2,264 research outputs found
Automatic annotation of tennis games: An integration of audio, vision, and learning
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
"How May I Help You?": Modeling Twitter Customer Service Conversations Using Fine-Grained Dialogue Acts
Given the increasing popularity of customer service dialogue on Twitter,
analysis of conversation data is essential to understand trends in customer and
agent behavior for the purpose of automating customer service interactions. In
this work, we develop a novel taxonomy of fine-grained "dialogue acts"
frequently observed in customer service, showcasing acts that are more suited
to the domain than the more generic existing taxonomies. Using a sequential
SVM-HMM model, we model conversation flow, predicting the dialogue act of a
given turn in real-time. We characterize differences between customer and agent
behavior in Twitter customer service conversations, and investigate the effect
of testing our system on different customer service industries. Finally, we use
a data-driven approach to predict important conversation outcomes: customer
satisfaction, customer frustration, and overall problem resolution. We show
that the type and location of certain dialogue acts in a conversation have a
significant effect on the probability of desirable and undesirable outcomes,
and present actionable rules based on our findings. The patterns and rules we
derive can be used as guidelines for outcome-driven automated customer service
platforms.Comment: 13 pages, 6 figures, IUI 201
Multi-Action Recognition via Stochastic Modelling of Optical Flow and Gradients
In this paper we propose a novel approach to multi-action recognition that
performs joint segmentation and classification. This approach models each
action using a Gaussian mixture using robust low-dimensional action features.
Segmentation is achieved by performing classification on overlapping temporal
windows, which are then merged to produce the final result. This approach is
considerably less complicated than previous methods which use dynamic
programming or computationally expensive hidden Markov models (HMMs). Initial
experiments on a stitched version of the KTH dataset show that the proposed
approach achieves an accuracy of 78.3%, outperforming a recent HMM-based
approach which obtained 71.2%
Automatic annotation of tennis games: an integration of audio, vision, and learning
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
SAVASA project @ TRECVID 2012: interactive surveillance event detection
In this paper we describe our participation in the interactive surveillance event detection task at TRECVid 2012. The system we developed was comprised of individual classifiers brought together behind a simple video search interface that enabled users to select relevant segments based on down~sampled animated gifs. Two types of user -- `experts' and `end users' -- performed the evaluations. Due to time constraints we focussed on three events -- ObjectPut, PersonRuns and Pointing -- and two of the five available cameras (1 and 3). Results from the interactive runs as well as discussion of the performance of the underlying retrospective classifiers are presented
Automatic annotation of tennis games: an integration of audio, vision, and learning
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
LOMo: Latent Ordinal Model for Facial Analysis in Videos
We study the problem of facial analysis in videos. We propose a novel weakly
supervised learning method that models the video event (expression, pain etc.)
as a sequence of automatically mined, discriminative sub-events (eg. onset and
offset phase for smile, brow lower and cheek raise for pain). The proposed
model is inspired by the recent works on Multiple Instance Learning and latent
SVM/HCRF- it extends such frameworks to model the ordinal or temporal aspect in
the videos, approximately. We obtain consistent improvements over relevant
competitive baselines on four challenging and publicly available video based
facial analysis datasets for prediction of expression, clinical pain and intent
in dyadic conversations. In combination with complimentary features, we report
state-of-the-art results on these datasets.Comment: 2016 IEEE Conference on Computer Vision and Pattern Recognition
(CVPR
Video semantic content analysis framework based on ontology combined MPEG-7
The rapid increase in the available amount of video data is creating a growing demand for efficient methods for understanding and managing it at the semantic level. New multimedia standard, MPEG-7, provides the rich functionalities to enable the generation of audiovisual descriptions and is expressed solely in XML Schema which provides little support for expressing semantic knowledge. In this paper, a video semantic content analysis framework based on ontology combined MPEG-7 is presented. Domain
ontology is used to define high level semantic concepts and their relations in the context of the examined domain. MPEG-7 metadata terms of audiovisual descriptions and video content analysis algorithms are expressed in this ontology to enrich video semantic analysis. OWL is used for the ontology description. Rules in Description Logic are defined to describe how low-level features and algorithms for video analysis should be applied according to different perception content. Temporal Description Logic is used to describe the
semantic events, and a reasoning algorithm is proposed for events detection. The proposed framework is demonstrated in sports video domain and shows promising results
Understanding of Object Manipulation Actions Using Human Multi-Modal Sensory Data
Object manipulation actions represent an important share of the Activities of
Daily Living (ADLs). In this work, we study how to enable service robots to use
human multi-modal data to understand object manipulation actions, and how they
can recognize such actions when humans perform them during human-robot
collaboration tasks. The multi-modal data in this study consists of videos,
hand motion data, applied forces as represented by the pressure patterns on the
hand, and measurements of the bending of the fingers, collected as human
subjects performed manipulation actions. We investigate two different
approaches. In the first one, we show that multi-modal signal (motion, finger
bending and hand pressure) generated by the action can be decomposed into a set
of primitives that can be seen as its building blocks. These primitives are
used to define 24 multi-modal primitive features. The primitive features can in
turn be used as an abstract representation of the multi-modal signal and
employed for action recognition. In the latter approach, the visual features
are extracted from the data using a pre-trained image classification deep
convolutional neural network. The visual features are subsequently used to
train the classifier. We also investigate whether adding data from other
modalities produces a statistically significant improvement in the classifier
performance. We show that both approaches produce a comparable performance.
This implies that image-based methods can successfully recognize human actions
during human-robot collaboration. On the other hand, in order to provide
training data for the robot so it can learn how to perform object manipulation
actions, multi-modal data provides a better alternative
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