Abstract:Egocentric videos capture scenes from a wearer's viewpoint, resulting in dynamic backgrounds, frequent motion, and occlusions, posing challenges to accurate keystep recognition. We propose a flexible graph-learning framework for fine-grained keystep recognition that is able to effectively leverage long-term dependencies in egocentric videos, and leverage alignment between egocentric and exocentric videos during training for improved inference on egocentric videos. Our approach consists of constructing a graph where each video clip of the egocentric video corresponds to a node. During training, we consider each clip of each exocentric video (if available) as additional nodes. We examine several strategies to define connections across these nodes and pose keystep recognition as a node classification task on the constructed graphs. We perform extensive experiments on the Ego-Exo4D dataset and show that our proposed flexible graph-based framework notably outperforms existing methods by more than 12 points in accuracy. Furthermore, the constructed graphs are sparse and compute efficient. We also present a study examining on harnessing several multimodal features, including narrations, depth, and object class labels, on a heterogeneous graph and discuss their corresponding contribution to the keystep recognition performance.
Abstract:We present a benchmark dataset for evaluating physical human activity recognition methods from wrist-worn sensors, for the specific setting of basketball training, drills, and games. Basketball activities lend themselves well for measurement by wrist-worn inertial sensors, and systems that are able to detect such sport-relevant activities could be used in applications toward game analysis, guided training, and personal physical activity tracking. The dataset was recorded for two teams from separate countries (USA and Germany) with a total of 24 players who wore an inertial sensor on their wrist, during both repetitive basketball training sessions and full games. Particular features of this dataset include an inherent variance through cultural differences in game rules and styles as the data was recorded in two countries, as well as different sport skill levels, since the participants were heterogeneous in terms of prior basketball experience. We illustrate the dataset's features in several time-series analyses and report on a baseline classification performance study with two state-of-the-art deep learning architectures.