5,769 research outputs found

    Identification, indexing, and retrieval of cardio-pulmonary resuscitation (CPR) video scenes of simulated medical crisis.

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    Medical simulations, where uncommon clinical situations can be replicated, have proved to provide a more comprehensive training. Simulations involve the use of patient simulators, which are lifelike mannequins. After each session, the physician must manually review and annotate the recordings and then debrief the trainees. This process can be tedious and retrieval of specific video segments should be automated. In this dissertation, we propose a machine learning based approach to detect and classify scenes that involve rhythmic activities such as Cardio-Pulmonary Resuscitation (CPR) from training video sessions simulating medical crises. This applications requires different preprocessing techniques from other video applications. In particular, most processing steps require the integration of multiple features such as motion, color and spatial and temporal constrains. The first step of our approach consists of segmenting the video into shots. This is achieved by extracting color and motion information from each frame and identifying locations where consecutive frames have different features. We propose two different methods to identify shot boundaries. The first one is based on simple thresholding while the second one uses unsupervised learning techniques. The second step of our approach consists of selecting one key frame from each shot and segmenting it into homogeneous regions. Then few regions of interest are identified for further processing. These regions are selected based on the type of motion of their pixels and their likelihood to be skin-like regions. The regions of interest are tracked and a sequence of observations that encode their motion throughout the shot is extracted. The next step of our approach uses an HMM classiffier to discriminate between regions that involve CPR actions and other regions. We experiment with both continuous and discrete HMM. Finally, to improve the accuracy of our system, we also detect faces in each key frame, track them throughout the shot, and fuse their HMM confidence with the region\u27s confidence. To allow the user to view and analyze the video training session much more efficiently, we have also developed a graphical user interface (GUI) for CPR video scene retrieval and analysis with several desirable features. To validate our proposed approach to detect CPR scenes, we use one video simulation session recorded by the SPARC group to train the HMM classifiers and learn the system\u27s parameters. Then, we analyze the proposed system on other video recordings. We show that our approach can identify most CPR scenes with few false alarms

    Semantic Based Sport Video Browsing

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    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 ļ¬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 speciļ¬c techniques for content-based sports video analysis to utilise these characteristics. For an efļ¬cient and effective sports video analysis system, there are three fundamental questions: (1) what are key stories for sports videos; (2) what incurs viewerā€™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 identiļ¬cation. Replay segments convey the most important contents in sports videos. It is an efļ¬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 ļ¬ve-layer adaboost classiļ¬er and a logo template matching throughout an entire video. The ļ¬ve-layer adaboost utilises shot duration, average game pitch ratio, average motion, sequential colour histogram and shot frequency between two neighbouring logo transitions, to ļ¬lter out logo transition candidates. Subsequently, a logo template is constructed and employed to ļ¬nd all transition logo sequences. The precision and recall of this system in replay detection is 100% in a ļ¬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 identiļ¬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 sufļ¬x tree is proposed to ļ¬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 ā€œnotice ā€. 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 reļ¬‚ection bias among modality salient signals and combines these signals by reļ¬‚ectors. The multiresolution autoregressive framework (MAR) treats salient signals as a group of smooth random processes, which follow a similar trend but are ļ¬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 ļ¬nd goal events at a high precision. Moreover, results of MAR-based highlight detection on the ļ¬nal game of FIFA 2002 and 2006 are highly similar to professionally labelled highlights by BBC and FIFA

    FPGA-based Anomalous trajectory detection using SOFM

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    A system for automatically classifying the trajectory of a moving object in a scene as usual or suspicious is presented. The system uses an unsupervised neural network (Self Organising Feature Map) fully implemented on a reconfigurable hardware architecture (Field Programmable Gate Array) to cluster trajectories acquired over a period, in order to detect novel ones. First order motion information, including first order moving average smoothing, is generated from the 2D image coordinates (trajectories). The classification is dynamic and achieved in real-time. The dynamic classifier is achieved using a SOFM and a probabilistic model. Experimental results show less than 15\% classification error, showing the robustness of our approach over others in literature and the speed-up over the use of conventional microprocessor as compared to the use of an off-the-shelf FPGA prototyping board
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