Dynamic Feature Selection for Online Action Recognition
By Victoria Bloom, Vasileios Argyriou, Dimitrios Makris. 2013
37 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Vision and Pattern Recognition
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Wanqing Li
- Pichao Wang
- Tae-Kyun Kim
- Philip O. Ogunbona
- Seungryul Baek
- Kwang In Kim
- Dimitrios Makris
- Vasileios Argyriou
In Computer Vision and Pattern Recognition
Citations in the corpus
- RGB-D-based action recognition datasets: A survey (2016, background): “Gaming 3D dataset (G3D) [16, 17]( http://dipersec.king.ac.uk/G3D/ ) captured by Kingston University in 2012 focuses on real-time action recognition in gaming scenario.”
- 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.”
- Real-Time Online Action Detection Forests Using Spatio-Temporal Contexts (2016, methodology): “OAD is a challenging problem [11, 25] and even though skeleton-based approaches [1, 52, 29, 35, 26, 25] are promising, they are bounded by the time constraint that prevents combining multiple feature modalities or considering more temporal relationships.”
- Transition Forests: Learning Discriminative Temporal Transitions for Action Recognition and Detection (2016, background): “Some early approaches [2, 10] include using short sequences of frames or short motion information (MP) [35] to vote if an action is being performed.”
- Real-Time Multi-scale Action Detection from 3D Skeleton Data (2015, methodology): “Results in [2] were reported for the “Fighting” action sequences only, however, we list our results for all seven action sequences in the supplementary materials.”
- G3Di: A Gaming Interaction Dataset with a Real Time Detection and Evaluation Framework (2014, methodology): “A novel realistic and challenging human interaction dataset, G3Di for real time multiplayer gaming is introduced.”
- Clustered Spatio-temporal Manifolds for Online Action Recognition (2014, methodology): “The higher accuracy of our method may be attributed to the improved execution rate invariance gained by matching template fragments with DTW instead of a fixed size feature window as used by both [14] and [15].”