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Human Posture Recognition for Behaviour Analysis 23 January 2007 Presented by Bernard Boulay ORION team Advisor : Monique Thonnat
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Introduction on human posture
Introduction ,[object Object],[object Object],[object Object],[object Object],[object Object],Many possible perceptions of a given posture Standing Sitting Bending
Objectives ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Applications Human Behaviour analysis Human posture  recognition Video surveillance systems Aware house applications Virtual reality Intelligent user  interfaces Sport monitoring
State of the art
Video interpretation ,[object Object],Object  segmentation Object  classification Person  tracking Posture recognition Behaviour  analysis People detection
Previous work ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2D approaches with explicit models ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Cardboard model [Ju et al. 1996]
2D approaches with statistical models ,[object Object],[object Object],[object Object],[object Object],[object Object],Horizontal 2D probability map for standing posture [Panini et al. 2003] (green points have a high probability to belong to a standing posture) Silhouettes Horizontal projections
3D approaches – mono camera ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],3D human model [Sminchisescu et al. 2002]
3D approaches – multiple cameras ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],3D shape representation [Cohen et al. 2003]
Previous work – video sensor Low processing time Independent from the  viewpoint Hybrid approach = 2D approaches + 3D approaches High processing time Dependence from the viewpoint Drawbacks Independent from the viewpoint Low processing time Advantages 3D approaches 2D approaches
Overview of the hybrid approach
Proposed approach Object  segmentation Object  classification Person  tracking People detection Behaviour  analysis Posture filter Detected silhouette Identifier Filtered posture Posture detector Camera parameters Posture recognition
3D posture avatar
3D posture avatar Joints Body parts 3D human body model Joint parameters Body primitives 3D posture avatar A B B is composed of A
3D human body model ,[object Object],[object Object],[object Object],[object Object],[object Object]
Joint parameters ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Body primitives ,[object Object],[object Object],[object Object],[object Object],[object Object]
Postures of interest Standing Sitting Bending Lying Hierarchical representation of postures  General postures Detailed postures Accurate postures
Hybrid approach
Proposed approach Posture detector Camera parameters Object  segmentation Object  classification Person  tracking People detection Behaviour  analysis Posture filter detected silhouette Identifier Filtered posture
Posture detector – silhouettes generation ,[object Object],Detected silhouette Virtual  camera 3D silhouette generator 3D posture avatars Generated  silhouettes Camera  parameters 3D position
3D posture avatar positioning ,[object Object],[object Object],[object Object],[object Object],[object Object],Generated silhouettes Rotation step
Posture detector – silhouettes comparison Generated silhouettes Detected silhouette 2D silhouettes comparison Detected  posture
Silhouette Comparison ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Silhouette Comparison Classification of 2D methods to represent silhouettes --- + Distance transform -- --- Shape from context -- + Skeletonisation - ++ H. & V. projections -- ++ Geometric features -- ++ Hu moments Independence from the silhouette quality Computation rapidity 2D methods
Silhouette Comparison ,[object Object],horizontal and vertical projections
Silhouette Comparison
Silhouette Comparison ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],0   7  9  11  21  41 Skeleton for several window sizes
Temporal posture filtering ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Previous recognised postures Posture filter Detected  posture Filtered  posture Identifier
Evaluation
Evaluation method ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Evaluation method ,[object Object],[object Object],[object Object],[object Object]
Synthetic video - data generation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Synthetic video – processing time ,[object Object],[object Object],[object Object],[object Object],Generation time Rotation step (degrees) Time   (s.) Rotation step (degrees) Time   (s.) Representation time Comparison time  (for geometric features)
Synthetic video – 2D methods comparison 47 71 90 63 82 45 68 84 36 Skeletonisation 54 75 90 72 89 45 76 90 36 H. & V. projections 52 69 90 72 88 45 75 89 36 Geometric features 43 59 90 54 68 45 57 69 36 Hu moments Detailed posture rate recognition (%) General posture rate recognition (%) Rotation step (degrees)
Synthetic video – key postures With temporal posture filtering Without temporal posture filtering 0=standing with one arm up 2=standing with arms near the body  3=T-shape  7=lying with spread legs ,[object Object],[object Object],[object Object],[object Object]
Synthetic video – ambiguous cases ,[object Object],[object Object],[object Object],[object Object],T-shape recognition with H. & V. projections 205 53 102 T-Shape T-Shape Standing with arms near the body Standing with one arm up Recognised posture Ground-truth 0 90 180 270 Orientation (degrees)
Synthetic video - conclusion ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Real video – segmentation algorithms ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Real video – own sequences Current image Binary image Detailed postures General postures not filtered filtered
Real video – own sequences General posture recognition rate (%) for the different silhouette representations with “ Watershed algorithm” 93 78 89 100 H. & V. projections 65 82 68 93 Skeletonis-ation 35 27 73 68 Hu moments 83 77 82 94 Geometric features Lying Bending Sitting Standing
Real video – own sequences ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Detailed posture recognition rate (%) with horizontal and vertical projections for different segmentation algorithms
Real video – gait sequence 78/81 postures correctly recognised New posture of interest: the walking posture Recognised posture Ground-truth posture Recognised postures 2=standing posture 3=walking posture
Real video – gait sequence 162/186 (87%) postures correctly recognised For the 5 sequences: 711/911 (78%) postures are correctly recognised Recognised posture Ground-truth posture Recognised postures 2=standing posture 3=walking posture
Action recognition using postures ,[object Object],[object Object],[object Object],[object Object],P1 min 1 max 1 P2 min 2 max 2 Pn min n max n P1,32 P2,5 P1,21
Action recognition – the fall Standing 3 ∞ Bending or sitting 0 10 Lying 3 ∞ Based  on general postures 0 0 10 Recognised falling action FN FP TP
Action recognition – the walk Standing with arms near the body 2 10 Walking 3 15 Based  on detailed postures 3 0 62 Recognised walking action FN FP TP
Real video - conclusion ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusion – Future works
Conclusion ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Limitations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Future works ,[object Object]
Future works ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Questions ? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
Questions ? :
Proposed approach Video stream People detection Contextual Knowledge base People tracking Silhouette 3D position Identifier Posture detector Posture filter Recognised posture Behaviour analysis
Contextual knowledge base ,[object Object],[object Object],[object Object],[object Object],[object Object],Characteristics of the camera
Overview of the proposed approach ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
3D posture avatar ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object]
Hybrid approach ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Results ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Silhouette Comparison ,[object Object],[object Object]
Silhouette Comparison ,[object Object]
3D posture avatar generation ,[object Object],[object Object],[object Object],[object Object],[object Object]
Virtual camera ,[object Object],[object Object],[object Object],[object Object]
Silhouette Comparison ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Silhouette Comparison ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ground-truth ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Synthetic video – ambiguous cases 239 53 50 0 0 0 0 0 0 0 9 121 284 18 0 1 0 0 0 0 0 8 0 23 283 0 0 0 0 0 0 0 7 0 0 9 323 0 0 0 0 0 0 6 0 0 0 37 357 22 0 0 0 0 5 0 0 0 0 2 338 0 0 0 0 4 0 0 0 0 0 0 205 0 29 35 3 0 0 0 0 0 0 53 294 33 27 2 0 0 0 0 0 0 60 53 249 113 1 0 0 0 0 0 0 42 18 49 185 0 9 8 7 6 5 4 3 2 1 0
Synthetic video – 2D methods comparison 1e-4 4e-4 6e-4 3e-3 5e-3 6e-3 6e-5 2.5e-4 3.9e-4 4e-5 3e-4 4e-4 tc (s/frame) 0.01 0.03 0.04 0.02 0.03 0.04 0.02 0.03 0.04 0.01 0.03 0.04 tr (s/frame) 0.52 1.04 1.28 0.52 1.04 1.28 0.52 1.04 1.28 0.52 1.04 1.28 tg (s/frame) 47 63 68 54 72 76 52 72 75 43 54 57 DPRR (%) 71 82 84 75 89 90 69 88 89 59 68 69 GPRR (%) 90 45 36 90 45 36 90 45 36 90 45 36 Rotation step (degrees) Skeletonisation H. & V. projections Geometric features Hu moments
Proposed approach Posture filter Object  segmentation Object  classification Person  tracking People detection Behaviour  analysis Detected silhouette Identifier Filtered posture Posture detector Camera parameters
Posture filter ,[object Object],Detected  posture Identifier Posture filter Filtered  posture Previous recognised postures
Posture detector – silhouettes generation Camera  parameters 3D posture avatars 3D silhouette generator 3D position Virtual  camera Generated  silhouettes
Posture detector – silhouette generation Camera  parameters 3D posture avatars 3D silhouette generator 3D position Virtual  camera Generated  silhouettes
Silhouette generation ,[object Object],[object Object],[object Object],[object Object],[object Object],Generated silhouettes
Posture detector – silhouettes comparison Comparison Generated silhouettes Detected silhouette Detected  posture
Real video – Own sequences  (watershed/ VSIP ) 63/ 60 77/ 81 78/ 91 69/ 74 66/ 52 80/ 80 74/ 74 71/ 71 Success percentage 196/ 192 45/ 35 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 8.Lying with curled up legs 81/ 86 162/ 158 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 7.Lying with spread legs 0/ 0 2/ 2 54/ 63 0/ 8 0/ 0 0/ 0 0/ 0 0/ 0 6.Bending 25/ 28 0/ 0 6/ 0 100/ 106 1/ 1 0/ 0 0/ 0 0/ 0 5.Sitting on the floor 11/ 12 0/ 0 7/ 0 44/ 20 51/ 40 0/ 0 0/ 0 0/ 0 4.Sitting on a chair 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 55/ 55 3/ 3 27/ 27 3.T-shape 0/ 0 0/ 0 2/ 1 0/ 10 22/ 36 1/ 1 67/ 67 5/ 5 2.Standing 0/ 0 0/ 0 0/ 5 0/ 0 3/ 0 13/ 13 21/ 21 79/ 79 1.Standing with one arm up 8 7 6 5 4 3 2 1 Ground-truth Recognised

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PhD presentation bboulay

  • 1. Human Posture Recognition for Behaviour Analysis 23 January 2007 Presented by Bernard Boulay ORION team Advisor : Monique Thonnat
  • 2.
  • 4.
  • 5.
  • 6. Applications Human Behaviour analysis Human posture recognition Video surveillance systems Aware house applications Virtual reality Intelligent user interfaces Sport monitoring
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14. Previous work – video sensor Low processing time Independent from the viewpoint Hybrid approach = 2D approaches + 3D approaches High processing time Dependence from the viewpoint Drawbacks Independent from the viewpoint Low processing time Advantages 3D approaches 2D approaches
  • 15. Overview of the hybrid approach
  • 16. Proposed approach Object segmentation Object classification Person tracking People detection Behaviour analysis Posture filter Detected silhouette Identifier Filtered posture Posture detector Camera parameters Posture recognition
  • 18. 3D posture avatar Joints Body parts 3D human body model Joint parameters Body primitives 3D posture avatar A B B is composed of A
  • 19.
  • 20.
  • 21.
  • 22. Postures of interest Standing Sitting Bending Lying Hierarchical representation of postures General postures Detailed postures Accurate postures
  • 24. Proposed approach Posture detector Camera parameters Object segmentation Object classification Person tracking People detection Behaviour analysis Posture filter detected silhouette Identifier Filtered posture
  • 25.
  • 26.
  • 27. Posture detector – silhouettes comparison Generated silhouettes Detected silhouette 2D silhouettes comparison Detected posture
  • 28.
  • 29. Silhouette Comparison Classification of 2D methods to represent silhouettes --- + Distance transform -- --- Shape from context -- + Skeletonisation - ++ H. & V. projections -- ++ Geometric features -- ++ Hu moments Independence from the silhouette quality Computation rapidity 2D methods
  • 30.
  • 32.
  • 33.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39. Synthetic video – 2D methods comparison 47 71 90 63 82 45 68 84 36 Skeletonisation 54 75 90 72 89 45 76 90 36 H. & V. projections 52 69 90 72 88 45 75 89 36 Geometric features 43 59 90 54 68 45 57 69 36 Hu moments Detailed posture rate recognition (%) General posture rate recognition (%) Rotation step (degrees)
  • 40.
  • 41.
  • 42.
  • 43.
  • 44. Real video – own sequences Current image Binary image Detailed postures General postures not filtered filtered
  • 45. Real video – own sequences General posture recognition rate (%) for the different silhouette representations with “ Watershed algorithm” 93 78 89 100 H. & V. projections 65 82 68 93 Skeletonis-ation 35 27 73 68 Hu moments 83 77 82 94 Geometric features Lying Bending Sitting Standing
  • 46.
  • 47. Real video – gait sequence 78/81 postures correctly recognised New posture of interest: the walking posture Recognised posture Ground-truth posture Recognised postures 2=standing posture 3=walking posture
  • 48. Real video – gait sequence 162/186 (87%) postures correctly recognised For the 5 sequences: 711/911 (78%) postures are correctly recognised Recognised posture Ground-truth posture Recognised postures 2=standing posture 3=walking posture
  • 49.
  • 50. Action recognition – the fall Standing 3 ∞ Bending or sitting 0 10 Lying 3 ∞ Based on general postures 0 0 10 Recognised falling action FN FP TP
  • 51. Action recognition – the walk Standing with arms near the body 2 10 Walking 3 15 Based on detailed postures 3 0 62 Recognised walking action FN FP TP
  • 52.
  • 54.
  • 55.
  • 56.
  • 57.
  • 58.
  • 59.  
  • 61. Proposed approach Video stream People detection Contextual Knowledge base People tracking Silhouette 3D position Identifier Posture detector Posture filter Recognised posture Behaviour analysis
  • 62.
  • 63.
  • 64.
  • 65.
  • 66.
  • 67.
  • 68.
  • 69.
  • 70.
  • 71.
  • 72.
  • 73.
  • 74.
  • 75. Synthetic video – ambiguous cases 239 53 50 0 0 0 0 0 0 0 9 121 284 18 0 1 0 0 0 0 0 8 0 23 283 0 0 0 0 0 0 0 7 0 0 9 323 0 0 0 0 0 0 6 0 0 0 37 357 22 0 0 0 0 5 0 0 0 0 2 338 0 0 0 0 4 0 0 0 0 0 0 205 0 29 35 3 0 0 0 0 0 0 53 294 33 27 2 0 0 0 0 0 0 60 53 249 113 1 0 0 0 0 0 0 42 18 49 185 0 9 8 7 6 5 4 3 2 1 0
  • 76. Synthetic video – 2D methods comparison 1e-4 4e-4 6e-4 3e-3 5e-3 6e-3 6e-5 2.5e-4 3.9e-4 4e-5 3e-4 4e-4 tc (s/frame) 0.01 0.03 0.04 0.02 0.03 0.04 0.02 0.03 0.04 0.01 0.03 0.04 tr (s/frame) 0.52 1.04 1.28 0.52 1.04 1.28 0.52 1.04 1.28 0.52 1.04 1.28 tg (s/frame) 47 63 68 54 72 76 52 72 75 43 54 57 DPRR (%) 71 82 84 75 89 90 69 88 89 59 68 69 GPRR (%) 90 45 36 90 45 36 90 45 36 90 45 36 Rotation step (degrees) Skeletonisation H. & V. projections Geometric features Hu moments
  • 77. Proposed approach Posture filter Object segmentation Object classification Person tracking People detection Behaviour analysis Detected silhouette Identifier Filtered posture Posture detector Camera parameters
  • 78.
  • 79. Posture detector – silhouettes generation Camera parameters 3D posture avatars 3D silhouette generator 3D position Virtual camera Generated silhouettes
  • 80. Posture detector – silhouette generation Camera parameters 3D posture avatars 3D silhouette generator 3D position Virtual camera Generated silhouettes
  • 81.
  • 82. Posture detector – silhouettes comparison Comparison Generated silhouettes Detected silhouette Detected posture
  • 83. Real video – Own sequences (watershed/ VSIP ) 63/ 60 77/ 81 78/ 91 69/ 74 66/ 52 80/ 80 74/ 74 71/ 71 Success percentage 196/ 192 45/ 35 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 8.Lying with curled up legs 81/ 86 162/ 158 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 7.Lying with spread legs 0/ 0 2/ 2 54/ 63 0/ 8 0/ 0 0/ 0 0/ 0 0/ 0 6.Bending 25/ 28 0/ 0 6/ 0 100/ 106 1/ 1 0/ 0 0/ 0 0/ 0 5.Sitting on the floor 11/ 12 0/ 0 7/ 0 44/ 20 51/ 40 0/ 0 0/ 0 0/ 0 4.Sitting on a chair 0/ 0 0/ 0 0/ 0 0/ 0 0/ 0 55/ 55 3/ 3 27/ 27 3.T-shape 0/ 0 0/ 0 2/ 1 0/ 10 22/ 36 1/ 1 67/ 67 5/ 5 2.Standing 0/ 0 0/ 0 0/ 5 0/ 0 3/ 0 13/ 13 21/ 21 79/ 79 1.Standing with one arm up 8 7 6 5 4 3 2 1 Ground-truth Recognised

Hinweis der Redaktion

  1. Parler du 3D posture avatar
  2. General posture recognition rate authorises that postures belonging to the same general posture can be mixed Detailed posture recognition rate differentiates each detailed postures
  3. We will focus in the next to rotation steps: 36, 45, 90 Representation and comparison times are negligible compared to generation time by considering rotation step superior to 36 degrees. Representation and comparison times are similar for the others repreentations
  4. The GPRR are superior to the DPRR. A rotation step of 36 degrees gives the best recognition rates. The best recognition rates are obtained with the H. & V projections. Hu moments give the worst results. This happens because of the invariance property of this representation. In particular the orientation invariance. For example a standing posture can be mixed with a lying posture.
  5. We are also interested by the problem of intermediate postures which are postures between two postures of interest. We can see on this example the video sequence of a person down her left arm. This video is constituted of two postures of interest: standing with one arm up and standing with arms near the body. We hope to recognise the succession of the three postures: standing, one arm up and standing. The recognition are displaying on the different graphics for each 2D approaches, on the left without temporal filtering and on the right with the temporal filtering. First we can remark that the H.&V. representation recognises correctly the succession of the 3 postures even with no filtering. Second we see that temporal filtering correct wrong recognitions the other representations. Moreover we see that for the Hu moments representation, standing postures is mixed with lying postures.
  6. We have also used synthetic video to identify the ambiguous cases. For example we can see in the table how the T-shape posture is recognised for a given view point.
  7. This graphical interface is composed of 3 parts: The filtered postures can then be used for behaviour analysis.
  8. This table represents the general posture recognition rates for the different 2D approaches according to the watershed algorithm. H & V projections gives the best recognition rates, followed by the geometric features. The recognition is correct with rates superior to 80%. We can notice that Hu moments representation does not work correctly, in particular as seen previously because of the invariance on orientation, and also because when a hole occurs in the silhouette, this error is on all the terms of the Hu moment. Similar results are obtained with the VSIP algorithm. In the next we will focus on H & V projections representation.
  9. We see here the recognition of the detailed postures. Recognition rates are similar for the both segmentations, except for sitting on a chair posture The recognition rates are quite good from 70 up to 80 %
  10. We have also tested our approach on other kind of video sequences. In particular, we are interested in video sequences involved in gait analysis. For this purpose we have introduced a new posture of interest: the walking posture. During the recognition we plan to recognise succession of standing with arms near the body and walking posture. In this video, the silhouettes obtained are good since there is a big contrast between the person and the background. We can see on the graph that the postures are well recognised, and in particular that the gait cycle are well detected
  11. We have also tested our approach on video sequences acquired for the gait competition. In the video the person walk from the right to the left, and the left to the right on a semi ellipse. Even if the silhouettes are noisy, the postures and the gait cycles are well recognised except for a finite cases. On the different videos we have tested … are correctly recognised on … total postures.
  12. Our proposed approach has also been tested for action recognition. We focus on self action i.e. action where only one person is involved.
  13. The first action we have recognised is the fall, which is an important action for medical purpose. For example it can be used for helping elderly person at home. The fall action is characterised by the transition between a standing posture and a lying one. We can see on the video that the falling action is well recognised. Since it is based on genera postures and since these postures are well recognised the action is also well recognised.
  14. The second action we have tested is the walking action. The tests are realised on the sequences taken from the gait challenge competition. The table shows the number of gait cycles correctly recognised. The action is correctly recognised except for a finite number of cases.
  15. In conclusion we can say that the properties highlighting with the synthetical data are verified with the real data. In particular …. The Hu moments are definitely not adapted to or approach. Finally the processing time …
  16. In conclusion, our approach is able to recognise 9 detailed postures which correspond to 4 general postures. The approach have been successfully tested for different type of silhouettes. It has also been tested for self-action recognition. We have identified 4 constraints in the beginning of the introduction. Some work in automated approach and in real time