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The Imaginative Generative Adversarial Network: Automatic Data Augmentation for Dynamic Skeleton-Based Hand Gesture and Human Action Recognition

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 Added by Junxiao Shen Mr
 Publication date 2021
and research's language is English




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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 results in over-fitting and data augmentation is one approach to address this challenge. Existing data augmentation strategies, such as transformations including scaling, shifting and interpolating, require hyperparameter optimization that can easily cost hundreds of GPU hours. In this paper, we present a novel automatic data augmentation model, the Imaginative Generative Adversarial Network (GAN) that approximates the distribution of the input data and samples new data from this distribution. It is automatic in that it requires no data inspection and little hyperparameter tuning and therefore it is a low-cost and low-effort approach to generate synthetic data. The proposed data augmentation strategy is fast to train and the synthetic data leads to higher recognition accuracy than using data augmented with a classical approach.



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Any spatio-temporal movement or reorientation of the hand, done with the intention of conveying a specific meaning, can be considered as a hand gesture. Inputs to hand gesture recognition systems can be in several forms, such as depth images, monocular RGB, or skeleton joint points. We observe that raw depth images possess low contrasts in the hand regions of interest (ROI). They do not highlight important details to learn, such as finger bending information (whether a finger is overlapping the palm, or another finger). Recently, in deep-learning--based dynamic hand gesture recognition, researchers are tying to fuse different input modalities (e.g. RGB or depth images and hand skeleton joint points) to improve the recognition accuracy. In this paper, we focus on dynamic hand gesture (DHG) recognition using depth quantized image features and hand skeleton joint points. In particular, we explore the effect of using depth-quantized features in Convolutional Neural Network (CNN) and Recurrent Neural Network (RNN) based multi-modal fusion networks. We find that our method improves existing results on the SHREC-DHG-14 dataset. Furthermore, using our method, we show that it is possible to reduce the resolution of the input images by more than four times and still obtain comparable or better accuracy to that of the resolutions used in previous methods.
Gesture recognition is a fundamental tool to enable novel interaction paradigms in a variety of application scenarios like Mixed Reality environments, touchless public kiosks, entertainment systems, and more. Recognition of hand gestures can be nowadays performed directly from the stream of hand skeletons estimated by software provided by low-cost trackers (Ultraleap) and MR headsets (Hololens, Oculus Quest) or by video processing software modules (e.g. Google Mediapipe). Despite the recent advancements in gesture and action recognition from skeletons, it is unclear how well the current state-of-the-art techniques can perform in a real-world scenario for the recognition of a wide set of heterogeneous gestures, as many benchmarks do not test online recognition and use limited dictionaries. This motivated the proposal of the SHREC 2021: Track on Skeleton-based Hand Gesture Recognition in the Wild. For this contest, we created a novel dataset with heterogeneous gestures featuring different types and duration. These gestures have to be found inside sequences in an online recognition scenario. This paper presents the result of the contest, showing the performances of the techniques proposed by four research groups on the challenging task compared with a simple baseline method.
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 provide a pre-defined graph and fix it through the entire network, which can loss implicit joint correlations. Besides, the mainstream spectral GCN is approximated by one-order hop, thus higher-order connections are not well involved. Therefore, huge efforts are required to explore a better GCN architecture. To address these problems, we turn to Neural Architecture Search (NAS) and propose the first automatically designed GCN for skeleton-based action recognition. Specifically, we enrich the search space by providing multiple dynamic graph modules after fully exploring the spatial-temporal correlations between nodes. Besides, we introduce multiple-hop modules and expect to break the limitation of representational capacity caused by one-order approximation. Moreover, a sampling- and memory-efficient evolution strategy is proposed to search an optimal architecture for this task. The resulted architecture proves the effectiveness of the higher-order approximation and the dynamic graph modeling mechanism with temporal interactions, which is barely discussed before. To evaluate the performance of the searched model, we conduct extensive experiments on two very large scaled datasets and the results show that our model gets the state-of-the-art results.
Gesture recognition and hand motion tracking are important tasks in advanced gesture based interaction systems. In this paper, we propose to apply a sliding windows filtering approach to sample the incoming streams of data from data gloves and a decision tree model to recognize the gestures in real time for a manual grafting operation of a vegetable seedling propagation facility. The sequence of these recognized gestures defines the tasks that are taking place, which helps to evaluate individuals performances and to identify any bottlenecks in real time. In this work, two pairs of data gloves are utilized, which reports the location of the fingers, hands, and wrists wirelessly (i.e., via Bluetooth). To evaluate the performance of the proposed framework, a preliminary experiment was conducted in multiple lab settings of tomato grafting operations, where multiple subjects wear the data gloves while performing different tasks. Our results show an accuracy of 91% on average, in terms of gesture recognition in real time by employing our proposed framework.
Previous methods for skeleton-based gesture recognition mostly arrange the skeleton sequence into a pseudo picture or spatial-temporal graph and apply deep Convolutional Neural Network (CNN) or Graph Convolutional Network (GCN) for feature extraction. Although achieving superior results, these methods have inherent limitations in dynamically capturing local features of interactive hand parts, and the computing efficiency still remains a serious issue. In this work, the self-attention mechanism is introduced to alleviate this problem. Considering the hierarchical structure of hand joints, we propose an efficient hierarchical self-attention network (HAN) for skeleton-based gesture recognition, which is based on pure self-attention without any CNN, RNN or GCN operators. Specifically, the joint self-attention module is used to capture spatial features of fingers, the finger self-attention module is designed to aggregate features of the whole hand. In terms of temporal features, the temporal self-attention module is utilized to capture the temporal dynamics of the fingers and the entire hand. Finally, these features are fused by the fusion self-attention module for gesture classification. Experiments show that our method achieves competitive results on three gesture recognition datasets with much lower computational complexity.
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