articulated objects from a single RGBD image, focusing on part-level shape reconstruction and pose and kinematics estimation. We depart from…
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…
Skeleton-based action recognition aims to recognize human actions given human joint coordinates with skeletal interconnections. By defining a graph with joints as vertices and their natural connections as edges, previous works successfully…
Action recognition has been a heated topic in computer vision for its wide application in vision systems. Previous approaches achieve improvement by fusing the modalities of the skeleton sequence and RGB video. However, such methods have a…
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…
To address the annotation scarcity issue in some cases of semantic segmentation, there have been a few attempts to develop the segmentation model in the few-shot learning paradigm. However, most existing methods only focus on the…
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…
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…
The gesture recognition using motion capture data and depth sensors has recently drawn more attention in vision recognition. Currently most systems only classify dataset with a couple of dozens different actions. Moreover, feature…
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…
Graph convolutional networks (GCNs), which generalize CNNs to more generic non-Euclidean structures, have achieved remarkable performance for skeleton-based action recognition. However, there still exist several issues in the previous…
Convolutional neural networks (CNNs) have been widely used in the computer vision community, significantly improving the state-of-the-art. But learning good features often is computationally expensive in machine learning settings and is…
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…
Graph convolutional networks (GCNs) have been widely used and achieved remarkable results in skeleton-based action recognition. We think the key to skeleton-based action recognition is a skeleton hanging in frames, so we focus on how the…