268 research outputs found

    Audio-visual football video analysis, from structure detection to attention analysis

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    Sport video is an important video genre. Content-based sports video analysis attracts great interest from both industry and academic fields. A sports video is characterised by repetitive temporal structures, relatively plain contents, and strong spatio-temporal variations, such as quick camera switches and swift local motions. It is necessary to develop specific techniques for content-based sports video analysis to utilise these characteristics. For an efficient and effective sports video analysis system, there are three fundamental questions: (1) what are key stories for sports videos; (2) what incurs viewer’s interest; and (3) how to identify game highlights. This thesis is developed around these questions. We approached these questions from two different perspectives and in turn three research contributions are presented, namely, replay detection, attack temporal structure decomposition, and attention-based highlight identification. Replay segments convey the most important contents in sports videos. It is an efficient approach to collect game highlights by detecting replay segments. However, replay is an artefact of editing, which improves with advances in video editing tools. The composition of replay is complex, which includes logo transitions, slow motions, viewpoint switches and normal speed video clips. Since logo transition clips are pervasive in game collections of FIFA World Cup 2002, FIFA World Cup 2006 and UEFA Championship 2006, we take logo transition detection as an effective replacement of replay detection. A two-pass system was developed, including a five-layer adaboost classifier and a logo template matching throughout an entire video. The five-layer adaboost utilises shot duration, average game pitch ratio, average motion, sequential colour histogram and shot frequency between two neighbouring logo transitions, to filter out logo transition candidates. Subsequently, a logo template is constructed and employed to find all transition logo sequences. The precision and recall of this system in replay detection is 100% in a five-game evaluation collection. An attack structure is a team competition for a score. Hence, this structure is a conceptually fundamental unit of a football video as well as other sports videos. We review the literature of content-based temporal structures, such as play-break structure, and develop a three-step system for automatic attack structure decomposition. Four content-based shot classes, namely, play, focus, replay and break were identified by low level visual features. A four-state hidden Markov model was trained to simulate transition processes among these shot classes. Since attack structures are the longest repetitive temporal unit in a sports video, a suffix tree is proposed to find the longest repetitive substring in the label sequence of shot class transitions. These occurrences of this substring are regarded as a kernel of an attack hidden Markov process. Therefore, the decomposition of attack structure becomes a boundary likelihood comparison between two Markov chains. Highlights are what attract notice. Attention is a psychological measurement of “notice ”. A brief survey of attention psychological background, attention estimation from vision and auditory, and multiple modality attention fusion is presented. We propose two attention models for sports video analysis, namely, the role-based attention model and the multiresolution autoregressive framework. The role-based attention model is based on the perception structure during watching video. This model removes reflection bias among modality salient signals and combines these signals by reflectors. The multiresolution autoregressive framework (MAR) treats salient signals as a group of smooth random processes, which follow a similar trend but are filled with noise. This framework tries to estimate a noise-less signal from these coarse noisy observations by a multiple resolution analysis. Related algorithms are developed, such as event segmentation on a MAR tree and real time event detection. The experiment shows that these attention-based approach can find goal events at a high precision. Moreover, results of MAR-based highlight detection on the final game of FIFA 2002 and 2006 are highly similar to professionally labelled highlights by BBC and FIFA

    Ranking highlight level of movie clips : a template based adaptive kernel SVM method

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    This paper looks into a new direction in movie clips analysis – model based ranking of highlight level. A movie clip, containing a short story, is composed of several continuous shots, which is much simpler than the whole movie. As a result, clip based analysis provides a feasible way for movie analysis and interpretation. In this paper, clip-based ranking of highlight level is proposed, where the challenging problem in detecting and recognizing events within clips is not required. Due to the lack of publicly available datasets, we firstly construct a database of movie clips, where each clip is associated with manually derived highlight level as ground truth. From each clip a number of effective visual cues are then extracted. To bridge the gap between low-level features and highlight level semantics, a holistic method of highlight ranking model is introduced. According to the distance between testing clips and selected templates, appropriate kernel function of support vector machine (SVM) is adaptively selected. Promising results are reported in automatic ranking of movie highlight levels

    New data analytics and visualization methods in personal data mining, cancer data analysis and sports data visualization

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    In this dissertation, we discuss a reading profiling system, a biological data visualization system and a sports visualization system. Self-tracking is getting increasingly popular in the field of personal informatics. Reading profiling can be used as a personal data collection method. We present UUAT, an unintrusive user attention tracking system. In UUAT, we used user interaction data to develop technologies that help to pinpoint a users reading region (RR). Based on computed RR and user interaction data, UUAT can identify a readers reading struggle or interest. A biomarker is a measurable substance that may be used as an indicator of a particular disease. We developed CancerVis for visual and interactive analysis of cancer data and demonstrate how to apply this platform in cancer biomarker research. CancerVis provides interactive multiple views from different perspectives of a dataset. The views are synchronized so that users can easily link them to a same data entry. Furthermore, CancerVis supports data mining practice in cancer biomarker, such as visualization of optimal cutpoints and cutthrough exploration. Tennis match summarization helps after-live sports consumers assimilate an interested match. We developed TennisVis, a comprehensive match summarization and visualization platform. TennisVis offers chart- graph for a client to quickly get match facts. Meanwhile, TennisVis offers various queries of tennis points to satisfy diversified client preferences (such as volley shot, many-shot rally) of tennis fans. Furthermore, TennisVis offers video clips for every single tennis point and a recommendation rating is computed for each tennis play. A case study shows that TennisVis identifies more than 75% tennis points in full time match

    Modeling of Performance Creative Evaluation Driven by Multimodal Affective Data

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    Performance creative evaluation can be achieved through affective data, and the use of affective featuresto evaluate performance creative is a new research trend. This paper proposes a “Performance Creative—Multimodal Affective (PC-MulAff)” model based on the multimodal affective features for performance creative evaluation. The multimedia data acquisition equipment is used to collect the physiological data of the audience, including the multimodal affective data such as the facial expression, heart rate and eye movement. Calculate affective features of multimodal data combined with director annotation, and defined “Performance Creative—Affective Acceptance (PC-Acc)” based on multimodal affective features to evaluate the quality of performance creative. This paper verifies the PC-MulAff model on different performance data sets. The experimental results show that the PC-MulAff model shows high evaluation quality in different performance forms. In the creative evaluation of dance performance, the accuracy of the model is 7.44% and 13.95% higher than that of the single textual and single video evaluation

    Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis

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    Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills

    Socially intelligent robots that understand and respond to human touch

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    Touch is an important nonverbal form of interpersonal interaction which is used to communicate emotions and other social messages. As interactions with social robots are likely to become more common in the near future these robots should also be able to engage in tactile interaction with humans. Therefore, the aim of the research presented in this dissertation is to work towards socially intelligent robots that can understand and respond to human touch. To become a socially intelligent actor a robot must be able to sense, classify and interpret human touch and respond to this in an appropriate manner. To this end we present work that addresses different parts of this interaction cycle. The contributions of this dissertation are the following. We have made a touch gesture dataset available to the research community and have presented benchmark results. Furthermore, we have sparked interest into the new field of social touch recognition by organizing a machine learning challenge and have pinpointed directions for further research. Also, we have exposed potential difficulties for the recognition of social touch in more naturalistic settings. Moreover, the findings presented in this dissertation can help to inform the design of a behavioral model for robot pet companions that can understand and respond to human touch. Additionally, we have focused on the requirements for tactile interaction with robot pets for health care applications

    Analysis of The Attractiveness of Soccer: A Game Refinement Model and The Significance of “Antagonistic Rate”

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    Soccer (or association football) is now the most popular sports game in the world. Various underlying factors may explain its reasons to be popular. However, there is no underlying explanation as to why the nature of the game processes was appealing to all people of all ages. However, measuring such subjective metric were empirically challenging and costly. In this paper, a mathematical model of a soccer game is established based on the game refinement theory, where the internal processes of a soccer game are explored where interpretation based on the “antagonistic rate” is established. Based on such measures, two stages were identified in the soccer game, and various soccer leagues' data were utilized as the testbed. Further analysis of the soccer game was determined based on physics in mind measure using correspondence of Newtonian law of motions. These measures provide insights into the game stages' underlying entertainment value, as well as a new perspective on the soccer game attractiveness

    Book of abstracts II International Congress - CIEQV 23rd and 24th February 2023

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    The II International Congress - CIEQV is the consequence of the development of the center’s strategic plan, which aims to increase scientific production in the field of quality of life. The communication of the science carried out configures a relevant social approach for public scientific research institutions. This congress aims above all to make available the knowledge acquired on the subject of quality of life, aiming to transfer to society and citizens the information applied to their way of life. We consider the highlights of the congress to be the discussion at roundtables on two fracturing themes, inclusion and urbanism associated with the quality of life of citizens. The conferences are multidisciplinary, addressing topics such as children’s education and sports participation, sustainable agriculture and self-care, all of them related to citizens’ quality of life. The proposed papers reflect the diverse research paradigms of this multidisciplinary and thematic center: studies on the educational contexts of youth and children; on the inclusion of people with disabilities; research focused on food products and sustainable behaviors; approaches to sports training, athlete performances, physical activity practice; exploration of research on the motor behavior of children and youth; study of sustainability in organizations; research focused on quality of life in the different stages of human life; etc. This diverse approach demonstrates the complexity of the social phenomenon under study. Researchers search the connection between some variables and their interrelationship. In this way, the research produced gets closer to the ecological and social reality, transferring itself to human practices towards a better and healthy quality of life. This II International Congress - CIEQV is another initiative for the challenges of research in Quality of Life. I take this opportunity to thank the institutions that support us, the organizers of the event and the researchers who share their knowledge, from the perspective of open science and available to society.info:eu-repo/semantics/publishedVersio

    Motion and emotion : Semantic knowledge for hollywood film indexing

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    Ph.DDOCTOR OF PHILOSOPH
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