35,022 research outputs found

    Automatic annotation of tennis games: An integration of audio, vision, and learning

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    Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level

    Combining inertial and visual sensing for human action recognition in tennis

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    In this paper, we present a framework for both the automatic extraction of the temporal location of tennis strokes within a match and the subsequent classification of these as being either a serve, forehand or backhand. We employ the use of low-cost visual sensing and low-cost inertial sensing to achieve these aims, whereby a single modality can be used or a fusion of both classification strategies can be adopted if both modalities are available within a given capture scenario. This flexibility allows the framework to be applicable to a variety of user scenarios and hardware infrastructures. Our proposed approach is quantitatively evaluated using data captured from elite tennis players. Results point to the extremely accurate performance of the proposed approach irrespective of input modality configuration

    Development of a bio-inspired vision system for mobile micro-robots

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    In this paper, we present a new bio-inspired vision system for mobile micro-robots. The processing method takes inspiration from vision of locusts in detecting the fast approaching objects. Research suggested that locusts use wide field visual neuron called the lobula giant movement detector to respond to imminent collisions. We employed the locusts' vision mechanism to motion control of a mobile robot. The selected image processing method is implemented on a developed extension module using a low-cost and fast ARM processor. The vision module is placed on top of a micro-robot to control its trajectory and to avoid obstacles. The observed results from several performed experiments demonstrated that the developed extension module and the inspired vision system are feasible to employ as a vision module for obstacle avoidance and motion control

    Using a 3DOF Parallel Robot and a Spherical Bat to hit a Ping-Pong Ball

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    Playing the game of Ping-Pong is a challenge to human abilities since it requires developing skills, such as fast reaction capabilities, precision of movement and high speed mental responses. These processes include the utilization of seven DOF of the human arm, and translational movements through the legs, torso, and other extremities of the body, which are used for developing different game strategies or simply imposing movements that affect the ball such as spinning movements. Computationally, Ping-Pong requires a huge quantity of joints and visual information to be processed and analysed, something which really represents a challenge for a robot. In addition, in order for a robot to develop the task mechanically, it requires a large and dexterous workspace, and good dynamic capacities. Although there are commercial robots that are able to play Ping-Pong, the game is still an open task, where there are problems to be solved and simplified. All robotic Ping-Pong players cited in the bibliography used at least four DOF to hit the ball. In this paper, a spherical bat mounted on a 3-DOF parallel robot is proposed. The spherical bat is used to drive the trajectory of a Ping-Pong ball.Fil: Trasloheros, Alberto. Universidad Aeronáutica de Querétaro; MéxicoFil: Sebastián, José María. Universidad Politécnica de Madrid; España. Consejo Superior de Investigaciones Científicas; EspañaFil: Torrijos, Jesús. Consejo Superior de Investigaciones Científicas; España. Universidad Politécnica de Madrid; EspañaFil: Carelli Albarracin, Ricardo Oscar. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - San Juan. Instituto de Automática. Universidad Nacional de San Juan. Facultad de Ingeniería. Instituto de Automática; ArgentinaFil: Roberti, Flavio. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - San Juan. Instituto de Automática. Universidad Nacional de San Juan. Facultad de Ingeniería. Instituto de Automática; Argentin

    An automatic visual analysis system for tennis

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    This article presents a novel video analysis system for coaching tennis players of all levels, which uses computer vision algorithms to automatically edit and index tennis videos into meaningful annotations. Existing tennis coaching software lacks the ability to automatically index a tennis match into key events, and therefore, a coach who uses existing software is burdened with time-consuming manual video editing. This work aims to explore the effectiveness of a system to automatically detect tennis events. A secondary aim of this work is to explore the bene- fits coaches experience in using an event retrieval system to retrieve the automatically indexed events. It was found that automatic event detection can significantly improve the experience of using video feedback as part of an instructional coaching session. In addition to the automatic detection of key tennis events, player and ball movements are automati- cally tracked throughout an entire match and this wealth of data allows users to find interesting patterns in play. Player and ball movement information are integrated with the automatically detected tennis events, and coaches can query the data to retrieve relevant key points during a match or analyse player patterns that need attention. This coaching software system allows coaches to build advanced queries, which cannot be facilitated with existing video coaching solutions, without tedious manual indexing. This article proves that the event detection algorithms in this work can detect the main events in tennis with an average precision and recall of 0.84 and 0.86, respectively, and can typically eliminate man- ual indexing of key tennis events

    Tracking Table Tennis Balls in Real Match Scenes for Umpiring Applications

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    Judging the legitimacy of table tennis services presents many challenges where technology can be judiciously applied to enhance decision-making. This paper presents a purpose-built system to automatically detect and track the ball during table-tennis services to enable precise judgment over their legitimacy in real-time. The system comprises a suite of algorithms which adaptively exploit spatial and temporal information from real match video sequences, which are generally characterised by high object motion, allied with object blurring and occlusion. Experimental results on a diverse set of table-tennis test sequences corroborate the system performance in facilitating consistently accurate and efficient decision-making over the validity of a service

    Towards Accountable AI: Hybrid Human-Machine Analyses for Characterizing System Failure

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    As machine learning systems move from computer-science laboratories into the open world, their accountability becomes a high priority problem. Accountability requires deep understanding of system behavior and its failures. Current evaluation methods such as single-score error metrics and confusion matrices provide aggregate views of system performance that hide important shortcomings. Understanding details about failures is important for identifying pathways for refinement, communicating the reliability of systems in different settings, and for specifying appropriate human oversight and engagement. Characterization of failures and shortcomings is particularly complex for systems composed of multiple machine learned components. For such systems, existing evaluation methods have limited expressiveness in describing and explaining the relationship among input content, the internal states of system components, and final output quality. We present Pandora, a set of hybrid human-machine methods and tools for describing and explaining system failures. Pandora leverages both human and system-generated observations to summarize conditions of system malfunction with respect to the input content and system architecture. We share results of a case study with a machine learning pipeline for image captioning that show how detailed performance views can be beneficial for analysis and debugging
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