453 research outputs found

    Segmentation of Football Video Broadcast

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    In this paper a novel segmentation system for football player detection in broadcasted video is presented. Proposed detection system is a complex solution incorporating a dominant color based segmentation technique of a football playfield, a 3D playfield modeling algorithm based on Hough transform and a dedicated algorithm for player tracking, player detection system based on the combination of Histogram of Oriented Gradients (HOG) descriptors with Principal Component Analysis (PCA) and linear Support Vector Machine (SVM) classification. For the shot classification the several classification technique SVM, artificial neural network and Linear Discriminant Analysis (LDA) are used. Evaluation of the system is carried out using HD (1280×720) resolution test material. Additionally, performance of the proposed system is tested with different lighting conditions (including non-uniform pith lightning and multiple player shadows) and various camera positions. Experimental results presented in this paper show that combination of these techniques seems to be a promising solution for locating and segmenting objects in a broadcasted video

    Prioritizing Content of Interest in Multimedia Data Compression

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    Image and video compression techniques make data transmission and storage in digital multimedia systems more efficient and feasible for the system's limited storage and bandwidth. Many generic image and video compression techniques such as JPEG and H.264/AVC have been standardized and are now widely adopted. Despite their great success, we observe that these standard compression techniques are not the best solution for data compression in special types of multimedia systems such as microscopy videos and low-power wireless broadcast systems. In these application-specific systems where the content of interest in the multimedia data is known and well-defined, we should re-think the design of a data compression pipeline. We hypothesize that by identifying and prioritizing multimedia data's content of interest, new compression methods can be invented that are far more effective than standard techniques. In this dissertation, a set of new data compression methods based on the idea of prioritizing the content of interest has been proposed for three different kinds of multimedia systems. I will show that the key to designing efficient compression techniques in these three cases is to prioritize the content of interest in the data. The definition of the content of interest of multimedia data depends on the application. First, I show that for microscopy videos, the content of interest is defined as the spatial regions in the video frame with pixels that don't only contain noise. Keeping data in those regions with high quality and throwing out other information yields to a novel microscopy video compression technique. Second, I show that for a Bluetooth low energy beacon based system, practical multimedia data storage and transmission is possible by prioritizing content of interest. I designed custom image compression techniques that preserve edges in a binary image, or foreground regions of a color image of indoor or outdoor objects. Last, I present a new indoor Bluetooth low energy beacon based augmented reality system that integrates a 3D moving object compression method that prioritizes the content of interest.Doctor of Philosoph

    Efficient automatic detection of 3D video artifacts

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    Resource Allocation for Personalized Video Summarization

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    Using Digital Watermarking for Copyright Protection

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    Adaptive deinterlacing of video sequences using motion data

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    In this work an efficient motion adaptive deinterlacing method with considerable improvement in picture quality is proposed. A temporal deinterlacing method has a high performance in static images while a spatial method has a better performance in dynamic parts. In the proposed deinterlacing method, a motion adaptive interpolator combines the results of a spatial method and a temporal method based on motion activity level of video sequence. A high performance and low complexity algorithm for motion detection is introduced. This algorithm uses five consecutive interlaced video fields for motion detection. It is able to capture a wide range of motions from slow to fast. The algorithm benefits from a hierarchal structure. It starts with detecting motion in large partitions of a given field. Depending on the detected motion activity level for that partition, the motion detection algorithm might recursively be applied to sub-blocks of the original partition. Two different low pass filters are used during the motion detection to increase the algorithm accuracy. The result of motion detection is then used in the proposed motion adaptive interpolator. The performance of the proposed deinterlacing algorithm is compared to previous methods in the literature. Experimenting with several standard video sequences, the method proposed in this work shows excellent results for motion detection and deinterlacing performance

    A technology platform for automatic high-level tennis game analysis

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    Sports video research is a popular topic that has been applied to many prominent sports for a large spectrum of applications. In this paper we introduce a technology platform which has been developed for the tennis context, able to extract action sequences and provide support to coaches for players performance analysis during training and official matches. The system consists of an hardware architecture, devised to acquire data in the tennis context and for the specific domain requirements, and a number of processing modules which are able to track both the ball and the players, to extract semantic information from their interactions and automatically annotate video sequences. The aim of this paper is to demonstrate that the proposed combination of hardware and software modules is able to extract 3D ball trajectories robust enough to evaluate ball changes of direction recognizing serves, strokes and bounces. Starting from these information, a finite state machine based decision process can be employed to evaluate the score of each action of the game. The entire platform has been tested in real experiments during both training sessions and matches, and results show that automatic annotation of key events along with 3D positions and scores can be used to support coaches in the extraction of valuable information about players intentions and behaviours
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