8,013 research outputs found
K-Space at TRECVid 2007
In this paper we describe K-Space participation in
TRECVid 2007. K-Space participated in two tasks, high-level feature extraction and interactive search. We present our approaches for each of these activities and provide a brief analysis of our results. Our high-level feature submission utilized multi-modal low-level features which included visual, audio and temporal elements. Specific concept detectors (such as Face detectors) developed by K-Space partners were also used. We experimented with different machine learning approaches including logistic regression and support vector machines (SVM). Finally we also experimented with both early and late fusion for feature combination. This year we also participated in interactive search, submitting 6 runs. We developed two interfaces which both utilized the same retrieval functionality. Our objective was to measure the effect of context, which was supported to different degrees in each interface, on user performance.
The first of the two systems was a āshotā based interface,
where the results from a query were presented as a ranked
list of shots. The second interface was ābroadcastā based,
where results were presented as a ranked list of broadcasts.
Both systems made use of the outputs of our high-level feature submission as well as low-level visual features
TV News Story Segmentation Based on Semantic Coherence and Content Similarity
In this paper, we introduce and evaluate two novel approaches, one using video stream and the other using close-caption text stream, for segmenting TV news into stories. The segmentation of the video stream into stories is achieved by detecting anchor person shots and the text stream is segmented into stories using a Latent Dirichlet Allocation (LDA) based approach. The benefit of the proposed LDA based approach is that along with the story segmentation it also provides the topic distribution associated with each segment. We evaluated our techniques on the TRECVid 2003 benchmark database and found that though the individual systems give comparable results, a combination of the outputs of the two systems gives a significant improvement over the performance of the individual systems
Play and Learn: Using Video Games to Train Computer Vision Models
Video games are a compelling source of annotated data as they can readily
provide fine-grained groundtruth for diverse tasks. However, it is not clear
whether the synthetically generated data has enough resemblance to the
real-world images to improve the performance of computer vision models in
practice. We present experiments assessing the effectiveness on real-world data
of systems trained on synthetic RGB images that are extracted from a video
game. We collected over 60000 synthetic samples from a modern video game with
similar conditions to the real-world CamVid and Cityscapes datasets. We provide
several experiments to demonstrate that the synthetically generated RGB images
can be used to improve the performance of deep neural networks on both image
segmentation and depth estimation. These results show that a convolutional
network trained on synthetic data achieves a similar test error to a network
that is trained on real-world data for dense image classification. Furthermore,
the synthetically generated RGB images can provide similar or better results
compared to the real-world datasets if a simple domain adaptation technique is
applied. Our results suggest that collaboration with game developers for an
accessible interface to gather data is potentially a fruitful direction for
future work in computer vision.Comment: To appear in the British Machine Vision Conference (BMVC), September
2016. -v2: fixed a typo in the reference
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