Related papers: SGA-INTERACT: A 3D Skeleton-based Benchmark for Gr…
Like many team sports, basketball involves two groups of players who engage in collaborative and adversarial activities to win a game. Players and teams are executing various complex strategies to gain an advantage over their opponents.…
Research on group activity recognition mostly leans on the standard two-stream approach (RGB and Optical Flow) as their input features. Few have explored explicit pose information, with none using it directly to reason about the persons…
Group Activity Recognition aims to understand collective activities from videos. Existing solutions primarily rely on the RGB modality, which encounters challenges such as background variations, occlusions, motion blurs, and significant…
With the inherent advantages of skeleton representation, 3D skeleton-based action recognition has become a prominent topic in the field of computer vision. However, previous reviews have predominantly adopted a model-oriented perspective,…
Skeleton-based human action recognition has attracted a lot of research attention during the past few years. Recent works attempted to utilize recurrent neural networks to model the temporal dependencies between the 3D positional…
Skeleton-based Human Activity Recognition has achieved great interest in recent years as skeleton data has demonstrated being robust to illumination changes, body scales, dynamic camera views, and complex background. In particular,…
In this paper, we propose a new, simple, and effective Self-supervised Spatio-temporal Transformers (SPARTAN) approach to Group Activity Recognition (GAR) using unlabeled video data. Given a video, we create local and global Spatio-temporal…
Group Activity Recognition (GAR) is well studied on the video modality for surveillance and indoor team sports (e.g., volleyball, basketball). Yet, other modalities such as agent positions and trajectories over time, i.e. tracking, remain…
Human skeleton information is important in skeleton-based action recognition, which provides a simple and efficient way to describe human pose. However, existing skeleton-based methods focus more on the skeleton, ignoring the objects…
This paper presents a new task named weakly-supervised group activity recognition (GAR) which differs from conventional GAR tasks in that only video-level labels are available, yet the important persons within each frame are not provided…
3D action recognition is referred to as the classification of action sequences which consist of 3D skeleton joints. While many research work are devoted to 3D action recognition, it mainly suffers from three problems: highly complicated…
3D skeleton-based action recognition (3D SAR) has gained significant attention within the computer vision community, owing to the inherent advantages offered by skeleton data. As a result, a plethora of impressive works, including those…
Human activity discovery aims to cluster the activities performed by humans without any prior information on what defines each activity. Most methods presented in human activity recognition are supervised, where there are labeled inputs to…
We propose a novel semi-supervised, Multi-Level Sequential Generative Adversarial Network (MLS-GAN) architecture for group activity recognition. In contrast to previous works which utilise manually annotated individual human action…
Action recognition with 3D skeleton sequences is becoming popular due to its speed and robustness. The recently proposed Convolutional Neural Networks (CNN) based methods have shown good performance in learning spatio-temporal…
Group Activity Recognition (GAR) is a fundamental problem in computer vision, with diverse applications in sports video analysis, video surveillance, and social scene understanding. Unlike conventional action recognition, GAR aims to…
Dynamic skeletal data, represented as the 2D/3D coordinates of human joints, has been widely studied for human action recognition due to its high-level semantic information and environmental robustness. However, previous methods heavily…
This paper introduces a novel approach to Social Group Activity Recognition (SoGAR) using Self-supervised Transformers network that can effectively utilize unlabeled video data. To extract spatio-temporal information, we created local and…
Skeleton-based human action recognition has attracted great interest thanks to the easy accessibility of the human skeleton data. Recently, there is a trend of using very deep feedforward neural networks to model the 3D coordinates of…
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…