DSANet: A lightweight hybrid network for human action recognition in virtual sports

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Zhiyong Xiao, Feng Yu, Li Liu, Tao Peng, Xinrong Hu, Minghua Jiang
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引用次数: 0

Abstract

Human activity recognition (HAR) has significant potential in virtual sports applications. However, current HAR networks often prioritize high accuracy at the expense of practical application requirements, resulting in networks with large parameter counts and computational complexity. This can pose challenges for real-time and efficient recognition. This paper proposes a hybrid lightweight DSANet network designed to address the challenges of real-time performance and algorithmic complexity. The network utilizes a multi-scale depthwise separable convolutional (Multi-scale DWCNN) module to extract spatial information and a multi-layer Gated Recurrent Unit (Multi-layer GRU) module for temporal feature extraction. It also incorporates an improved channel-space attention module called RCSFA to enhance feature extraction capability. By leveraging channel, spatial, and temporal information, the network achieves a low number of parameters with high accuracy. Experimental evaluations on UCIHAR, WISDM, and PAMAP2 datasets demonstrate that the network not only reduces parameter counts but also achieves accuracy rates of 97.55%, 98.99%, and 98.67%, respectively, compared to state-of-the-art networks. This research provides valuable insights for the virtual sports field and presents a novel network for real-time activity recognition deployment in embedded devices.

DSANet:用于虚拟运动中人类动作识别的轻量级混合网络
人类活动识别(HAR)在虚拟运动应用中具有巨大潜力。然而,目前的人类活动识别网络往往以高精度为优先考虑,而忽略了实际应用需求,导致网络参数数量大、计算复杂。这给实时高效的识别带来了挑战。本文提出了一种混合轻量级 DSANet 网络,旨在应对实时性和算法复杂性的挑战。该网络利用多尺度深度可分离卷积(Multi-scale DWCNN)模块提取空间信息,利用多层门控递归单元(Multi-layer GRU)模块提取时间特征。它还集成了一个名为 RCSFA 的改进型信道空间注意力模块,以增强特征提取能力。通过利用信道、空间和时间信息,该网络实现了低参数数和高精度。在 UCIHAR、WISDM 和 PAMAP2 数据集上进行的实验评估表明,与最先进的网络相比,该网络不仅减少了参数数量,而且准确率分别达到 97.55%、98.99% 和 98.67%。这项研究为虚拟运动领域提供了宝贵的见解,并为嵌入式设备的实时活动识别部署提供了一种新型网络。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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