https://github.com/1xbq1/a2mc
공식 코드Attack-Augmentation Mixing-Contrastive Skeletal Representation Learning
태스크의 하위 분류와 논문·코드·평가·기법·데이터셋을 탐색하세요.
Skeleton-based Action Recognition is a computer vision task that involves recognizing human actions from a sequence of 3D skeletal joint data captured from sensors such as Microsoft Kinect, Intel RealSense, and wearable devices. The goal of skeleton-based action recognition is to develop algorithms that can understand and classify human actions from skeleton data, which can be used in various applications such as human-computer interaction, sports analysis, and surveillance.
<span style="color:grey; opacity: 0.6">( Image credit: View Adaptive Neural Networks for High Performance Skeleton-based Human Action Recognition )</span>
관련 논문과 평가 결과에 연결된 구현입니다. 출처에서 확인된 저자 구현에는 공식 코드 표시가 있습니다.
Attack-Augmentation Mixing-Contrastive Skeletal Representation Learning
Pyramid Self-attention Polymerization Learning for Semi-supervised Skeleton-based Action Recognition
Skeleton-based Action Recognition via Spatial and Temporal Transformer Networks
Multi-Semantic Fusion Model for Generalized Zero-Shot Skeleton-Based Action Recognition
Action Recognition in Real-World Ambient Assisted Living Environment
Subspace Clustering for Action Recognition with Covariance Representations and Temporal Pruning
Shap-Mix: Shapley Value Guided Mixing for Long-Tailed Skeleton Based Action Recognition
Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition
Leveraging Spatio-Temporal Dependency for Skeleton-Based Action Recognition
SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition
TDSM: Triplet Diffusion for Skeleton-Text Matching in Zero-Shot Action Recognition
MS$^2$L: Multi-Task Self-Supervised Learning for Skeleton Based Action Recognition
A Comparative Review of Recent Kinect-based Action Recognition Algorithms
Cross-Model Cross-Stream Learning for Self-Supervised Human Action Recognition
Prototypical Contrast and Reverse Prediction: Unsupervised Skeleton Based Action Recognition
CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition
Skeleton-based Action Recognition via Temporal-Channel Aggregation
Independently Recurrent Neural Network (IndRNN): Building A Longer and Deeper RNN
Interpretable 3D Human Action Analysis with Temporal Convolutional Networks
Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognition
BST: Badminton Stroke-type Transformer for Skeleton-based Action Recognition in Racket Sports
MotionBERT: A Unified Perspective on Learning Human Motion Representations
UNIK: A Unified Framework for Real-world Skeleton-based Action Recognition
Fusing Higher-order Features in Graph Neural Networks for Skeleton-based Action Recognition
Hypergraph Transformer for Skeleton-based Action Recognition
출처: Papers with Code · CC BY-SA 4.0. 아카이브 자료와 새로 수집한 논문은 별도로 관리합니다.