1,052 research outputs found

    Activity-driven content adaptation for effective video summarisation

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    In this paper, we present a novel method for content adaptation and video summarization fully implemented in compressed-domain. Firstly, summarization of generic videos is modeled as the process of extracted human objects under various activities/events. Accordingly, frames are classified into five categories via fuzzy decision including shot changes (cut and gradual transitions), motion activities (camera motion and object motion) and others by using two inter-frame measurements. Secondly, human objects are detected using Haar-like features. With the detected human objects and attained frame categories, activity levels for each frame are determined to adapt with video contents. Continuous frames belonging to same category are grouped to form one activity entry as content of interest (COI) which will convert the original video into a series of activities. An overall adjustable quota is used to control the size of generated summarization for efficient streaming purpose. Upon this quota, the frames selected for summarization are determined by evenly sampling the accumulated activity levels for content adaptation. Quantitative evaluations have proved the effectiveness and efficiency of our proposed approach, which provides a more flexible and general solution for this topic as domain-specific tasks such as accurate recognition of objects can be avoided

    Edited nearest neighbour for selecting keyframe summaries of egocentric videos

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    A keyframe summary of a video must be concise, comprehensive and diverse. Current video summarisation methods may not be able to enforce diversity of the summary if the events have highly similar visual content, as is the case of egocentric videos. We cast the problem of selecting a keyframe summary as a problem of prototype (instance) selection for the nearest neighbour classifier (1-nn). Assuming that the video is already segmented into events of interest (classes), and represented as a dataset in some feature space, we propose a Greedy Tabu Selector algorithm (GTS) which picks one frame to represent each class. An experiment with the UT (Egocentric) video database and seven feature representations illustrates the proposed keyframe summarisation method. GTS leads to improved match to the user ground truth compared to the closest-to-centroid baseline summarisation method. Best results were obtained with feature spaces obtained from a convolutional neural network (CNN).Leverhulme Trust, UKSao Paulo Research Foundation - FAPESPBangor Univ, Sch Comp Sci, Dean St, Bangor LL57 1UT, Gwynedd, WalesFed Univ Sao Paulo UNIFESP, Inst Sci & Technol, BR-12247014 Sao Jose Dos Campos, SP, BrazilFed Univ Sao Paulo UNIFESP, Inst Sci & Technol, BR-12247014 Sao Jose Dos Campos, SP, BrazilLeverhulme: RPG-2015-188FAPESP: 2016/06441-7Web of Scienc

    Video summarization based on local features

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    Keyframe extraction process consists on presenting an abstract of the entire video with the most representative frames. It is one of the basic procedures relating to video retrieval and summary. This paper present a novel method for keyframe extraction based on SURF local features. First, we select a group of candidate frames from a video shot using a leap extraction technique. Then, SURF is used to detect and describe local features on the candidate frames. After that, we analyzed those features to eliminate near duplicate keyframes, helping to keep a compact set, using FLANN method. We developed a comparative study to evaluate our method with three state of the art approaches based on local features. The results show that our method overcomes those approaches

    A Literature Study On Video Retrieval Approaches

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    A detailed survey has been carried out to identify the various research articles available in the literature in all the categories of video retrieval and to do the analysis of the major contributions and their advantages, following are the literature used for the assessment of the state-of-art work on video retrieval. Here, a large number of papershave been studied

    The Evolution of First Person Vision Methods: A Survey

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    The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart Glasses, Computer Vision, Video Analytics, Human-machine Interactio

    A Study On Information Retrieval Systems

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    A video is a key component of today's multimedia applications,  including Video Cassette Recording (VCR), Video-on-Demand (VoD), and virtual walkthrough. This happens supplementary with the fast amplification in video skill (Rynson W.H. Lau et al. 2000). Owing to innovation's progress in the  media, computerized TV, and data frameworks, an immense measure of video information is now exhaustively realistic (Walid G. Aref et al. 2003). The startling advancement in computerized video content has made entrée and moves the data in a tremendous video database a muddled and sensible issue (Chih-Wen Su et al. 2005). Therefore, the necessity for creating devices and frameworks that can effectively investigate the most needed video content, has evoked a great deal of interest among analysts. Sports video has been chosen as the prime application in this proposition since it has attracted viewers around the world

    Graphic Novel Subtitles:Requirement Elicitation and System Implementation

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