2,013 research outputs found

    Interactive retrieval of video using pre-computed shot-shot similarities

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    A probabilistic framework for content-based interactive video retrieval is described. The developed indexing of video fragments originates from the probability of the user's positive judgment about key-frames of video shots. Initial estimates of the probabilities are obtained from low-level feature representation. Only statistically significant estimates are picked out, the rest are replaced by an appropriate constant allowing efficient access at search time without loss of search quality and leading to improvement in most experiments. With time, these probability estimates are updated from the relevance judgment of users performing searches, resulting in further substantial increases in mean average precision

    An Experimental Digital Library Platform - A Demonstrator Prototype for the DigLib Project at SICS

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    Within the framework of the Digital Library project at SICS, this thesis describes the implementation of a demonstrator prototype of a digital library (DigLib); an experimental platform integrating several functions in one common interface. It includes descriptions of the structure and formats of the digital library collection, the tailoring of the search engine Dienst, the construction of a keyword extraction tool, and the design and development of the interface. The platform was realised through sicsDAIS, an agent interaction and presentation system, and is to be used for testing and evaluating various tools for information seeking. The platform supports various user interaction strategies by providing: search in bibliographic records (Dienst); an index of keywords (the Keyword Extraction Function (KEF)); and browsing through the hierarchical structure of the collection. KEF was developed for this thesis work, and extracts and presents keywords from Swedish documents. Although based on a comparatively simple algorithm, KEF contributes by supplying a long-felt want in the area of Information Retrieval. Evaluations of the tasks and the interface still remain to be done, but the digital library is very much up and running. By implementing the platform through sicsDAIS, DigLib can deploy additional tools and search engines without interfering with already running modules. If wanted, agents providing other services than SICS can supply, can be plugged in

    Context-based multimedia semantics modelling and representation

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    The evolution of the World Wide Web, increase in processing power, and more network bandwidth have contributed to the proliferation of digital multimedia data. Since multimedia data has become a critical resource in many organisations, there is an increasing need to gain efficient access to data, in order to share, extract knowledge, and ultimately use the knowledge to inform business decisions. Existing methods for multimedia semantic understanding are limited to the computable low-level features; which raises the question of how to identify and represent the high-level semantic knowledge in multimedia resources.In order to bridge the semantic gap between multimedia low-level features and high-level human perception, this thesis seeks to identify the possible contextual dimensions in multimedia resources to help in semantic understanding and organisation. This thesis investigates the use of contextual knowledge to organise and represent the semantics of multimedia data aimed at efficient and effective multimedia content-based semantic retrieval.A mixed methods research approach incorporating both Design Science Research and Formal Methods for investigation and evaluation was adopted. A critical review of current approaches for multimedia semantic retrieval was undertaken and various shortcomings identified. The objectives for a solution were defined which led to the design, development, and formalisation of a context-based model for multimedia semantic understanding and organisation. The model relies on the identification of different contextual dimensions in multimedia resources to aggregate meaning and facilitate semantic representation, knowledge sharing and reuse. A prototype system for multimedia annotation, CONMAN was built to demonstrate aspects of the model and validate the research hypothesis, H₁.Towards providing richer and clearer semantic representation of multimedia content, the original contributions of this thesis to Information Science include: (a) a novel framework and formalised model for organising and representing the semantics of heterogeneous visual data; and (b) a novel S-Space model that is aimed at visual information semantic organisation and discovery, and forms the foundations for automatic video semantic understanding

    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 ïŹelds. 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 speciïŹc techniques for content-based sports video analysis to utilise these characteristics. For an efïŹcient 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 identiïŹcation. Replay segments convey the most important contents in sports videos. It is an efïŹcient 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 ïŹve-layer adaboost classiïŹer and a logo template matching throughout an entire video. The ïŹve-layer adaboost utilises shot duration, average game pitch ratio, average motion, sequential colour histogram and shot frequency between two neighbouring logo transitions, to ïŹlter out logo transition candidates. Subsequently, a logo template is constructed and employed to ïŹnd all transition logo sequences. The precision and recall of this system in replay detection is 100% in a ïŹve-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 identiïŹed 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 sufïŹx tree is proposed to ïŹnd 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 reïŹ‚ection bias among modality salient signals and combines these signals by reïŹ‚ectors. The multiresolution autoregressive framework (MAR) treats salient signals as a group of smooth random processes, which follow a similar trend but are ïŹlled 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 ïŹnd goal events at a high precision. Moreover, results of MAR-based highlight detection on the ïŹnal game of FIFA 2002 and 2006 are highly similar to professionally labelled highlights by BBC and FIFA

    Information Retrieval from Unsegmented Broadcast News Audio

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    International audienceThis paper describes a system for retrieving relevant portions of broadcast news shows starting with only the audio data. A novel method of automatically detecting and removing commercials is presented and shown to increase the performance of the system while also reducing the computational effort required. A sophisticated large vocabulary speech recogniser which produces high-quality transcriptions of the audio and a window-based retrieval system with post-retrieval merging are also described. Results are presented using the 1999 TREC-8 Spoken Document Retrieval data for the task where no story boundaries are known. Experiments investigating the effectiveness of all aspects of the system are described, and the relative benefits of automatically eliminating commercials, enforcing broadcast structure during retrieval, using relevance feedback, changing retrieval parameters and merging during post-processing are shown. An Average Precision of 46.8%, when duplicates are scored as irrelevant, is shown to be achievable using this system, with the corresponding word error rate of the recogniser being 20.5%

    CHORUS Deliverable 3.3: Vision Document - Intermediate version

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    The goal of the CHORUS vision document is to create a high level vision on audio-visual search engines in order to give guidance to the future R&D work in this area (in line with the mandate of CHORUS as a Coordination Action). This current intermediate draft of the CHORUS vision document (D3.3) is based on the previous CHORUS vision documents D3.1 to D3.2 and on the results of the six CHORUS Think-Tank meetings held in March, September and November 2007 as well as in April, July and October 2008, and on the feedback from other CHORUS events. The outcome of the six Think-Thank meetings will not just be to the benefit of the participants which are stakeholders and experts from academia and industry – CHORUS, as a coordination action of the EC, will feed back the findings (see Summary) to the projects under its purview and, via its website, to the whole community working in the domain of AV content search. A few subjections of this deliverable are to be completed after the eights (and presumably last) Think-Tank meeting in spring 2009

    COST292 experimental framework for TRECVID 2008

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    In this paper, we give an overview of the four tasks submitted to TRECVID 2008 by COST292. The high-level feature extraction framework comprises four systems. The first system transforms a set of low-level descriptors into the semantic space using Latent Semantic Analysis and utilises neural networks for feature detection. The second system uses a multi-modal classifier based on SVMs and several descriptors. The third system uses three image classifiers based on ant colony optimisation, particle swarm optimisation and a multi-objective learning algorithm. The fourth system uses a Gaussian model for singing detection and a person detection algorithm. The search task is based on an interactive retrieval application combining retrieval functionalities in various modalities with a user interface supporting automatic and interactive search over all queries submitted. The rushes task submission is based on a spectral clustering approach for removing similar scenes based on eigenvalues of frame similarity matrix and and a redundancy removal strategy which depends on semantic features extraction such as camera motion and faces. Finally, the submission to the copy detection task is conducted by two different systems. The first system consists of a video module and an audio module. The second system is based on mid-level features that are related to the temporal structure of videos

    Detection of setting and subject information in documentary video

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    Interpretation of video information is a difficult task for computer vision and machine intelligence. In this paper we examine the utility of a non-image based source of information about video contents, namely the shot list, and study its use in aiding image interpretation. We show how the shot list may be analysed to produce a simple summary of the \u27who and where\u27 of a documentary or interview video. In order to detect the subject of a video we use the notion of a \u27shot syntax\u27 of a particular genre to isolate actual interview sections

    Multifeature analysis and semantic context learning for image classification

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    This article introduces an image classification approach in which the semantic context of images and multiple low-level visual features are jointly exploited. The context consists of a set of semantic terms defining the classes to be associated to unclassified images. Initially, a multiobjective optimization technique is used to define a multifeature fusion model for each semantic class. Then, a Bayesian learning procedure is applied to derive a context model representing relationships among semantic classes. Finally, this ..
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