Related papers: Hypergraph Transformer for Skeleton-based Action R…
Graph convolutional networks (GCNs) have been the predominant methods in skeleton-based human action recognition, including human-human interaction recognition. However, when dealing with interaction sequences, current GCN-based methods…
Hypergraphs, with their capacity to depict high-order relationships, have emerged as a significant extension of traditional graphs. Although Graph Neural Networks (GNNs) have remarkable performance in graph representation learning, their…
Graph Convolutional Networks (GCNs) demonstrate strong capability in modeling skeletal topology for action recognition, yet their dense floating-point computations incur high energy costs. Spiking Neural Networks (SNNs), characterized by…
Recently, the significant achievements have been made in skeleton-based human action recognition with the emergence of graph convolutional networks (GCNs). However, the state-of-the-art (SOTA) models used for this task focus on constructing…
Session-based recommendation systems suggest relevant items to users by modeling user behavior and preferences using short-term anonymous sessions. Existing methods leverage Graph Neural Networks (GNNs) that propagate and aggregate…
Skeleton-based action recognition, which classifies human actions based on the coordinates of joints and their connectivity within skeleton data, is widely utilized in various scenarios. While Graph Convolutional Networks (GCNs) have been…
Action recognition with skeleton data has recently attracted much attention in computer vision. Previous studies are mostly based on fixed skeleton graphs, only capturing local physical dependencies among joints, which may miss implicit…
Session-based recommendation (SBR) focuses on next-item prediction at a certain time point. As user profiles are generally not available in this scenario, capturing the user intent lying in the item transitions plays a pivotal role. Recent…
In this paper, we present Fusion-GCN, an approach for multimodal action recognition using Graph Convolutional Networks (GCNs). Action recognition methods based around GCNs recently yielded state-of-the-art performance for skeleton-based…
Skeleton-based action recognition relies on the extraction of spatial-temporal topological information. Hypergraphs can establish prior unnatural dependencies for the skeleton. However, the existing methods only focus on the construction of…
Current methods for skeleton-based human action recognition usually work with complete skeletons. However, in real scenarios, it is inevitable to capture incomplete or noisy skeletons, which could significantly deteriorate the performance…
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…
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…
Applying Global Self-attention (GSA) mechanism over features has achieved remarkable success on Convolutional Neural Networks (CNNs). However, it is not clear if Graph Convolutional Networks (GCNs) can similarly benefit from such a…
Many skeletal action recognition models use GCNs to represent the human body by 3D body joints connected body parts. GCNs aggregate one- or few-hop graph neighbourhoods, and ignore the dependency between not linked body joints. We propose…
Skeleton sequences are lightweight and compact, and thus are ideal candidates for action recognition on edge devices. Recent skeleton-based action recognition methods extract features from 3D joint coordinates as spatial-temporal cues,…
Graph convolution networks (GCN) have been widely used in skeleton-based action recognition. We note that existing GCN-based approaches primarily rely on prescribed graphical structures (ie., a manually defined topology of skeleton joints),…
Graph convolutional networks (GCNs) are an effective skeleton-based human action recognition (HAR) technique. GCNs enable the specification of CNNs to a non-Euclidean frame that is more flexible. The previous GCN-based models still have a…
Human Interaction Recognition is the process of identifying interactive actions between multiple participants in a specific situation. The aim is to recognise the action interactions between multiple entities and their meaning. Many single…
Graph Convolutional Networks (GCNs) have been widely used in skeleton-based human action recognition. In GCN-based methods, the spatio-temporal graph is fundamental for capturing motion patterns. However, existing approaches ignore the…