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首页> 外文期刊>Mathematical Problems in Engineering: Theory, Methods and Applications >Nonnegative Tensor-Based Linear Dynamical Systems for Recognizing Human Action from 3D Skeletons
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Nonnegative Tensor-Based Linear Dynamical Systems for Recognizing Human Action from 3D Skeletons

机译:基于非负张量的线性动力系统,用于识别3D骨架的人类行动

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Recently, skeleton-based action recognition has become a very important topic in the field of computer vision. It is a challenging task to accurately build a human action model and precisely distinguish similar human actions. In this paper, an action (skeleton sequence) is represented as a third-order nonnegative tensor time series to capture the original spatiotemporal information of the action. As a linear dynamical system (LDS) is an efficient tool for encoding the spatiotemporal data in various disciplines, this paper proposes a nonnegative tensor-based LDS (nLDS) to model the third-order nonnegative tensor time series. Nonnegative Tucker decomposition (NTD) is utilized to estimate the parameters of the nLDS model. These parameters are used to build extended observability sequence O∞T for the action, which implies that O∞T can be considered as the feature descriptor of the action. To avoid the limitations introduced by approximating O∞T with a finite-order matrix, we represent an action as a point on infinite Grassmann manifold comprising the orthonormalized extended observability sequences. The classification task can be performed by dictionary learning and sparse coding on the infinite Grassmann manifold. The experimental results on the MSR-Action3D, UTKinect-Action, and G3D-Gaming datasets demonstrate that the proposed approach achieves a better performance in comparison with the state-of-the-art methods.
机译:最近,基于骨架的动作识别已成为计算机愿景领域的一个非常重要的主题。准确建立人类行动模型并精确区分类似人类行为是一项挑战的任务。在本文中,将动作(骨架序列)表示为三阶非负张量时间序列,以捕获该动作的原始时空信息。作为线性动力系统(LDS)是用于在各种学科中编码时空数据的有效工具,本文提出了一种非负基于张量的LDS(NLD)来模拟三阶非负张量时间序列。非负Tucker分解(NTD)用于估计NLDS模型的参数。这些参数用于构建延长的可观察性序列O∞t的动作,这意味着O∞t可以被认为是动作的特征描述符。为了避免通过用有限阶矩阵近似o∈T引入的局限性,我们表示作为包含正常化的扩展可观察性序列的无限基地歧管上的一个点。分类任务可以通过字典学习和稀疏编码在无限基地歧管上执行。 MSR-Action3D,Utkinect-Action和G3D-Gaming数据集的实验结果表明,与最先进的方法相比,该方法实现了更好的性能。

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