9,942 research outputs found

    Speaker-following Video Subtitles

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    We propose a new method for improving the presentation of subtitles in video (e.g. TV and movies). With conventional subtitles, the viewer has to constantly look away from the main viewing area to read the subtitles at the bottom of the screen, which disrupts the viewing experience and causes unnecessary eyestrain. Our method places on-screen subtitles next to the respective speakers to allow the viewer to follow the visual content while simultaneously reading the subtitles. We use novel identification algorithms to detect the speakers based on audio and visual information. Then the placement of the subtitles is determined using global optimization. A comprehensive usability study indicated that our subtitle placement method outperformed both conventional fixed-position subtitling and another previous dynamic subtitling method in terms of enhancing the overall viewing experience and reducing eyestrain

    A framework for event detection in field-sports video broadcasts based on SVM generated audio-visual feature model. Case-study: soccer video

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    In this paper we propose a novel audio-visual feature-based framework, for event detection in field sports broadcast video. The system is evaluated via a case-study involving MPEG encoded soccer video. Specifically, the evidence gathered by various feature detectors is combined by means of a learning algorithm (a support vector machine), which infers the occurrence of an event, based on a model generated during a training phase, utilizing a corpus of 25 hours of content. The system is evaluated using 25 hours of separate test content. Following an evaluation of results obtained, it is shown for this case, that both high precision and recall statistics are achievable

    Event detection in field sports video using audio-visual features and a support vector machine

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    In this paper, we propose a novel audio-visual feature-based framework for event detection in broadcast video of multiple different field sports. Features indicating significant events are selected and robust detectors built. These features are rooted in characteristics common to all genres of field sports. The evidence gathered by the feature detectors is combined by means of a support vector machine, which infers the occurrence of an event based on a model generated during a training phase. The system is tested generically across multiple genres of field sports including soccer, rugby, hockey, and Gaelic football and the results suggest that high event retrieval and content rejection statistics are achievable

    Real-time 3D Face Recognition using Line Projection and Mesh Sampling

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    The main contribution of this paper is to present a novel method for automatic 3D face recognition based on sampling a 3D mesh structure in the presence of noise. A structured light method using line projection is employed where a 3D face is reconstructed from a single 2D shot. The process from image acquisition to recognition is described with focus on its real-time operation. Recognition results are presented and it is demonstrated that it can perform recognition in just over one second per subject in continuous operation mode and thus, suitable for real time operation

    Video retrieval using dialogue, keyframe similarity and video objects

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    There are several different approaches to video retrieval which vary in sophistication, and in the level of their deployment. Some are well-known, others are not yet within our reach for any kind of large volumes of video. In particular, object-based video retrieval, where an object from within a video is used for retrieval, is often particularly desirable from a searcher's perspective. In this paper we introduce Fischlar-Simpsons, a system providing retrieval from an archive of video using any combination of text searching, keyframe image matching, shot-level browsing, as well as object-based retrieval. The system is driven by user feedback and interaction rather than having the conventional search/browse/search metaphor and the purpose of the system is to explore how users can use detected objects in a shot as part of a retrieval task

    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
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