Action recognition in video sequences using deep bi-directional LSTM with CNN features

Amin Ullah , Jamil Ahmad , Khan Muhammad , Muhammad Sajjad and Sung Wook Baik

IEEE access, 2017

In short

A 30 fps video is mostly redundant, and most of the frames tell you nothing new. This paper extracts CNN features from every sixth frame only, then feeds the resulting sequence to a deep bidirectional LSTM — two stacked layers in each of the forward and backward passes — so each frame’s classification depends on both the frames before and after it. The result is 91.21% on UCF-101, 92.84% on YouTube Actions and 87.64% on HMDB51, at 25 frames per second.

Problem and motivation

Action recognition in video is hard for reasons that compound: two actions can look alike, the same action looks different from another viewpoint, the camera itself may be moving with the performer, and scale, pose and illumination all vary. Actions themselves range from a single limb’s motion to whole-body coordination — kicking a ball versus jumping for a header.

Earlier hand-crafted approaches — space-time volumes, space-time features, motion history images with HOG, trajectory methods — work on staged footage with simple backgrounds and break down on realistic video. Space-time volume methods in particular cannot handle multiple people in a scene, and combining several feature types to compensate drives up cost to the point where continuous streaming is out of reach.

The deep learning methods available at the time had their own gap. 3D convolutional networks and two-stream CNNs capture motion over a short window, but the temporal context they see is fixed and local. Recognising an action the way a person does — by accumulating evidence across a sequence of frames — calls for a recurrent model.

Key idea

Two decisions define the method.

Skip frames aggressively. At 30 fps, consecutive frames are near-duplicates and processing all of them is waste. The paper samples every sixth frame, and reports experimentally that this does not disturb the action’s sequence structure. This is what brings the method into real-time range.

Read the sequence in both directions. In a plain LSTM the state at time t depends only on frames up to t. In a bidirectional LSTM, two recurrent stacks run in opposite directions and their hidden states are combined, so the decision at time t draws on both t-1 and t+1. The paper deepens this further — two stacked LSTM layers in each direction, hence “deep bidirectional”. Plain and multi-layer unidirectional LSTMs were found insufficient for the complex frame-to-frame patterns in this data.

How the method works

Feature extraction. Every sixth frame goes through a pre-trained AlexNet — five convolutional layers, three pooling layers, three fully connected layers, each followed by normalisation and ReLU. The 1,000-dimensional FC8 output is the frame’s representation. Using a model pretrained on ImageNet’s 15M images avoids training a visual backbone from scratch.

Chunking for long video. Frame features are grouped into chunks covering a time interval, and the DB-LSTM is run over each chunk in turn. This is what lets the method handle videos of arbitrary length rather than a fixed clip: a one-second window contributes six frames, so the recurrent network processes six chunks. A whole video is classified by the most frequently predicted class across its chunks.

The recurrent stack. Standard LSTM gating — input, forget and output gates with a memory cell — solves the vanishing gradient problem that stops plain RNNs from carrying information across long sequences. Layers are stacked so each receives the previous layer’s hidden state, capturing progressively higher-level sequence structure. Forward and backward passes each carry two such layers, and the combined final state is passed to a SoftMax classifier; intermediate LSTM outputs are discarded since only the video-level label is needed.

Training. Datasets split 60% train / 20% validation / 20% test. Mini-batches of 512, 1,000 iterations, learning rate 0.001, cross-entropy loss, stochastic optimisation.

Results and error analysis

The gains are uneven across datasets, which is itself informative. On UCF-101 the method improves the state of the art from 89.1% to 91.21%, a modest 2.11 points. On HMDB51 the jump is much larger — 68.5% to 87.64% — and on YouTube Actions it reaches 92.84% against 91.6% for the best prior method.

Class-level behaviour on UCF-101: most categories exceed 80%, several reach 100%, and only three fall below 50%. On HMDB51, more than 20 classes hit 100% while two fall under 20%.

The failure modes are consistently about visual overlap rather than temporal modelling. Soccer is confused with walking — a player walking around a ball genuinely looks like walking. Tennis and volleyball confuse each other because both show people jumping near a net against similar backgrounds. Qualitatively, basketball shoot was misread as soccer juggling, and tennis swing as jumping.

Cost. Feature extraction runs at roughly 0.23 s per frame, and classifying one second of video through the DB-LSTM takes 0.53 s, for about 1.12 s per one-second clip — approximately 25 fps end to end.

Key contributions

  • Showed that sampling every sixth frame preserves enough temporal structure for action recognition while cutting the processing load fivefold, with an explicit accuracy-versus-time comparison across frame-jump settings.
  • Built a deep bidirectional LSTM with two stacked layers in each direction, so predictions use both past and future frames rather than past frames alone.
  • Processed video in time-interval chunks, letting the method handle long videos instead of the fixed-length clips most contemporary architectures assumed.
  • Improved state-of-the-art accuracy on three benchmarks at once, most dramatically on HMDB51.

Datasets

  • UCF-101 — 13,320 YouTube videos across 101 categories spanning human-object interaction, body motion, human-human interaction, musical instruments and sports. Realistic rather than acted footage.
  • HMDB51 — 6,849 clips in 51 classes covering body-object interaction, facial actions and human interaction, with 4-6 clips per subject under varied poses, viewpoints and illumination.
  • YouTube Actions (Action YouTube) — 11 sports categories with 25 subjects. Small but difficult, with heavy camera motion, appearance and scale variation, cluttered backgrounds and lighting change.

Results

Dataset Previous best cited DB-LSTM Change
UCF-101 89.1% (TPC / MDI) 91.21% +2.11 pts
HMDB51 68.5% 87.64% +19.14 pts
YouTube Actions 91.6% 92.84% +1.24 pts

Average recognition accuracy against the prior state of the art on each benchmark.

Limitations and open questions

  • The CNN backbone is frozen and processes frames independently, so all motion modelling is delegated to the LSTM — no optical flow or 3D convolution captures short-range motion directly.
  • Being bidirectional, the model needs the whole chunk before deciding, so it is real-time in throughput but not causal — it cannot classify a truly live stream without buffering.
  • Confusions cluster around visually similar sports sharing backgrounds and body motion (tennis versus volleyball, soccer versus walking), which the temporal model does not resolve.
  • The six-frame jump was tuned on 30 fps footage; slower actions or different frame rates would need retuning, and no adaptive sampling is proposed.
  • AlexNet’s FC8 features are a global, 1,000-dimensional abstraction — later work by the same group moves to intermediate convolutional layers precisely because FC features change too little between adjacent frames.

action recognitionbidirectional LSTMsequence learningAlexNettransfer learningUCF-101

Resources

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BibTeX

@article{ullah2017action,
  title={Action recognition in video sequences using deep bi-directional LSTM with CNN features},
  author={Ullah, Amin and Ahmad, Jamil and Muhammad, Khan and Sajjad, Muhammad and Baik, Sung Wook},
  journal={IEEE access},
  volume={6},
  pages={1155--1166},
  year={2017},
  publisher={IEEE},
  dimensions={true},
  doi={10.1109/ACCESS.2017.2778011},
}

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