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- research-articleMarch 2019
Learning to recognise 3D human action from a new skeleton‐based representation using deep convolutional neural networks
IET Computer Vision (CVI2), Volume 13, Issue 3Pages 319–328https://doi.org/10.1049/iet-cvi.2018.5014Recognising human actions in untrimmed videos is an important challenging task. An effective three‐dimensional (3D) motion representation and a powerful learning model are two key factors influencing recognition performance. In this study, the authors ...
- ArticleDecember 2014
Querying 3D Mesh Sequences for Human Action Retrieval
3DV '14: Proceedings of the 2014 Second International Conference on 3D Vision - Volume 02Pages 33–40https://doi.org/10.1109/3DV.2014.103In this paper, the unsupervised human action retrieval problem in 3D mesh sequences is addressed. An action is represented by a mesh sequence wherein each frame is represented by a static shape descriptor. Six state-of-the-art static descriptors are ...
- ArticleJanuary 2014
Who's the Best Charades Player? Mining Iconic Movement of Semantic Concepts
MMM 2014: Proceedings of the 20th Anniversary International Conference on MultiMedia Modeling - Volume 8325Pages 231–241https://doi.org/10.1007/978-3-319-04114-8_20Charades is a guessing game with the idea for one player to act out a semantic concept (i.e. a word or phrase) for the other players to guess. An observation from playing charades is that people's cognition on the iconic movements associated with a ...
- articleDecember 2011
Incorporating social-cultural contexts in role engineering: an activity theoretic approach
International Journal of Business Information Systems (IJBIS), Volume 7, Issue 1Pages 60–77https://doi.org/10.1504/IJBIS.2011.037297Roles are convenient and powerful concept for facilitating access to distributed systems and for enforcing access management polices. Role-based access control (RBAC) is one of the most convenient and widely used role engineering models across ...
- ArticleJune 2011
Unsupervised random forest indexing for fast action search
CVPR '11: Proceedings of the 2011 IEEE Conference on Computer Vision and Pattern RecognitionPages 865–872https://doi.org/10.1109/CVPR.2011.5995488Despite recent successes of searching small object in images, it remains a challenging problem to search and locate actions in crowded videos because of (1) the large variations of human actions and (2) the intensive computational cost of searching the ...
- ArticleJune 2011
Instantly telling what happens in a video sequence using simple features
CVPR '11: Proceedings of the 2011 IEEE Conference on Computer Vision and Pattern RecognitionPages 3257–3264https://doi.org/10.1109/CVPR.2011.5995377This paper presents an efficient method to tell what happens (e.g. recognize actions) in a video sequence from only a couple of frames in real time. For the sake of instantaneity, we employ two types of computationally efficient but perceptually ...
- ArticleAugust 2010
RBM-based Silhouette Encoding for Human Action Modelling
ICPR '10: Proceedings of the 2010 20th International Conference on Pattern RecognitionPages 979–982https://doi.org/10.1109/ICPR.2010.245In this paper we evaluate the use of Restricted Bolzmann Machines (RBM) in the context of learning and recognizing human actions. The features used as basis are binary silhouettes of persons. We test the proposed approach on two datasets of human ...
- ArticleAugust 2007
Making sense: interactive sculptures as tangible design material
DPPI '07: Proceedings of the 2007 conference on Designing pleasurable products and interfacesPages 255–269https://doi.org/10.1145/1314161.1314184The field of tangible interaction shows an increasing focus on embodiment; how the body has a central role in how we as human beings experience, understand, and interact with the world we live in. In this paper we present a design exercise that has a ...
- ArticleAugust 2005
Designing the user actions in tangible interaction
CC '05: Proceedings of the 4th decennial conference on Critical computing: between sense and sensibilityPages 9–18https://doi.org/10.1145/1094562.1094565The aim of this paper is firstly to characterize the richness of human actions, based on observations of skilled practice in industrial environments, as opposed to actions in office contexts. Secondly, it is to introduce techniques that may help ...
- ArticleAugust 2004
Hands-only scenarios and video action walls: novel methods for tangible user interaction design
DIS '04: Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniquesPages 185–192https://doi.org/10.1145/1013115.1013141In our research on tangible user interaction we focus on the design of products that are dedicated to a particular user, task and context. In doing so, we are interested in strengthening the actions side of tangible interaction. Currently, the actions ...
- ArticleNovember 2003
Invariance in motion analysis of videos
MULTIMEDIA '03: Proceedings of the eleventh ACM international conference on MultimediaPages 518–527https://doi.org/10.1145/957013.957125In this paper, we propose an approach that retrieves motion of objects from the videos based on the dynamic time warping of view invariant characteristics. The motion is represented as a sequence of dynamic instants and intervals, which are ...