Human Activity Recognition in Real-Times Environments using Skeleton Joints

Ajay Kumar, Anil Kumar, S. Singh, R. Kala
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引用次数: 7

Abstract

In this research work, we proposed a most effective noble approach for Human activity recognition in real-time environments. We recognize several distinct dynamic human activity actions using kinect. A 3D skeleton data is processed from real-time video gesture to sequence of frames and getter skeleton joints (Energy Joints, orientation, rotations of joint angles) from selected setof frames. We are using joint angle and orientations, rotations information from Kinect therefore less computation required. However, after extracting the set of frames we implemented several classification techniques Principal Component Analysis (PCA) with several distance based classifiers and Artificial Neural Network (ANN) respectively with some variants for classify our all different gesture models. However, we conclude that use very less number of frame (10-15%) for train our system efficiently from the entire set of gesture frames. Moreover, after successfully completion of our classification methods we clinch an excellent overall accuracy 94%, 96% and 98% respectively. We finally observe that our proposed system is more useful than comparing to other existing system, therefore our model is best suitable for real-time application such as in video games for player action/gesture recognition.
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利用骨骼关节在实时环境中识别人类活动
在这项研究中,我们提出了一种最有效的实时环境中人类活动识别方法。我们使用kinect识别几种不同的动态人类活动动作。3D骨架数据从实时视频手势到帧序列和选定帧的getter骨架关节(能量关节、方向、关节角度旋转)进行处理。我们使用来自Kinect的关节角度和方向和旋转信息,因此所需的计算量更少。然而,在提取帧集之后,我们分别使用基于距离的分类器和人工神经网络(ANN)实现了几种分类技术,用于对所有不同的手势模型进行分类。然而,我们得出的结论是,使用非常少的帧数(10-15%)从整个手势帧集有效地训练我们的系统。此外,在成功完成我们的分类方法后,我们分别获得了94%,96%和98%的优秀整体准确率。我们最后观察到,我们提出的系统比其他现有系统更有用,因此我们的模型最适合于实时应用,如电子游戏中的玩家动作/手势识别。
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