• Title/Summary/Keyword: human skeleton

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A Survey of Human Action Recognition Approaches that use an RGB-D Sensor

  • Farooq, Adnan;Won, Chee Sun
    • IEIE Transactions on Smart Processing and Computing
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    • v.4 no.4
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    • pp.281-290
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    • 2015
  • Human action recognition from a video scene has remained a challenging problem in the area of computer vision and pattern recognition. The development of the low-cost RGB depth camera (RGB-D) allows new opportunities to solve the problem of human action recognition. In this paper, we present a comprehensive review of recent approaches to human action recognition based on depth maps, skeleton joints, and other hybrid approaches. In particular, we focus on the advantages and limitations of the existing approaches and on future directions.

The Study of Skeleton System for Facial Expression Animation (Skeleton System으로 운용되는 얼굴표정 애니메이션에 관한 연구)

  • Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.47-55
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    • 2008
  • This paper introduces that SSFE(Skeleton System for Facial Expression) to deform facial expressions by rigging of skeletons does same functions with 14 facial muscles based on anatomy. A three dimensional animation tool (MAYA 8.5) is utilized for making the SSFE that presents deformation of mesh models implementing facial expressions around eyes, nose and mouse. The SSFE has a good reusability within diverse human mesh models. The reusability of SSFE can be understood as OSMU(One Source Multi Use) of three dimensional animation production method. It can be a good alternative technique for reducing production budget of animations. It can also be used for three dimensional animation industries such as virtual reality and game.

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A Proposal of Shuffle Graph Convolutional Network for Skeleton-based Action Recognition

  • Jang, Sungjun;Bae, Han Byeol;Lee, HeanSung;Lee, Sangyoun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.4
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    • pp.314-322
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    • 2021
  • Skeleton-based action recognition has attracted considerable attention in human action recognition. Recent methods for skeleton-based action recognition employ spatiotemporal graph convolutional networks (GCNs) and have remarkable performance. However, most of them have heavy computational complexity for robust action recognition. To solve this problem, we propose a shuffle graph convolutional network (SGCN) which is a lightweight graph convolutional network using pointwise group convolution rather than pointwise convolution to reduce computational cost. Our SGCN is composed of spatial and temporal GCN. The spatial shuffle GCN contains pointwise group convolution and part shuffle module which enhances local and global information between correlated joints. In addition, the temporal shuffle GCN contains depthwise convolution to maintain a large receptive field. Our model achieves comparable performance with lowest computational cost and exceeds the performance of baseline at 0.3% and 1.2% on NTU RGB+D and NTU RGB+D 120 datasets, respectively.

Extraction of Human Body Using Hybrid Silhouette Extraction Method in Intelligent Robot System (지능형 로봇 시스템에서 하이브리드 실루엣 추출 방법을 이용한 인간의 몸 추출)

  • Kim Moon Hwan;Joo Young Hoon;Park Jin Bae;Cho Young Jo;Chi Su Young;Kim Hye Jin
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.257-260
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    • 2005
  • This paper discusses a human body extraction method for mobile robot system. The skeleton features are used to analyze human motion and pose estimation. The intelligent robot system requires more robust silhouette extraction method because it has internal vibration and low resolution. The new hybrid silhouette extraction method is proposed to overcome this constrained environment. Finally, the experimental results show the superiority of the Proposed method.

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Behavior-classification of Human Using Fuzzy-classifier (퍼지분류기를 이용한 인간의 행동분류)

  • Kim, Jin-Kyu;Joo, Young-Hoon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.59 no.12
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    • pp.2314-2318
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    • 2010
  • For human-robot interaction, a robot should recognize the meaning of human behavior. In the case of static behavior such as face expression and sign language, the information contained in a single image is sufficient to deliver the meaning to the robot. In the case of dynamic behavior such as gestures, however, the information of sequential images is required. This paper proposes behavior classification by using fuzzy classifier to deliver the meaning of dynamic behavior to the robot. The proposed method extracts feature points from input images by a skeleton model, generates a vector space from a differential image of the extracted feature points, and uses this information as the learning data for fuzzy classifier. Finally, we show the effectiveness and the feasibility of the proposed method through experiments.

A Study on the Behavior of Human Right Arm under Impact Condition (외부 충격시 우측팔의 생체역학적 거동해석)

  • Chae, Je-Wook;Lee, Joon-Ho;Kim, Hyun-Jun
    • Journal of the Korea Institute of Military Science and Technology
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    • v.12 no.2
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    • pp.152-158
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    • 2009
  • In this paper, the right arm was modelled by muscle-skeleton elements to obtain the behavior of right arm of human under impact condition, where physical and geometrical properties of human body such as Young's modulus, shear modulus, cross sectional area, length, density, moment of inertia and position were defined. Based on the numerical model of the right arm, the impact response of the right arm was obtained. By the comparison with the experimental results, the model of the right arm was verified.

Human Gender and Motion Analysis with Ellipsoid and Logistic Regression Method

  • Ansari, Md Israfil;Shim, Jaechang
    • Journal of Multimedia Information System
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    • v.3 no.2
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    • pp.9-12
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    • 2016
  • This paper is concerned with the effective and efficient identification of the gender and motion of humans. Tracking this nonverbal behavior is useful for providing clues about the interaction of different types of people and their exact motion. This system can also be useful for security in different places or for monitoring patients in hospital and many more applications. Here we describe a novel method of determining identity using machine learning with Microsoft Kinect. This method minimizes the fitting or overlapping error between an ellipsoid based skeleton.

HSFE Network and Fusion Model based Dynamic Hand Gesture Recognition

  • Tai, Do Nhu;Na, In Seop;Kim, Soo Hyung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.9
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    • pp.3924-3940
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    • 2020
  • Dynamic hand gesture recognition(d-HGR) plays an important role in human-computer interaction(HCI) system. With the growth of hand-pose estimation as well as 3D depth sensors, depth, and the hand-skeleton dataset is proposed to bring much research in depth and 3D hand skeleton approaches. However, it is still a challenging problem due to the low resolution, higher complexity, and self-occlusion. In this paper, we propose a hand-shape feature extraction(HSFE) network to produce robust hand-shapes. We build a hand-shape model, and hand-skeleton based on LSTM to exploit the temporal information from hand-shape and motion changes. Fusion between two models brings the best accuracy in dynamic hand gesture (DHG) dataset.

A Study for Animation Using 3D Laser Scanned Body Data (인체 전신 레이저 스캔 데이터를 대상으로 한 인체 애니메이션 연구)

  • Yoon, Geun-Ho;Cho, Chang-Suk
    • Journal of Korea Multimedia Society
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    • v.15 no.10
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    • pp.1257-1263
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    • 2012
  • An implementation of animation module using the 3D body data scanned by laser scanner is reported in this paper. Characteristic points of the skeleton in human body were picked up as pivot point for 3D rotation. The body data set wes reconstructed as objects built in hierarchical tree structure, which is based on skeleton model. In order to implement the 3D animation of the laser scanned body data, the vertexes of the objects were connected as skeleton structure and animated to follow dynamic patterns inputted by user.

Motion classification using distributional features of 3D skeleton data

  • Woohyun Kim;Daeun Kim;Kyoung Shin Park;Sungim Lee
    • Communications for Statistical Applications and Methods
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    • v.30 no.6
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    • pp.551-560
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    • 2023
  • Recently, there has been significant research into the recognition of human activities using three-dimensional sequential skeleton data captured by the Kinect depth sensor. Many of these studies employ deep learning models. This study introduces a novel feature selection method for this data and analyzes it using machine learning models. Due to the high-dimensional nature of the original Kinect data, effective feature extraction methods are required to address the classification challenge. In this research, we propose using the first four moments as predictors to represent the distribution of joint sequences and evaluate their effectiveness using two datasets: The exergame dataset, consisting of three activities, and the MSR daily activity dataset, composed of ten activities. The results show that the accuracy of our approach outperforms existing methods on average across different classifiers.