This paper presents a new method for 3D action recognition with skeleton sequences (i.e., 3D trajectories of human skeleton joints). The proposed method first transforms each skeleton sequence into three clips each consisting of several frames for spatial temporal feature learning using deep neural networks. Each clip is generated from one channel of the cylindrical coordinates of the skeleton sequence. Each frame of the generated clips represents the temporal information of the entire skeleton sequence, and incorporates one particular spatial relationship between the joints. The entire clips include multiple frames with different spatial relationships, which provide useful spatial structural information of the human skeleton. We propose to use deep convolutional neural networks to learn long-term temporal information of the skeleton sequence from the frames of the generated clips, and then use a Multi-Task Learning Network (MTLN) to jointly process all frames of the clips in parallel to incorporate spatial structural information for action recognition. Experimental results clearly show the effectiveness of the proposed new representation and feature learning method for 3D action recognition.
In this section, we cover the relevant literature of skeleton-based action recognition methods using hand-crafted features or using deep learning networks. In @cite_8 , the covariance matrices of the trajectories of the joint positions are computed over hierarchical temporal levels to model the skeleton sequences. In @cite_15 , the pairwise relative positions of each joint with other joints are computed to represent each frame of the skeleton sequences, and Fourier Temporal Pyramid (FTP) is used to model the temporal patterns. In @cite_24 , the pairwise relative positions of the joints are also used to characterize posture features, motion features, and offset features of the skeleton sequences. Principal Component Analysis (PCA) is then applied to the normalized features to compute EigenJoints as representations. In @cite_52 , histograms of 3D joint locations are computed to represent each frame of the skeleton sequences, and HMMs are used to model the temporal dynamics. In @cite_56 , the rotations and translations between various body parts are used as representations, and a skeleton sequence is modelled as a curve in the Lie group. The temporal dynamics are modelled with FTP.
@cite_8 @cite_52 @cite_56 @cite_24 @cite_15
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Human action recognition from videos is a challenging machine vision task with multiple important application domains, such as human-robot machine interaction, interactive entertainment, multimedia information retrieval, and surveillance. In this paper, we present a novel approach to human action recognition from 3D skeleton sequences extracted from depth data. We use the covariance matrix for skeleton joint locations over time as a discriminative descriptor for a sequence. To encode the relationship between joint movement and time, we deploy multiple covariance matrices over sub-sequences in a hierarchical fashion. The descriptor has a fixed length that is independent from the length of the described sequence. Our experiments show that using the covariance descriptor with an off-the-shelf classification algorithm outperforms the state of the art in action recognition on multiple datasets, captured either via a Kinect-type sensor or a sophisticated motion capture system. We also include an evaluation on a novel large dataset using our own annotation. In this paper, we present a novel approach for human action recognition with histograms of 3D joint locations (HOJ3D) as a compact representation of postures. We extract the 3D skelet al joint locations from Kinect depth maps using 's method [6]. The HOJ3D computed from the action depth sequences are reprojected using LDA and then clustered into k posture visual words, which represent the prototypical poses of actions. The temporal evolutions of those visual words are modeled by discrete hidden Markov models (HMMs). In addition, due to the design of our spherical coordinate system and the robust 3D skeleton estimation from Kinect, our method demonstrates significant view invariance on our 3D action dataset. Our dataset is composed of 200 3D sequences of 10 indoor activities performed by 10 individuals in varied views. Our method is real-time and achieves superior results on the challenging 3D action dataset. We also tested our algorithm on the MSR Action 3D dataset and our algorithm outperforms [25] on most of the cases. Recently introduced cost-effective depth sensors coupled with the real-time skeleton estimation algorithm of [16] have generated a renewed interest in skeleton-based human action recognition. Most of the existing skeleton-based approaches use either the joint locations or the joint angles to represent a human skeleton. In this paper, we propose a new skelet al representation that explicitly models the 3D geometric relationships between various body parts using rotations and translations in 3D space. Since 3D rigid body motions are members of the special Euclidean group SE(3), the proposed skelet al representation lies in the Lie group SE(3)×…×SE(3), which is a curved manifold. Using the proposed representation, human actions can be modeled as curves in this Lie group. Since classification of curves in this Lie group is not an easy task, we map the action curves from the Lie group to its Lie algebra, which is a vector space. We then perform classification using a combination of dynamic time warping, Fourier temporal pyramid representation and linear SVM. Experimental results on three action datasets show that the proposed representation performs better than many existing skelet al representations. The proposed approach also outperforms various state-of-the-art skeleton-based human action recognition approaches. In this paper, we propose an effective method to recognize human actions from 3D positions of body joints. With the release of RGBD sensors and associated SDK, human body joints can be extracted in real time with reasonable accuracy. In our method, we propose a new type of features based on position differences of joints, EigenJoints, which combine action information including static posture, motion, and offset. We further employ the Naive-Bayes-Nearest-Neighbor (NBNN) classifier for multi-class action classification. The recognition results on the Microsoft Research (MSR) Action3D dataset demonstrate that our approach significantly outperforms the state-of-the-art methods. In addition, we investigate how many frames are necessary for our method to recognize actions on the MSR Action3D dataset. We observe 15–20 frames are sufficient to achieve comparable results to that using the entire video sequences. Human action recognition is an important yet challenging task. The recently developed commodity depth sensors open up new possibilities of dealing with this problem but also present some unique challenges. The depth maps captured by the depth cameras are very noisy and the 3D positions of the tracked joints may be completely wrong if serious occlusions occur, which increases the intra-class variations in the actions. In this paper, an actionlet ensemble model is learnt to represent each action and to capture the intra-class variance. In addition, novel features that are suitable for depth data are proposed. They are robust to noise, invariant to translational and temporal misalignments, and capable of characterizing both the human motion and the human-object interactions. The proposed approach is evaluated on two challenging action recognition datasets captured by commodity depth cameras, and another dataset captured by a MoCap system. The experimental evaluations show that the proposed approach achieves superior performance to the state of the art algorithms.