Related papers: Active Generation Network of Human Skeleton for Ac…
Generating long-range skeleton-based human actions has been a challenging problem since small deviations of one frame can cause a malformed action sequence. Most existing methods borrow ideas from video generation, which naively treat…
Deep learning approaches deliver state-of-the-art performance in recognition of spatiotemporal human motion data. However, one of the main challenges in these recognition tasks is limited available training data. Insufficient training data…
Skeleton-based human action recognition is a powerful approach for understanding human behaviour from pose data, but collecting large-scale, diverse, and well-annotated 3D skeleton datasets is both expensive and labor-intensive. To address…
The motion analysis of human skeletons is crucial for human action recognition, which is one of the most active topics in computer vision. In this paper, we propose a fully end-to-end action-attending graphic neural network (A$^2$GNN) for…
The recent successes in applying deep learning techniques to solve standard computer vision problems has aspired researchers to propose new computer vision problems in different domains. As previously established in the field, training data…
Inspired by the recent advances in generative models, we introduce a human action generation model in order to generate a consecutive sequence of human motions to formulate novel actions. We propose a framework of an autoencoder and a…
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…
In the domain of emotion recognition using body motion, the primary challenge lies in the scarcity of diverse and generalizable datasets. Automatic emotion recognition uses machine learning and artificial intelligence techniques 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…
Human-motion generation is a long-standing challenging task due to the requirement of accurately modeling complex and diverse dynamic patterns. Most existing methods adopt sequence models such as RNN to directly model transitions in the…
Skeleton-based human action recognition has recently attracted increasing attention due to the popularity of 3D skeleton data. One main challenge lies in the large view variations in captured human actions. We propose a novel view…
Data augmentation is a widely used technique in classification to increase data used in training. It improves generalization and reduces amount of annotated human activity data needed for training which reduces labour and time needed with…
Recently, the growing capabilities of deep generative models have underscored their potential in enhancing image classification accuracy. However, existing methods often demand the generation of a disproportionately large number of images…
Skeleton-based action recognition aims to project skeleton sequences to action categories, where skeleton sequences are derived from multiple forms of pre-detected points. Compared with earlier methods that focus on exploring single-form…
Dynamics of human body skeletons convey significant information for human action recognition. Conventional approaches for modeling skeletons usually rely on hand-crafted parts or traversal rules, thus resulting in limited expressive power…
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…
The shared topology of human skeletons motivated the recent investigation of graph convolutional network (GCN) solutions for action recognition. However, most of the existing GCNs rely on the binary connection of two neighboring vertices…
Motion generation is a cornerstone of computer graphics, animation, gaming, and robotics, enabling the creation of realistic and varied character movements. A significant limitation of existing methods is their reliance on specific skeletal…
Human action recognition from skeleton data, fueled by the Graph Convolutional Network (GCN), has attracted lots of attention, due to its powerful capability of modeling non-Euclidean structure data. However, many existing GCN methods…
With the prevalence of RGB-D cameras, multi-modal video data have become more available for human action recognition. One main challenge for this task lies in how to effectively leverage their complementary information. In this work, we…