In real settings, natural body movements can be erroneously recognized by whole-body input systems as explicit input actions. We call body activity not intended as input actions "background activity." We argue that understanding background activity is crucial to the success of always-available whole-body input in the real world. To operationalize this argument, we contribute a reusable study methodology and software tools to generate standardized background activity datasets composed of data from multiple Kinect cameras, a Vicon tracker, and two high-definition video cameras. Using our methodology, we create an example background activity dataset for a television-oriented living room setting. We use this dataset to demonstrate how it can be used to redesign a gestural interaction vocabulary to minimize conflicts with the real world. The software tools and initial living room dataset are publicly available (this http URL).
Datasets of whole-body motion exist, but these focus primarily on short sequences of high-energy actions performed by actors in a motion capture studio @cite_38 @cite_11 @cite_36 @cite_21 . More recently, the CMU Quality of Life Technology Centre created a multimodal capture database of people cooking in a simulated kitchen @cite_6 . With an average of 5 minutes per clip, the sequences are too short and too task focused to provide general background activity.
@cite_38 @cite_36 @cite_21 @cite_6 @cite_11
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Temporal segmentation of human motion into actions is central to the understanding and building of computational models of human motion and activity recognition. Several issues contribute to the challenge of temporal segmentation and classification of human motion. These include the large variability in the temporal scale and periodicity of human actions, the complexity of representing articulated motion, and the exponential nature of all possible movement combinations. We provide initial results from investigating two distinct problems -classification of the overall task being performed, and the more difficult problem of classifying individual frames over time into specific actions. We explore first-person sensing through a wearable camera and inertial measurement units (IMUs) for temporally segmenting human motion into actions and performing activity classification in the context of cooking and recipe preparation in a natural environment. We present baseline results for supervised and unsupervised temporal segmentation, and recipe recognition in the CMU-multimodal activity database (CMU-MMAC). Over the years, a large number of methods have been proposed to analyze human pose and motion information from images, videos, and recently from depth data. Most methods, however, have been evaluated on datasets that were too specific to each application, limited to a particular modality, and more importantly, captured under unknown conditions. To address these issues, we introduce the Berkeley Multimodal Human Action Database (MHAD) consisting of temporally synchronized and geometrically calibrated data from an optical motion capture system, multi-baseline stereo cameras from multiple views, depth sensors, accelerometers and microphones. This controlled multimodal dataset provides researchers an inclusive testbed to develop and benchmark new algorithms across multiple modalities under known capture conditions in various research domains. To demonstrate possible use of MHAD for action recognition, we compare results using the popular Bag-of-Words algorithm adapted to each modality independently with the results of various combinations of modalities using the Multiple Kernel Learning. Our comparative results show that multimodal analysis of human motion yields better action recognition rates than unimodal analysis. Despite the fact that many 3D human activity benchmarks being proposed, most existing action datasets focus on the action recognition tasks for the segmented videos. There is a lack of standard large-scale benchmarks, especially for current popular data-hungry deep learning based methods. In this paper, we introduce a new large scale benchmark (PKU-MMD) for continuous multi-modality 3D human action understanding and cover a wide range of complex human activities with well annotated information. PKU-MMD contains 1076 long video sequences in 51 action categories, performed by 66 subjects in three camera views. It contains almost 20,000 action instances and 5.4 million frames in total. Our dataset also provides multi-modality data sources, including RGB, depth, Infrared Radiation and Skeleton. With different modalities, we conduct extensive experiments on our dataset in terms of two scenarios and evaluate different methods by various metrics, including a new proposed evaluation protocol 2D-AP. We believe this large-scale dataset will benefit future researches on action detection for the community. In this work, we propose a method that combines a single hand-held camera and a set of Inertial Measurement Units (IMUs) attached at the body limbs to estimate accurate 3D poses in the wild. This poses many new challenges: the moving camera, heading drift, cluttered background, occlusions and many people visible in the video. We associate 2D pose detections in each image to the corresponding IMU-equipped persons by solving a novel graph based optimization problem that forces 3D to 2D coherency within a frame and across long range frames. Given associations, we jointly optimize the pose of a statistical body model, the camera pose and heading drift using a continuous optimization framework. We validated our method on the TotalCapture dataset, which provides video and IMU synchronized with ground truth. We obtain an accuracy of 26 mm, which makes it accurate enough to serve as a benchmark for image-based 3D pose estimation in the wild. Using our method, we recorded 3D Poses in the Wild (3DPW), a new dataset consisting of more than 51, 000 frames with accurate 3D pose in challenging sequences, including walking in the city, going up-stairs, having coffee or taking the bus. We make the reconstructed 3D poses, video, IMU and 3D models available for research purposes at http: virtualhumans.mpi-inf.mpg.de 3DPW.