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Action recognition based on multimode fusion for VR online platform.

Xuan Li1, Hengxin Chen1, Shengdong He1

  • 1College of Computer Science, Chongqing University, Chongqing, 400044 China.

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Summary
This summary is machine-generated.

This study introduces a new method for collecting and recognizing user actions in virtual reality (VR) online communication. The developed multimodal fusion model achieves high accuracy in recognizing user behavior, enhancing realism in virtual interactions.

Keywords:
Action recognitionData augmentationRemote educationVirtual reality online platform

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Area of Science:

  • Human-Computer Interaction
  • Virtual Reality
  • Computer Vision

Background:

  • Online communication lacks the richness of face-to-face interaction.
  • Current virtual reality (VR) platforms use avatars but lack realistic user action tracking.
  • Effective data collection methods for VR user actions are needed for decision-making.

Purpose of the Study:

  • To develop a method for collecting multimodal action data from VR users.
  • To create a high-accuracy action recognition model for VR environments.
  • To enhance the realism of avatar-based communication in VR.

Main Methods:

  • Collected three modalities of nine actions using VR head-mounted display (HMD) sensors, RGB cameras, and human pose estimation.
  • Employed advanced multimodal fusion networks for action recognition.
  • Designed a 2D key point augmentation scheme using 3D position data from the VR HMD.

Main Results:

  • Achieved a high-accuracy action recognition model using multimodal fusion.
  • Demonstrated that augmented 2D key point data and VR HMD sensor data yield accurate and stable action recognition models.
  • Focused data collection and experiments on classroom scenes with potential for broader application.

Conclusions:

  • The proposed method effectively collects and recognizes VR user actions, improving communication realism.
  • The multimodal fusion approach and data augmentation techniques enhance model accuracy and stability.
  • Findings are applicable to classroom settings and can be extended to other VR environments.