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An Evaluation of Gamesourced Data for Human Pose Estimation

Published: 31 March 2015 Publication History

Abstract

Gamesourcing has emerged as an approach for rapidly acquiring labeled data for learning-based, computer vision recognition algorithms. In this article, we present an approach for using RGB-D sensors to acquire annotated training data for human pose estimation from 2D images. Unlike other gamesourcing approaches, our method does not require a specific game, but runs alongside any gesture-based game using RGB-D sensors. The automatically generated datasets resulting from this approach contain joint estimates within a few pixel units of manually labeled data, and a gamesourced dataset created using a relatively small number of players, games, and locations performs as well as large-scale, manually annotated datasets when used as training data with recent learning-based human pose estimation methods for 2D images.

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  • (2022)Gamesourcing: an unconventional tool to assist the solution of the traveling salesman problemNatural Computing: an international journal10.1007/s11047-020-09817-z21:2(347-357)Online publication date: 1-Jun-2022
  • (2016)Joint Structured Sparsity Regularized Multiview Dimension Reduction for Video-Based Facial Expression RecognitionACM Transactions on Intelligent Systems and Technology10.1145/29565568:2(1-21)Online publication date: 25-Oct-2016

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  1. An Evaluation of Gamesourced Data for Human Pose Estimation

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    Published In

    cover image ACM Transactions on Intelligent Systems and Technology
    ACM Transactions on Intelligent Systems and Technology  Volume 6, Issue 2
    Special Section on Visual Understanding with RGB-D Sensors
    May 2015
    381 pages
    ISSN:2157-6904
    EISSN:2157-6912
    DOI:10.1145/2753829
    • Editor:
    • Huan Liu
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 31 March 2015
    Accepted: 01 March 2014
    Revised: 01 January 2014
    Received: 01 June 2013
    Published in TIST Volume 6, Issue 2

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    Author Tags

    1. Crowdsourcing
    2. Kinect
    3. automatic annotation
    4. data collection
    5. dataset generation
    6. datasets
    7. depth images

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    View all
    • (2022)Gamesourcing: an unconventional tool to assist the solution of the traveling salesman problemNatural Computing: an international journal10.1007/s11047-020-09817-z21:2(347-357)Online publication date: 1-Jun-2022
    • (2016)Joint Structured Sparsity Regularized Multiview Dimension Reduction for Video-Based Facial Expression RecognitionACM Transactions on Intelligent Systems and Technology10.1145/29565568:2(1-21)Online publication date: 25-Oct-2016

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