cs.CVOct 23, 2026

Ampe-DB: A Dataset for Human Activity and Interaction Analysis Using the Ghanaian Game Ampe

Authors: Ruth Senior Biney, Isaac Kojo Yedonu Aboah

Abstract

Human activity recognition benchmarks underrepresent culturally situated forms of movement and interaction. We introduce Ampe-DB, a multimodal dataset based on Ampe, a traditional Ghanaian game involving coordinated jumping, leg movements, and two-person interaction. It contains 637 canonical clips from 15 participants, with RGB video, two-person pose representations, participant and pair metadata, four-class movement labels, and derived binary movement-relation labels. We evaluate four-class movement recognition and binary movement-relation classification using three protocols: a duplicate-safe fixed benchmark, four-fold pair-held-out evaluation, and participant-held-out diagnostics for participants with complete class coverage. Baselines comprise a frozen Kinetics-400-pretrained R(2+1)D-18 RGB encoder, a two-layer bidirectional GRU for pose sequences, and validation-selected RGB-pose late fusion. For four-class recognition, RGB macro-F1 falls from 0.955 on the fixed benchmark to 0.418 under pair-held-out evaluation and 0.384 under participant-held-out evaluation. Pose is more robust, achieving 0.957, 0.811, and 0.839 across the same protocols. Fusion reaches 0.976 on the fixed benchmark and 0.824 under pair-held-out evaluation, but does not consistently improve on pose under participant shift. Binary movement-relation recognition also becomes substantially harder under held-out evaluation, especially for different-leg configurations. These findings show that strong fixed-benchmark scores can mask failures to generalize across people and pairings. Ampe-DB supports research on fine-grained movement recognition, human-human interaction, multimodal learning, and identity-aware generalization.

Explore similar work

Jul 14, 2026

Classifying daily activities needs posture, reconstructing them needs motion

Humans recognize movements effortlessly, even from noisy and complex visual input. But what information in the stimulus allows humans to rapidly classify movements? No framework has systematically compared different strategies of movement analysis to address this question. Here, we used videos of 16 daily activities from the MoVi dataset and compared three strategies: Temporal Movement Primitives (TMPs), which decompose movements into weighted sums of temporally smooth basis functions; Legendre polynomial coefficients, which project joint-coordinate trajectories onto an orthogonal polynomial basis; and Autoencoder latent embeddings. Legendre coefficients and TMPs achieved the highest classifier accuracy, followed by autoencoders. We found two discriminative features for movement classification. The most informative is the general posture of the body, the average spatial configuration that distinguishes one activity from another. Additionally, we identified 9 critical joints that are most predictive for movement classification. Interestingly, good classification accuracy did not automatically lead to good movement generation: when we reconstructed movements for each activity, TMPs preserved the temporal dynamics and produced perceptually natural motion, whereas reconstructions from Legendre coefficients retained only the average posture and appeared frozen. These results reveal a dissociation in how movement information is organized: the static configuration of the body suffices to classify what activity is performed, but the temporal dynamics of movement are required to reconstruct how it unfolds. This distinction clarifies which features the visual system may rely upon for rapid action recognition, and suggests that postural features could enable efficient movement screening in clinical applications, while dynamic information remain essential wherever movement generation is the goal.
Jul 30, 2026

ACE-Data-0: Human-Centric Ambient Capture as Embodied Data Engine

Embodied intelligence faces a fundamental data bottleneck. Models must capture how first-person perception, whole-body motion, dexterous manipulation, object state, sound, and touch evolve together as humans pursue goals over time. Existing datasets fragment this experience across viewpoints, modalities, or spatial scales, leaving the full perception-action loop only partially observed. We introduce the Ambient Capture Engine (ACE), a human-centric data engine that transforms real home environments into spatially calibrated, temporally synchronized recording studios. ACE operates at two complementary scales: a table-scale configuration resolves hand-object manipulation, while a room-scale configuration captures whole-body motion, locomotion, and interactions across a furnished home. ACE records egocentric and multi-view exocentric video, full-body and articulated hand motion, object geometry and 6-DoF trajectories, audio, and tactile signals as a unified multisensory stream. Using ACE, we build ACE-Data-0, comprising 150 hours and 17M video frames across 200 task categories, performed by 50 participants in 2 environments, for a total of 75,000 interaction episodes. The dataset spans atomic manipulation, long-horizon chains of household activities, and human-scene interaction, while preserving natural behavioral variation through goal-level rather than step-by-step instructions. We further introduce a hierarchical benchmark that progresses from signals to scene components and then to interactions. Evaluations of state-of-the-art methods expose substantial gaps under contact, occlusion, egomotion, and long temporal horizons. ACE-Data-0 provides synchronized human demonstrations with aligned perceptual, kinematic, and contact supervision, offering a scalable foundation for imitation learning, world models, vision-language-action systems, and embodied AI.
May 4, 2026

HARMES: A Multi-Modal Dataset for Wearable Human Activity Recognition with Motion, Environmental Sensing and Sound

With each sensing modality exhibiting inherent strengths and limitations, multi-modal approaches for wearable Human Activity Recognition (HAR) are becoming increasingly relevant -- particularly for recognizing Activities of Daily Living (ADLs), where individual modalities often produce ambiguous signals for similar or complex activities. This work introduces HARMES, a multi-modal wearable dataset combining three wrist-recorded modalities: motion sensing via an Inertial Measurement Unit (IMU), atmospheric environmental sensors (humidity, temperature, and pressure), and audio. Collected from 20 participants performing household activities in their own homes, HARMES totals over 80 hours of recorded data, with approximately three hours of labeled activity data per participant across 15 ADL classes. To the best of our knowledge, HARMES is the first dataset to combine this particular sensor trio, and it is nearly six times larger than the previously largest wrist-inertial-acoustic HAR dataset. In an extensive benchmark, we evaluate cross-subject generalization and conduct an ablation study revealing that modality contributions are activity-dependent and can provide complementary value, particularly for activities that are ambiguous from motion data alone. HARMES is freely available at Zenodo, alongside example code for loading the dataset and training models on GitHub.