Over the years, a large number of methods have been proposed to analyze human pose and motion information from images, videos, and recently from depth data. Most methods, however, have been evaluated on datasets that were too specific to each application, limited to a particular modality, and more importantly, captured under unknown conditions. To address these issues, we introduce the Berkeley Multimodal Human Action Database (MHAD) consisting of temporally synchronized and geometrically calibrated data from an optical motion capture system, multi-baseline stereo cameras from multiple views, depth sensors, accelerometers and microphones. This controlled multimodal dataset provides researchers an inclusive testbed to develop and benchmark new algorithms across multiple modalities under known capture conditions in various research domains. To demonstrate possible use of MHAD for action recognition, we compare results using the popular Bag-of-Words algorithm adapted to each modality independently with the results of various combinations of modalities using the Multiple Kernel Learning. Our comparative results show that multimodal analysis of human motion yields better action recognition rates than unimodal analysis.
1 January 2014 in Journal of Visual Communication and Image Representation
The Microsoft Kinect camera is becoming increasingly popular in many areas aside from entertainment, including human activity monitoring and rehabilitation. Many people, however, fail to consider the reliability and accuracy of the Kinect human pose estimation when they depend on it as a measuring system. In this paper we compare the Kinect pose estimation (skeletonization) with more established techniques for pose estimation from motion capture data, examining the accuracy of joint localization and robustness of pose estimation with respect to the orientation and occlusions. We have evaluated six physical exercises aimed at coaching of elderly population. Experimental results present pose estimation accuracy rates and corresponding error bounds for the Kinect system.
Microsoft Kinect camera and its skeletal tracking capabilities have been embraced by many researchers and commercial developers in various applications of real-time human movement analysis. In this paper, we evaluate the accuracy of the human kinematic motion data in the first and second generation of the Kinect system, and compare the results with an optical motion capture system. We collected motion data in 12 exercises for 10 different subjects and from three different viewpoints. We report on the accuracy of the joint localization and bone length estimation of Kinect skeletons in comparison to the motion capture. We also analyze the distribution of the joint localization offsets by fitting a mixture of Gaussian and uniform distribution models to determine the outliers in the Kinect motion data. Our analysis shows that overall Kinect 2 has more robust and more accurate tracking of human pose as compared to Kinect 1.
Virtual reality (VR) offers new possibilities for learning, specifically for training individuals to perform physical movements such as physical therapy and exercise. The current article examines two aspects of VR that uniquely contribute to media interactivity: the ability to capture and review physical behavior and the ability to see one's avatar rendered in real time from third person points of view. In two studies, we utilized a state-of-the-art, image-based tele-immersive system, capable of tracking and rendering many degrees of freedom of human motion in real time. In Experiment 1, participants learned better in VR than in a video learning condition according to self-report measures, and the cause of the advantage was seeing one's avatar stereoscopically in the third person. In Experiment 2, we added a virtual mirror in the learning environment to further leverage the ability to see oneself from novel angles in real time. Participants learned better in VR than in video according to objective performance measures. Implications for learning via interactive digital media are discussed.
Over the last few years, with the immense popularity of the Kinect, there has been renewed interest in developing methods for human gesture and action recognition from 3D data. A number of approaches have been proposed that extract representative features from 3D depth data, a reconstructed 3D surface mesh or more commonly from the recovered estimate of the human skeleton. Recent advances in neuroscience have discovered a neural encoding of static 3D shapes in primate infero-temporal cortex that can be represented as a hierarchy of medial axis and surface features. We hypothesize a similar neural encoding might also exist for 3D shapes in motion and propose a hierarchy of dynamic medial axis structures at several spatio-temporal scales that can be modeled using a set of Linear Dynamical Systems (LDSs). We then propose novel discriminative metrics for comparing these sets of LDSs for the task of human activity recognition. Combined with simple classification frameworks, our proposed features and corresponding hierarchical dynamical models provide the highest human activity recognition rates as compared to state-of-the-art methods on several skeletal datasets.