ﻻ يوجد ملخص باللغة العربية
Action recognition based on skeleton data has recently witnessed increasing attention and progress. State-of-the-art approaches adopting Graph Convolutional networks (GCNs) can effectively extract features on human skeletons relying on the pre-defined human topology. Despite associated progress, GCN-based methods have difficulties to generalize across domains, especially with different human topological structures. In this context, we introduce UNIK, a novel skeleton-based action recognition method that is not only effective to learn spatio-temporal features on human skeleton sequences but also able to generalize across datasets. This is achieved by learning an optimal dependency matrix from the uniform distribution based on a multi-head attention mechanism. Subsequently, to study the cross-domain generalizability of skeleton-based action recognition in real-world videos, we re-evaluate state-of-the-art approaches as well as the proposed UNIK in light of a novel Posetics dataset. This dataset is created from Kinetics-400 videos by estimating, refining and filtering poses. We provide an analysis on how much performance improves on smaller benchmark datasets after pre-training on Posetics for the action classification task. Experimental results show that the proposed UNIK, with pre-training on Posetics, generalizes well and outperforms state-of-the-art when transferred onto four target action classification datasets: Toyota Smarthome, Penn Action, NTU-RGB+D 60 and NTU-RGB+D 120.
Human skeleton, as a compact representation of human action, has received increasing attention in recent years. Many skeleton-based action recognition methods adopt graph convolutional networks (GCN) to extract features on top of human skeletons. Des
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 joint correla
Spatial-temporal graphs have been widely used by skeleton-based action recognition algorithms to model human action dynamics. To capture robust movement patterns from these graphs, long-range and multi-scale context aggregation and spatial-temporal d
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 GCNs have
3D skeleton-based action recognition, owing to the latent advantages of skeleton, has been an active topic in computer vision. As a consequence, there are lots of impressive works including conventional handcraft feature based and learned feature bas