11,963 research outputs found

    Detecting events and key actors in multi-person videos

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    Multi-person event recognition is a challenging task, often with many people active in the scene but only a small subset contributing to an actual event. In this paper, we propose a model which learns to detect events in such videos while automatically "attending" to the people responsible for the event. Our model does not use explicit annotations regarding who or where those people are during training and testing. In particular, we track people in videos and use a recurrent neural network (RNN) to represent the track features. We learn time-varying attention weights to combine these features at each time-instant. The attended features are then processed using another RNN for event detection/classification. Since most video datasets with multiple people are restricted to a small number of videos, we also collected a new basketball dataset comprising 257 basketball games with 14K event annotations corresponding to 11 event classes. Our model outperforms state-of-the-art methods for both event classification and detection on this new dataset. Additionally, we show that the attention mechanism is able to consistently localize the relevant players.Comment: Accepted for publication in CVPR'1

    PersonRank: Detecting Important People in Images

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    Always, some individuals in images are more important/attractive than others in some events such as presentation, basketball game or speech. However, it is challenging to find important people among all individuals in images directly based on their spatial or appearance information due to the existence of diverse variations of pose, action, appearance of persons and various changes of occasions. We overcome this difficulty by constructing a multiple Hyper-Interaction Graph to treat each individual in an image as a node and inferring the most active node referring to interactions estimated by various types of clews. We model pairwise interactions between persons as the edge message communicated between nodes, resulting in a bidirectional pairwise-interaction graph. To enrich the personperson interaction estimation, we further introduce a unidirectional hyper-interaction graph that models the consensus of interaction between a focal person and any person in a local region around. Finally, we modify the PageRank algorithm to infer the activeness of persons on the multiple Hybrid-Interaction Graph (HIG), the union of the pairwise-interaction and hyperinteraction graphs, and we call our algorithm the PersonRank. In order to provide publicable datasets for evaluation, we have contributed a new dataset called Multi-scene Important People Image Dataset and gathered a NCAA Basketball Image Dataset from sports game sequences. We have demonstrated that the proposed PersonRank outperforms related methods clearly and substantially.Comment: 8 pages, conferenc

    Towards Structured Analysis of Broadcast Badminton Videos

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    Sports video data is recorded for nearly every major tournament but remains archived and inaccessible to large scale data mining and analytics. It can only be viewed sequentially or manually tagged with higher-level labels which is time consuming and prone to errors. In this work, we propose an end-to-end framework for automatic attributes tagging and analysis of sport videos. We use commonly available broadcast videos of matches and, unlike previous approaches, does not rely on special camera setups or additional sensors. Our focus is on Badminton as the sport of interest. We propose a method to analyze a large corpus of badminton broadcast videos by segmenting the points played, tracking and recognizing the players in each point and annotating their respective badminton strokes. We evaluate the performance on 10 Olympic matches with 20 players and achieved 95.44% point segmentation accuracy, 97.38% player detection score ([email protected]), 97.98% player identification accuracy, and stroke segmentation edit scores of 80.48%. We further show that the automatically annotated videos alone could enable the gameplay analysis and inference by computing understandable metrics such as player's reaction time, speed, and footwork around the court, etc.Comment: 9 page

    Early Recognition of Human Activities from First-Person Videos Using Onset Representations

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    In this paper, we propose a methodology for early recognition of human activities from videos taken with a first-person viewpoint. Early recognition, which is also known as activity prediction, is an ability to infer an ongoing activity at its early stage. We present an algorithm to perform recognition of activities targeted at the camera from streaming videos, making the system to predict intended activities of the interacting person and avoid harmful events before they actually happen. We introduce the novel concept of 'onset' that efficiently summarizes pre-activity observations, and design an approach to consider event history in addition to ongoing video observation for early first-person recognition of activities. We propose to represent onset using cascade histograms of time series gradients, and we describe a novel algorithmic setup to take advantage of onset for early recognition of activities. The experimental results clearly illustrate that the proposed concept of onset enables better/earlier recognition of human activities from first-person videos

    AVA: A Video Dataset of Spatio-temporally Localized Atomic Visual Actions

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    This paper introduces a video dataset of spatio-temporally localized Atomic Visual Actions (AVA). The AVA dataset densely annotates 80 atomic visual actions in 430 15-minute video clips, where actions are localized in space and time, resulting in 1.58M action labels with multiple labels per person occurring frequently. The key characteristics of our dataset are: (1) the definition of atomic visual actions, rather than composite actions; (2) precise spatio-temporal annotations with possibly multiple annotations for each person; (3) exhaustive annotation of these atomic actions over 15-minute video clips; (4) people temporally linked across consecutive segments; and (5) using movies to gather a varied set of action representations. This departs from existing datasets for spatio-temporal action recognition, which typically provide sparse annotations for composite actions in short video clips. We will release the dataset publicly. AVA, with its realistic scene and action complexity, exposes the intrinsic difficulty of action recognition. To benchmark this, we present a novel approach for action localization that builds upon the current state-of-the-art methods, and demonstrates better performance on JHMDB and UCF101-24 categories. While setting a new state of the art on existing datasets, the overall results on AVA are low at 15.6% mAP, underscoring the need for developing new approaches for video understanding.Comment: To appear in CVPR 2018. Check dataset page https://research.google.com/ava/ for detail
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