TL;DR
This paper introduces the Sims4Action dataset, created from life simulation video games, for training activity recognition models, and evaluates transferability to real-world videos, highlighting both potential and challenges.
Contribution
It presents a novel dataset from simulation games for ADL recognition and a benchmark for transferring models to real-world videos.
Findings
Simulation data improves activity recognition models
Transfer from gaming to real videos is challenging
Life simulation games are a cost-effective data source
Abstract
Recognizing Activities of Daily Living (ADL) is a vital process for intelligent assistive robots, but collecting large annotated datasets requires time-consuming temporal labeling and raises privacy concerns, e.g., if the data is collected in a real household. In this work, we explore the concept of constructing training examples for ADL recognition by playing life simulation video games and introduce the SIMS4ACTION dataset created with the popular commercial game THE SIMS 4. We build Sims4Action by specifically executing actions-of-interest in a "top-down" manner, while the gaming circumstances allow us to freely switch between environments, camera angles and subject appearances. While ADL recognition on gaming data is interesting from the theoretical perspective, the key challenge arises from transferring it to the real-world applications, such as smart-homes or assistive robotics.…
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