In recent years, graph convolutional networks (GCNs) play an increasingly critical role in skeleton-based human action recognition. However, most GCN-based methods still have two main limitations: 1) They only consider the motion information of the joints or process the joints and bones separately, which are unable to fully explore the latent functional correlation between joints and bones for action recognition. 2) Most of these works are performed in the supervised learning way, which heavily relies on massive labeled training data. To address these issues, we propose a semi-supervised skeleton-based action recognition method which has been rarely exploited before. We design a novel correlation-driven joint-bone fusion graph convolutional network (CD-JBF-GCN) as an encoder and use a pose prediction head as a decoder to achieve semi-supervised learning. Specifically, the correlation-driven joint-bone fusion graph convolution (CD-JBF-GC) can explore the motion transmission between the joint stream and the bone stream, so as to promote both streams to learn more discriminative feature representations. The pose prediction based auto-encoder in the self-supervised training fashion allows the network to learn motion representation from the unlabeled data, which is essential for action recognition. Extensive experiments on two popular datasets, i.e. NTU-RGB+D and Kinetics-Skeleton, demonstrate that our model achieves the state-of-the-art performance for semi-supervised skeleton-based action recognition and is also useful for fully-supervised methods.
22 February 2023 in IEEE Transactions on Pattern Analysis and Machine Intelligence
We present a method for reconstructing accurate and consistent 3D hands from a monocular video. We observe that the detected 2D hand keypoints and the image texture provide important cues about the geometry and texture of the 3D hand, which can reduce or even eliminate the requirement on 3D hand annotation. Accordingly, in this work, we propose $\mathrm{{S}^{2}HAND}$ , a self-supervised 3D hand reconstruction model, that can jointly estimate pose, shape, texture, and the camera viewpoint from a single RGB input through the supervision of easily accessible 2D detected keypoints. We leverage the continuous hand motion information contained in the unlabeled video data and explore $\mathrm{{S}^{2}HAND(V)}$ , which uses a set of weights shared $\mathrm{{S}^{2}HAND}$ to process each frame and exploits additional motion, texture, and shape consistency constrains to obtain more accurate hand poses, and more consistent shapes and textures. Experiments on benchmark datasets demonstrate that our self-supervised method produces comparable hand reconstruction performance compared with the recent full-supervised methods in single-frame as input setup, and notably improves the reconstruction accuracy and consistency when using the video training data.
30 March 2021 in IEEE Transactions on Image Processing
Accurate 3D reconstruction of the hand and object shape from a hand-object image is important for understanding human-object interaction as well as human daily activities. Different from bare hand pose estimation, hand-object interaction poses a strong constraint on both the hand and its manipulated object, which suggests that hand configuration may be crucial contextual information for the object, and vice versa. However, current approaches address this task by training a two-branch network to reconstruct the hand and object separately with little communication between the two branches. In this work, we propose to consider hand and object jointly in feature space and explore the reciprocity of the two branches. We extensively investigate cross-branch feature fusion architectures with MLP or LSTM units. Among the investigated architectures, a variant with LSTM units that enhances object feature with hand feature shows the best performance gain. Moreover, we employ an auxiliary depth estimation module to augment the input RGB image with the estimated depth map, which further improves the reconstruction accuracy. Experiments conducted on public datasets demonstrate that our approach significantly outperforms existing approaches in terms of the reconstruction accuracy of objects.
After decades of research, there is still no solution for indoor localization like the GNSS (Global Navigation Satellite System) solution for outdoor environments. The major reasons for this phenomenon are the complex spatial topology and RF transmission environment. To deal with these problems, an indoor scene constrained method for localization is proposed in this paper, which is inspired by the visual cognition ability of the human brain and the progress in the computer vision field regarding high-level image understanding. Furthermore, a multi-sensor fusion method is implemented on a commercial smartphone including cameras, WiFi and inertial sensors. Compared to former research, the camera on a smartphone is used to “see” which scene the user is in. With this information, a particle filter algorithm constrained by scene information is adopted to determine the final location. For indoor scene recognition, we take advantage of deep learning that has been proven to be highly effective in the computer vision community. For particle filter, both WiFi and magnetic field signals are used to update the weights of particles. Similar to other fingerprinting localization methods, there are two stages in the proposed system, offline training and online localization. In the offline stage, an indoor scene model is trained by Caffe (one of the most popular open source frameworks for deep learning) and a fingerprint database is constructed by user trajectories in different scenes. To reduce the volume requirement of training data for deep learning, a fine-tuned method is adopted for model training. In the online stage, a camera in a smartphone is used to recognize the initial scene. Then a particle filter algorithm is used to fuse the sensor data and determine the final location. To prove the effectiveness of the proposed method, an Android client and a web server are implemented. The Android client is used to collect data and locate a user. The web server is developed for indoor scene model training and communication with an Android client. To evaluate the performance, comparison experiments are conducted and the results demonstrate that a positioning accuracy of 1.32 m at 95% is achievable with the proposed solution. Both positioning accuracy and robustness are enhanced compared to approaches without scene constraint including commercial products such as IndoorAtlas.
The demand for location-based services (LBS) in large indoor spaces, such as airports, shopping malls, museums and libraries, has been increasing in recent years. However, there is still no fully applicable solution for indoor positioning and navigation like Global Navigation Satellite System (GNSS) solutions in outdoor environments. Positioning in indoor scenes by using smartphone cameras has its own advantages: no additional needed infrastructure, low cost and a large potential market due to the popularity of smartphones, etc. However, existing methods or systems based on smartphone cameras and visual algorithms have their own limitations when implemented in relatively large indoor spaces. To deal with this problem, we designed an indoor positioning system to locate users in large indoor scenes. The system uses common static objects as references, e.g., doors and windows, to locate users. By using smartphone cameras, our proposed system is able to detect static objects in large indoor spaces and then calculate the smartphones’ position to locate users. The system integrates algorithms of deep learning and computer vision. Its cost is low because it does not require additional infrastructure. Experiments in an art museum with a complicated visual environment suggest that this method is able to achieve positioning accuracy within 1 m.
Indoor localization is one of the fundamentals of location-based services (LBS) such as seamless indoor and outdoor navigation, location-based precision marketing, spatial cognition of robotics, etc. Visual features take up a dominant part of the information that helps human and robotics understand the environment, and many visual localization systems have been proposed. However, the problem of indoor visual localization has not been well settled due to the tough trade-off of accuracy and cost. To better address this problem, a localization method based on image retrieval is proposed in this paper, which mainly consists of two parts. The first one is CNN-based image retrieval phase, CNN features extracted by pre-trained deep convolutional neural networks (DCNNs) from images are utilized to compare the similarity, and the output of this part are the matched images of the target image. The second one is pose estimation phase that computes accurate localization result. Owing to the robust CNN feature extractor, our scheme is applicable to complex indoor environments and easily transplanted to outdoor environments. The pose estimation scheme was inspired by monocular visual odometer, therefore, only RGB images and poses of reference images are needed for accurate image geo-localization. Furthermore, our method attempts to use lightweight datum to present the scene. To evaluate the performance, experiments are conducted, and the result demonstrates that our scheme can efficiently result in high location accuracy as well as orientation estimation. Currently the positioning accuracy and usability enhanced compared with similar solutions. Furthermore, our idea has a good application foreground, because the algorithms of data acquisition and pose estimation are compatible with the current state of data expansion.