Gaming Datasets

G3D

G3D dataset contains a range of gaming actions captured with Microsoft Kinect. The Kinect enabled us to record synchronised video, depth and skeleton data. The dataset contains 10 subjects performing 20 gaming actions: punch right, punch left, kick right, kick left, defend, golf swing, tennis swing forehand, tennis swing backhand, tennis serve, throw bowling ball, aim and fire gun, walk, run, jump, climb, crouch, steer a car, wave, flap and clap.

The 20 gaming actions are recorded in 7 action sequences as shown in Table 1. Most sequences contain multiple actions in a controlled indoor environment with a fixed camera, a typical setup for gesture based gaming. Each sequence is repeated three times by each subject as shown in Table 2.

Formats

Due to the formats selected, it is possible to view all the recorded data and metadata without any special software tools. The three streams were recorded at 30fps in a mirrored view. The depth and colour images were stored as 640x480 PNG files and the skeleton data in XML files.

For each sequence we have recorded each frame as colour, raw depth and depth transformed to colour co-ordinates in PNG format (see Figure 1). The raw depth information contains the depth of each pixel in millimetres and was stored in 16-bit greyscale and the raw colour in 24-bit RGB. The depth information was also mapped to the colour coordinate space and stored in a 16-bit greyscale. The 16-bits of depth data contains 13 bits for depth data and 3 bits to identify the player. The player index can be used to segment the depth maps by user (see Figure 2).

Figure 1 Left to right : Colour, raw depth and depth transformed to colour co-ordinates

 

Figure 2 Segmented player

In addition we have recorded skeleton data for each frame in XML format. The root node in the XML file is an array of skeletons to allow for future versions of the dataset to include multiple subjects. Each skeleton contains the player’s position and pose. The pose comprises 20 joints as defined by Microsoft. The player and joint positions are given in X,Y and Z co-ordinates in meters. These positions are also mapped into the depth and colour co-ordinates spaces. The skeleton data includes a joint tracking state, displayed in Figure 3 as tracked (green), inferred (yellow) and not tracked (red).

Figure 3 Skeleton

Download

We make the data available to the researchers in computer vision community, the only requirement for using G3D is to cite our paper:

V. Bloom, V. Argyriou and D. Makris, "Hierarchical transfer learning for online recognition of compound actions", Computer Vision and Image Understanding, vol. 144, pp. 62-72, 2016.

On the table below, you can click on the links to download the data for the corresponding action sequence. Each zip file contains 30 folders corresponding to 10 actors repeating each action 3 times. Each of these folders contains 4 folders corresponding to colour, raw depth, transformed depth and skeleton files. The action point annotations can be downloaded from here.

Scenarios Size Actions
     
Fighting 7.3GB Right Punch 
    Left Punch 
    Right Kick
    Left Kick
    Defend 
     
Golf 4.2GB Golf swing
     
Tennis 5.9GB Swing forehand
    Swing backhand
    Tennis serve
     
Bowling 2.9GB Throw bowling ball
     
First Person Shooter  14GB Aim & shoot gun centre
    Aim & shoot gun right
    Aim & shoot gun left
    Walk 
    Run 
    Jump
    Climb
    Crouch
     
Driving a car  6.6GB Hold steering wheel
    Turn right
    Turn left
     
Miscellaneous  5.8GB Wave
    Flap arms
    Clap
Table 1 Action Sequences

 

   
Actor Fighting Golf Tennis Bowling FPS Driving Misc
1 22 23 24 25 26 27 28 29 30 31 32 33* 34 35 36 37 38 39 40 41 42
                                           
2 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
                                           
3 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84
                                           
4 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105
                                           
5 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126
                                           
6 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147
                                           
7 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168
                                           
8 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189
                                           
9 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210
                                           
10 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234
Table 2 Folder numbers for each actor / action sequence

*Please note sequence 33 was corrupted and is therefore not available for download at this time.

 

For any queries related to the dataset please email Dr Victoria Bloom