5.1HCFeb 24, 2022
Tactile Materials in Practice: Understanding the Experiences of Teachers of the Visually ImpairedMahika Phutane, Julie Wright, Brenda Veronica Castro et al.
Teachers of the visually impaired (TVIs) regularly present tactile materials (tactile graphics, 3D models, and real objects) to students with vision impairments. Researchers have been increasingly interested in designing tools to support the use of tactile materials, but we still lack an in-depth understanding of how tactile materials are created and used in practice today. To address this gap, we conducted interviews with 21 TVIs and a 3-week diary study with eight of them. We found that tactile materials were regularly used for academic as well as non-academic concepts like tactile literacy, motor ability, and spatial awareness. Real objects and 3D models served as "stepping stones" to tactile graphics and our participants preferred to teach with 3D models, despite finding them difficult to create, obtain, and modify. Use of certain materials also carried social implications; participants selected materials that fostered student independence and allow classroom inclusion. We contribute design considerations, encouraging future work on tactile materials to enable student and TVI co-creation, facilitate rapid prototyping, and promote movement and spatial awareness. To support future research in this area, our paper provides a fundamental understanding of current practices. We bridge these practices to established pedagogical approaches and highlight opportunities for growth regarding this important genre of educational materials.
13.1CVMar 22, 2021
AdaSGN: Adapting Joint Number and Model Size for Efficient Skeleton-Based Action RecognitionLei Shi, Yifan Zhang, Jian Cheng et al.
Existing methods for skeleton-based action recognition mainly focus on improving the recognition accuracy, whereas the efficiency of the model is rarely considered. Recently, there are some works trying to speed up the skeleton modeling by designing light-weight modules. However, in addition to the model size, the amount of the data involved in the calculation is also an important factor for the running speed, especially for the skeleton data where most of the joints are redundant or non-informative to identify a specific skeleton. Besides, previous works usually employ one fix-sized model for all the samples regardless of the difficulty of recognition, which wastes computations for easy samples. To address these limitations, a novel approach, called AdaSGN, is proposed in this paper, which can reduce the computational cost of the inference process by adaptively controlling the input number of the joints of the skeleton on-the-fly. Moreover, it can also adaptively select the optimal model size for each sample to achieve a better trade-off between accuracy and efficiency. We conduct extensive experiments on three challenging datasets, namely, NTU-60, NTU-120 and SHREC, to verify the superiority of the proposed approach, where AdaSGN achieves comparable or even higher performance with much lower GFLOPs compared with the baseline method.
Decoupled Spatial-Temporal Attention Network for Skeleton-Based Action RecognitionLei Shi, Yifan Zhang, Jian Cheng et al.
Dynamic skeletal data, represented as the 2D/3D coordinates of human joints, has been widely studied for human action recognition due to its high-level semantic information and environmental robustness. However, previous methods heavily rely on designing hand-crafted traversal rules or graph topologies to draw dependencies between the joints, which are limited in performance and generalizability. In this work, we present a novel decoupled spatial-temporal attention network(DSTA-Net) for skeleton-based action recognition. It involves solely the attention blocks, allowing for modeling spatial-temporal dependencies between joints without the requirement of knowing their positions or mutual connections. Specifically, to meet the specific requirements of the skeletal data, three techniques are proposed for building attention blocks, namely, spatial-temporal attention decoupling, decoupled position encoding and spatial global regularization. Besides, from the data aspect, we introduce a skeletal data decoupling technique to emphasize the specific characteristics of space/time and different motion scales, resulting in a more comprehensive understanding of the human actions.To test the effectiveness of the proposed method, extensive experiments are conducted on four challenging datasets for skeleton-based gesture and action recognition, namely, SHREC, DHG, NTU-60 and NTU-120, where DSTA-Net achieves state-of-the-art performance on all of them.
1.2CVApr 7, 2020
What and Where: Modeling Skeletons from Semantic and Spatial Perspectives for Action RecognitionLei Shi, Yifan Zhang, Jian Cheng et al.
Skeleton data, which consists of only the 2D/3D coordinates of the human joints, has been widely studied for human action recognition. Existing methods take the semantics as prior knowledge to group human joints and draw correlations according to their spatial locations, which we call the semantic perspective for skeleton modeling. In this paper, in contrast to previous approaches, we propose to model skeletons from a novel spatial perspective, from which the model takes the spatial location as prior knowledge to group human joints and mines the discriminative patterns of local areas in a hierarchical manner. The two perspectives are orthogonal and complementary to each other; and by fusing them in a unified framework, our method achieves a more comprehensive understanding of the skeleton data. Besides, we customized two networks for the two perspectives. From the semantic perspective, we propose a Transformer-like network that is expert in modeling joint correlations, and present three effective techniques to adapt it for skeleton data. From the spatial perspective, we transform the skeleton data into the sparse format for efficient feature extraction and present two types of sparse convolutional networks for sparse skeleton modeling. Extensive experiments are conducted on three challenging datasets for skeleton-based human action/gesture recognition, namely, NTU-60, NTU-120 and SHREC, where our method achieves state-of-the-art performance.
7.1CVNov 28, 2019
Action Recognition via Pose-Based Graph Convolutional Networks with Intermediate Dense SupervisionLei Shi, Yifan Zhang, Jian Cheng et al.
Pose-based action recognition has drawn considerable attention recently. Existing methods exploit the joint positions to extract the body-part features from the activation map of the convolutional networks to assist human action recognition. However, these features are simply concatenated or max-pooled in previous works. The structured correlations among the body parts, which are essential for understanding complex human actions, are not fully exploited. To address the problem, we propose a pose-based graph convolutional network (PGCN), which encodes the body-part features into a human-based spatiotemporal graph, and explicitly models their correlations with a novel light-weight adaptive graph convolutional module to produce a highly discriminative representation for human action recognition. Besides, we discover that the backbone network tends to identify patterns from the most discriminative areas of the input regardless of the others. Thus the features pooled by the joint positions from other areas are less informative, which consequently hampers the performance of the followed aggregation process for recognizing actions. To alleviate this issue, we introduce a simple intermediate dense supervision mechanism for the backbone network, which adequately addresses the problem with no extra computation cost during inference. We evaluate the proposed approach on three popular benchmarks for pose-based action recognition tasks, i.e., Sub-JHMDB, PennAction and NTU-RGBD, where our approach significantly outperforms state-of-the-arts without the bells and whistles.
40.5CVMay 20, 2018
Two-Stream Adaptive Graph Convolutional Networks for Skeleton-Based Action RecognitionLei Shi, Yifan Zhang, Jian Cheng et al.
In skeleton-based action recognition, graph convolutional networks (GCNs), which model the human body skeletons as spatiotemporal graphs, have achieved remarkable performance. However, in existing GCN-based methods, the topology of the graph is set manually, and it is fixed over all layers and input samples. This may not be optimal for the hierarchical GCN and diverse samples in action recognition tasks. In addition, the second-order information (the lengths and directions of bones) of the skeleton data, which is naturally more informative and discriminative for action recognition, is rarely investigated in existing methods. In this work, we propose a novel two-stream adaptive graph convolutional network (2s-AGCN) for skeleton-based action recognition. The topology of the graph in our model can be either uniformly or individually learned by the BP algorithm in an end-to-end manner. This data-driven method increases the flexibility of the model for graph construction and brings more generality to adapt to various data samples. Moreover, a two-stream framework is proposed to model both the first-order and the second-order information simultaneously, which shows notable improvement for the recognition accuracy. Extensive experiments on the two large-scale datasets, NTU-RGBD and Kinetics-Skeleton, demonstrate that the performance of our model exceeds the state-of-the-art with a significant margin.