scholarly journals Gait recognition using a few gait frames

2021 ◽  
Vol 7 ◽  
pp. e382
Author(s):  
Lingxiang Yao ◽  
Worapan Kusakunniran ◽  
Qiang Wu ◽  
Jian Zhang

Gait has been deemed as an alternative biometric in video-based surveillance applications, since it can be used to recognize individuals from a far distance without their interaction and cooperation. Recently, many gait recognition methods have been proposed, aiming at reducing the influence caused by exterior factors. However, most of these methods are developed based on sufficient input gait frames, and their recognition performance will sharply decrease if the frame number drops. In the real-world scenario, it is impossible to always obtain a sufficient number of gait frames for each subject due to many reasons, e.g., occlusion and illumination. Therefore, it is necessary to improve the gait recognition performance when the available gait frames are limited. This paper starts with three different strategies, aiming at producing more input frames and eliminating the generalization error cause by insufficient input data. Meanwhile, a two-branch network is also proposed in this paper to formulate robust gait representations from the original and new generated input gait frames. According to our experiments, under the limited gait frames being used, it was verified that the proposed method can achieve a reliable performance for gait recognition.

Electronics ◽  
2021 ◽  
Vol 10 (20) ◽  
pp. 2527
Author(s):  
Minji Jung ◽  
Heekyung Yang ◽  
Kyungha Min

The advancement and popularity of computer games make game scene analysis one of the most interesting research topics in the computer vision society. Among the various computer vision techniques, we employ object detection algorithms for the analysis, since they can both recognize and localize objects in a scene. However, applying the existing object detection algorithms for analyzing game scenes does not guarantee a desired performance, since the algorithms are trained using datasets collected from the real world. In order to achieve a desired performance for analyzing game scenes, we built a dataset by collecting game scenes and retrained the object detection algorithms pre-trained with the datasets from the real world. We selected five object detection algorithms, namely YOLOv3, Faster R-CNN, SSD, FPN and EfficientDet, and eight games from various game genres including first-person shooting, role-playing, sports, and driving. PascalVOC and MS COCO were employed for the pre-training of the object detection algorithms. We proved the improvement in the performance that comes from our strategy in two aspects: recognition and localization. The improvement in recognition performance was measured using mean average precision (mAP) and the improvement in localization using intersection over union (IoU).


2010 ◽  
Vol 20 (3) ◽  
pp. 100-105 ◽  
Author(s):  
Anne K. Bothe

This article presents some streamlined and intentionally oversimplified ideas about educating future communication disorders professionals to use some of the most basic principles of evidence-based practice. Working from a popular five-step approach, modifications are suggested that may make the ideas more accessible, and therefore more useful, for university faculty, other supervisors, and future professionals in speech-language pathology, audiology, and related fields.


2006 ◽  
Vol 40 (7) ◽  
pp. 47
Author(s):  
LEE SAVIO BEERS
Keyword(s):  

2016 ◽  
Author(s):  
Lawrence A. Cunningham
Keyword(s):  

1976 ◽  
Vol 31 (4) ◽  
pp. 303-310 ◽  
Author(s):  
Harold M. Proshansky

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