text: In this paper, we show that different body parts do not play equally important roles in recognizing a human action in video data. We investigate to what extent a body part plays a role in recognition of different actions and hence propose a generic method of assigning weights to different body points. The approach is inspired by the strong evidence in the applied perception community that humans perform recognition in a foveated manner, that is they recognize events or objects by only focusing on visually significant aspects. An important contribution of our method is that the computation of the weights assigned to body parts is invariant to viewing directions and camera parameters in the input data. We have performed extensive experiments to validate the proposed approach and demonstrate its significance. In particular, results show that considerable improvement in performance is gained by taking into account the relative importance of different body parts as defined by our approach.
  @cite_132: Ten different feature vectors are tested in a gesture recognition task which utilizes 3D data gathered in real-time from stereo video cameras, and HMMs for learning and recognition of gestures. Results indicate velocity features are superior to positional features, and partial rotational invariance is sufficient for good performance.
  @cite_57: We propose a novel approach to matching human actions using semantic correspondence between human bodies with an eye towards invariant analysis of activity. The correspondences are used to provide geometric constraints between multiple anatomical landmarks (e.g. hands, shoulders and feet) to match actions performed from different viewpoints and in different environments. The fact that the human body has certain anthropometric proportion allows innovative use of the machinery of epipolar geometry to provide constraints to accurately analyze actions performed by different people leading to some interesting results. Temporally invariant matching is performed, using non-linear time warping, to ensure that similar actions performed at different rates are accurately matched as well. Thus, the proposed algorithm guarantees that both temporal and view invariance is maintained in matching. We demonstrate the versatility of our algorithm in a number of challenging sequences and applications.
  @cite_106: 
  @cite_133: We propose a new template-based approach for view invariant recognition of body poses, based on geometric constraints derived from the motion of body point triplets. In addition to spatial information our templates encode temporal information of body pose transitions. Unlike existing methods that study a body pose as a whole, we decompose it into a number of body point triplets, and compare their motions to our templates. Using the fact that the homography induced by the motion of a triplet of body points in two identical body pose transitions reduces to the special case of a homology, we exploit the equality of two of its eigenvalues to impose constraints on the similarity of the pose transitions between two subjects, observed by different perspective cameras and from different viewpoints. Extensive experimental results show that our method can accurately identify human poses from video sequences when they are observed from totally different viewpoints with different camera parameters.
  @cite_71: We propose a new view-invariant measure for action recognition. For this purpose, we introduce the idea that the motion of an articulated body can be decomposed into rigid motions of planes defined by triplets of body points. Using the fact that the homography induced by the motion of a triplet of body points in two identical pose transitions reduces to the special case of a homology, we use the equality of two of its eigenvalues as a measure of the similarity of the pose transitions between two subjects, observed by different perspective cameras and from different viewpoints. Experimental results show that our method can accurately identify human pose transitions and actions even when they include dynamic timeline maps, and are obtained from totally different viewpoints with different unknown camera parameters.
  @cite_47: Analysis of human perception of motion shows that information for representing the motion is obtained from the dramatic changes in the speed and direction of the trajectory. In this paper, we present a computational representation of human action to capture these dramatic changes using spatio-temporal curvature of 2-D trajectory. This representation is compact, view-invariant, and is capable of explaining an action in terms of meaningful action units called dynamic instants and intervals. A dynamic instant is an instantaneous entity that occurs for only one frame, and represents an important change in the motion characteristics. An interval represents the time period between two dynamic instants during which the motion characteristics do not change. Starting without a model, we use this representation for recognition and incremental learning of human actions. The proposed method can discover instances of the same action performed by different people from different view points. Experiments on 47 actions performed by 7 individuals in an environment with no constraints shows the robustness of the proposed method.
  @cite_123: This paper concerns recognition of human actions under view changes. We explore self-similarities of action sequences over time and observe the striking stability of such measures across views. Building upon this key observation we develop an action descriptor that captures the structure of temporal similarities and dissimilarities within an action sequence. Despite this descriptor not being strictly view-invariant, we provide intuition and experimental validation demonstrating the high stability of self-similarities under view changes. Self-similarity descriptors are also shown stable under action variations within a class as well as discriminative for action recognition. Interestingly, self-similarities computed from different image features possess similar properties and can be used in a complementary fashion. Our method is simple and requires neither structure recovery nor multi-view correspondence estimation. Instead, it relies on weak geometric properties and combines them with machine learning for efficient cross-view action recognition. The method is validated on three public datasets, it has similar or superior performance compared to related methods and it performs well even in extreme conditions such as when recognizing actions from top views while using side views for training only.
  @cite_66: This paper presents two approaches for the representation and recognition of human action in video, aiming for view-point invariance. The paper first presents new results using a 2D approach presented earlier. Inherent limitations of the 2D approach are discussed and a new 3D approach that builds on recent work on 3D model-based invariants, is presented. Each action is represented as a unique curve in a 3D invariance space, surrounded by an acceptance volume ('action volume'). Given a video sequence, 2D quantities from the image are calculated and matched against candidate action volumes in a probabilistic framework. The theory is presented followed by results on arbitrary projections of motion-capture data which demonstrate a high degree of tolerance to viewpoint change.
summary: One particular issue that has attracted attention among many of these groups is invariance @cite_132 @cite_57 @cite_123 @cite_66 @cite_47 @cite_133 @cite_71 @cite_47 . Invariance is an important issue in any recognition problem from image or video data, since appearance is substantially affected by the imaging level, i.e. the viewing angle, camera parameters, lighting, etc. In action recognition the issue of invariant recognition is compounded with additional complexity introduced by the high degrees of freedom of human body @cite_106 .