Related papers: SGA-INTERACT: A 3D Skeleton-based Benchmark for Gr…
The synthesis of human grasping has numerous applications including AR/VR, video games and robotics. While methods have been proposed to generate realistic hand-object interaction for object grasping and manipulation, these typically only…
The primary objective of human activity recognition (HAR) is to infer ongoing human actions from sensor data, a task that finds broad applications in health monitoring, safety protection, and sports analysis. Despite proliferating research,…
Skeleton-based multi-entity action recognition is a challenging task aiming to identify interactive actions or group activities involving multiple diverse entities. Existing models for individuals often fall short in this task due to the…
Action recognition is a critical task for social robots to meaningfully engage with their environment. 3D human skeleton-based action recognition is an attractive research area in recent years. Although, the existing approaches are good at…
In this paper, we propose a novel approach to predict group activities given the beginning frames with incomplete activity executions. Existing action prediction approaches learn to enhance the representation power of the partial…
To obtain a more comprehensive activity understanding for a crowded scene, in this paper, we propose a new problem of panoramic human activity recognition (PAR), which aims to simultaneous achieve the individual action, social group…
A truly capable AI system must do more than detect objects or recognize activities in isolation. It must form unified, grounded representations of who is acting, what they are doing, and when and where these actions unfold. These…
This paper addresses the challenge of automated sports video analysis, which has traditionally been limited by computationally intensive models requiring server-side processing and lacking fine-grained understanding of athletic movements.…
Deep learning has proved to be very effective in video action recognition. Video violence recognition attempts to learn the human multi-dynamic behaviours in more complex scenarios. In this work, we develop a method for video violence…
Many semantic events in team sport activities e.g. basketball often involve both group activities and the outcome (score or not). Motion patterns can be an effective means to identify different activities. Global and local motions have…
This paper presents Ske2Grid, a new representation learning framework for improved skeleton-based action recognition. In Ske2Grid, we define a regular convolution operation upon a novel grid representation of human skeleton, which is a…
3D multi-person motion prediction is a challenging task that involves modeling individual behaviors and interactions between people. Despite the emergence of approaches for this task, comparing them is difficult due to the lack of…
Gait recognition is a biometric technology that recognizes the identity of humans through their walking patterns. Compared with other biometric technologies, gait recognition is more difficult to disguise and can be applied to the condition…
This paper investigates body bones from skeleton data for skeleton based action recognition. Body joints, as the direct result of mature pose estimation technologies, are always the key concerns of traditional action recognition methods.…
Retargeting motion between characters with different skeleton structures is a fundamental challenge in computer animation. When source and target characters have vastly different bone arrangements, maintaining the original motion's…
Human actions comprise of joint motion of articulated body parts or `gestures'. Human skeleton is intuitively represented as a sparse graph with joints as nodes and natural connections between them as edges. Graph convolutional networks…
Hand Gesture Recognition (HGR) enables intuitive human-computer interactions in various real-world contexts. However, existing frameworks often struggle to meet the real-time requirements essential for practical HGR applications. This study…
Group Activity Detection (GAD) involves recognizing social groups and their collective behaviors in videos. Vision Foundation Models (VFMs), like DINOv2, offer excellent features but are pretrained on object-centric data. We find that…
This article introduces DT4ECG, an innovative dual-task learning framework for Electrocardiogram (ECG)-based human identity recognition and activity detection. The framework employs a robust one-dimensional convolutional neural network…
The core challenge in basketball tactic modeling lies in efficiently extracting complex spatial-temporal dependencies from historical data and accurately predicting various in-game events. Existing state-of-the-art (SOTA) models, primarily…