基于骨骼动作识别的多时标聚合细化图卷积网络

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2023-09-25 DOI:10.1002/cav.2221
Xuanfeng Li, Jian Lu, Jian Zhou, Wei Liu, Kaibing Zhang
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引用次数: 0

摘要

基于骨架的人类动作识别越来越受到重视,并在虚拟现实和人机交互系统等多个领域得到广泛应用。最近的研究强调了基于图卷积网络(GCN)的方法在这项任务中的有效性,从而显著提高了预测精度。然而,大多数基于 GCN 的方法都忽略了自身、向心和离心子集的不同贡献。此外,还只采用了单一尺度的时间特征,忽略了多时标信息。为此,首先,为了区分不同骨架子集的重要性,我们开发了一种细化图卷积,可以自适应地学习每个子集特征的权重。其次,我们提出了一个多时标聚合模块,以提取更具区分性的时间动态信息。此外,本文还提出了一种多时标聚合细化图卷积网络(MTSA-RGCN),并采用了四流结构,可以对互补特征进行综合建模,最终实现了性能的显著提升。在实证实验中,与其他最先进的方法相比,我们的方法在 NTU-RGB+D 60 和 NTU-RGB+D 120 数据集上的性能都有很大提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Multi-temporal scale aggregation refinement graph convolutional network for skeleton-based action recognition

Skeleton-based human action recognition is gaining significant attention and finding widespread application in various fields, such as virtual reality and human-computer interaction systems. Recent studies have highlighted the effectiveness of graph convolutional network (GCN) based methods in this task, leading to a remarkable improvement in prediction accuracy. However, most GCN-based methods overlook the varying contributions of self, centripetal and centrifugal subsets. Besides, only a single-scale temporal feature is adopted, and the multi-temporal scale information is ignored. To this end, firstly, in order to differentiate the importance of different skeleton subsets, we develop a refinement graph convolution, which can adaptively learn a weight for each subset feature. Secondly, a multi-temporal scale aggregation module is proposed to extract more discriminative temporal dynamic information. Furthermore, a multi-temporal scale aggregation refinement graph convolutional network (MTSA-RGCN) is proposed, and four-stream structure is also adopted in this paper, which can comprehensively model complementary features and eventually achieves a significant performance boost. In the empirical experiments, the performance of our approach has been greatly improved on both NTU-RGB+D 60 and NTU-RGB+D 120 datasets, compared to other state-of-the-art methods.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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