Joint Angles Similarities and HOG2 for Action Recognition
By Eshed Ohn-Bar, Mohan Manubhai Trivedi. 2013
326 citations recorded by the source corpus.
Subfields: Biomedical Engineering, Computer Vision and Pattern Recognition, Human-Computer Interaction
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Citations in the corpus
- NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis (2016, methodology): “Ohn-Bar and Trivedi [24] combined second order joint-angle similarity representations of skeletons with a modified two step HOG feature on spatio-temporal depth maps to build global representation of each video sample and utilized a linear SVM to classify the actions.”
- NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding (2019, methodology): “Ohn-Bar and Trivedi [55] combined second order joint-angle similarity representations of skeletons with a modified two step HOG feature on spatio-temporal depth maps to build global representation of each video sample, and utilized a linear SVM to classify the actions.”
- Deep Multimodal Feature Analysis for Action Recognition in RGB+D Videos (2016, neutral): “HOG [87] 32.”
- Space-Time Representation of People Based on 3D Skeletal Data: A Review (2016, background): “Many other existing human representations are also based on low-level skeleton-based features [117], [118], [119], [123], [134], [139], [140], [141], [154], [157], [158], [162], [200] without modeling the hierarchy of the data.”
- Multimodal Multipart Learning for Action Recognition in Depth Videos (2015, methodology): “ [5]) Accuracy Action Graph on Bag of 3D Points [5] 74.7% Histogram of 3D Joints [7] 79.0% EigenJoints [6] 83.3% Random Occupancy Patterns [8] 86.5% Depth HOG [38] 91.6% Lie Group [39] 92.5% JAS+HOG2 [40] 94.8% DL-GSGC+TPM [41] 96.7% Proposed MMMP 98.2% into 88.13%. Finally by adding the multipart l”
- Modeling Temporal Dynamics and Spatial Configurations of Actions Using Two-Stream Recurrent Neural Networks (2017, background): “While body part based approaches regard the human skeleton as a connected set of segments, and then focus on individual or connected pairs of body parts [50] and joint angles [33].”
- Chained Multi-stream Networks Exploiting Pose, Motion, and Appearance for Action Classification and Detection (2017, neutral): “, compares favorably Methods Cross Subject % Deep LSTM [32] 60.7% P-LSTM [32] 62.93% HOGˆ2 [25] 32.2% FTP DS [10] 60.23% ST-LSTM [21] 69.2% Ours (Pose) 67.8% Ours (RGB+OF+Pose - Baseline) 76.9% Ours (RGB+OF+Pose - Chained) 80.8 % to the existing methods.”
- Unsupervised Learning of Long-Term Motion Dynamics for Videos (2017, methodology): “We split the 40 subjects into training and testing groups Methods Depth HOG [17] 32.24 Super Normal Vector [42] 31.82 HON4D [18] 30.56 Lie Group [32] 50.08 Skeletal Quads [3] 38.62 FTP Dynamic Skeletons [4] 60.23 HBRNN-L [2] 59.07 2 Layer P-LSTM [25] 62.93 Shuffle and Learn [15] 47.5 Our method…”
- Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognition (2016, background): “. arXiv:1607.07043v1 [cs.CV] 24 Jul 2016 2 Jun Liu, Amir Shahroudy, Dong Xu, and Gang Wang proposed by [8]. An angular skeletal representation over the tree-structured set of joints was introduced in [9], which calculated the similarity of these features over temporal dimension to build the global r”
- Action Recognition Based on Joint Trajectory Maps Using Convolutional Neural Networks (2016, methodology): “lts compared with both hand-crafted features and deep learning methods. The work [34] focused only on single person action and could not model multi-person interactions well. Dynamic Skeletons method [38] performed better than some RNN-based methods verifying the weakness of the RNNs [43], [46], whi”
- Combined shape analysis of human poses and motion units for action segmentation and recognition (2015, unknown): “Likewise, in [11] skeleton features based on joint angles and depth features computed with histogram of oriented gradients are combined together.”
- Vision-based human activity recognition: a survey (2020, methodology): “Joint angles, which assume the human body as a system of rigid connected segments and the movement as an evolution of their spatial configuration [7, 29, 128].”
- Fusing Geometric Features for Skeleton-Based Action Recognition Using Multilayer LSTM Networks (2018, unknown): “12% − − − − HOG2 [24] − 32.”
- Evaluating spatiotemporal interest point features for depth-based action recognition (2014, background): “JAS (cosine) + MaxMin + HOG2 [36] 94.”
- Informative joints based human action recognition using skeleton contexts (2015, methodology): “In this paper, we introduce a robust informative joints based human action recognition method.”