Related papers: HFGCN:Hypergraph Fusion Graph Convolutional Networ…
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 convolutional networks (GCNs) have been widely used and achieved remarkable results in skeleton-based action recognition. In GCNs, graph topology dominates feature aggregation and therefore is the key to extracting representative…
The task of skeleton-based action recognition remains a core challenge in human-centred scene understanding due to the multiple granularities and large variation in human motion. Existing approaches typically employ a single neural…
Recent works attempt to extend Graph Convolution Networks (GCNs) to point clouds for classification and segmentation tasks. These works tend to sample and group points to create smaller point sets locally and mainly focus on extracting…
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…
A skeleton representation of the human body has been proven to be effective for this task. The skeletons are presented in graphs form-like. However, the topology of a graph is not structured like Euclidean-based data. Therefore, a new set…
Human action video recognition has recently attracted more attention in applications such as video security and sports posture correction. Popular solutions, including graph convolutional networks (GCNs) that model the human skeleton as a…
Extracting multiscale contextual information and higher-order correlations among skeleton sequences using Graph Convolutional Networks (GCNs) alone is inadequate for effective action classification. Hypergraph convolution addresses the…
This paper presents a 2D skeleton-based action segmentation method with applications in fine-grained human activity recognition. In contrast with state-of-the-art methods which directly take sequences of 3D skeleton coordinates as inputs…
Recognizing interactive actions, including hand-to-hand interaction and human-to-human interaction, has attracted increasing attention for various applications in the field of video analysis and human-robot interaction. Considering the…
Due to the fast processing-speed and robustness it can achieve, skeleton-based action recognition has recently received the attention of the computer vision community. The recent Convolutional Neural Network (CNN)-based methods have shown…
Learning graph convolutional networks (GCNs) is an emerging field which aims at generalizing deep learning to arbitrary non-regular domains. Most of the existing GCNs follow a neighborhood aggregation scheme, where the representation of a…
Recent 2D-to-3D human pose estimation works tend to utilize the graph structure formed by the topology of the human skeleton. However, we argue that this skeletal topology is too sparse to reflect the body structure and suffer from serious…
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…
Skeleton sequences are widely used for action recognition task due to its lightweight and compact characteristics. Recent graph convolutional network (GCN) approaches have achieved great success for skeleton-based action recognition since…
We propose novel Stacked Spatio-Temporal Graph Convolutional Networks (Stacked-STGCN) for action segmentation, i.e., predicting and localizing a sequence of actions over long videos. We extend the Spatio-Temporal Graph Convolutional Network…
Graph convolution networks (GCNs) have achieved remarkable performance in skeleton-based action recognition. However, previous GCN-based methods rely on elaborate human priors excessively and construct complex feature aggregation…
Graph convolutional networks have been widely used for skeleton-based action recognition due to their excellent modeling ability of non-Euclidean data. As the graph convolution is a local operation, it can only utilize the short-range joint…
Human skeleton data has received increasing attention in action recognition due to its background robustness and high efficiency. In skeleton-based action recognition, graph convolutional network (GCN) has become the mainstream method. This…
Graph convolutional networks (GCNs) achieved promising performance in skeleton-based human action recognition by modeling a sequence of skeletons as a spatio-temporal graph. Most of the recently proposed GCN-based methods improve the…