646 research outputs found

    A query description model based on basic semantic unit composite Petri-Net for soccer video

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    Digital video networks are making available increasing amounts of sports video data. The volume of material on offer means that sports fans often rely on prepared summaries of game highlights to follow the progress of their favourite teams. A significant application area for automated video analysis technology is the generation of personalized highlights of sports events. One of the most popular sports around world is soccer. A soccer game is composed of a range of significant events, such as goal scoring, fouls, and substitutions. Automatically detecting these events in a soccer video can enable users to interactively design their own highlights programmes. From an analysis of broadcast soccer video, we propose a query description model based on Basic Semantic Unit Composite Petri-Nets (BSUCPN) to automatically detect significant events within soccer video. Firstly we define a Basic Semantic Unit (BSU) set for soccer videos based on identifiable feature elements within a soccer video, Secondly we design Composite Petri-Net (CPN) models for semantic queries and use these to describe BSUCPNs for semantic events in soccer videos. A particular strength of this approach is that users are able to design their own semantic event queries based on BSUCPNs to search interactively within soccer videos. Experimental results based on recorded soccer broadcasts are used to illustrate the potential of this approach

    A semantic event detection approach for soccer video based on perception concepts and finite state machines

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    A significant application area for automated video analysis technology is the generation of personalized highlights of sports events. Sports games are always composed of a range of significant events. Automatically detecting these events in a sports video can enable users to interactively select their own highlights. In this paper we propose a semantic event detection approach based on Perception Concepts and Finite State Machines to automatically detect significant events within soccer video. Firstly we define a Perception Concept set for soccer videos based on identifiable feature elements within a soccer video. Secondly we design PC-FSM models to describe semantic events in soccer videos. A particular strength of this approach is that users are able to design their own semantic events and transfer event detection into graph matching. Experimental results based on recorded soccer broadcasts are used to illustrate the potential of this approach

    Extraction and Classification of Self-consumable Sport Video Highlights

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    This paper aims to automatically extract and classify self-consumable sport video highlights. For this purpose, we will emphasize the benefits of using play-break sequences as the effective inputs for HMM-based classifier. HMM is used to model the stochastic pattern of high-level states during specific sport highlights which correspond to the sequence of generic audio-visual measurements extracted from raw video data. This paper uses soccer as the domain study, focusing on the extraction and classification of goal, shot and foul highlights. The experiment work which uses183 play-break sequences from 6 soccer matches will be presented to demonstrate the performance of our proposed scheme

    A semantic content analysis model for sports video based on perception concepts and finite state machines

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    In automatic video content analysis domain, the key challenges are how to recognize important objects and how to model the spatiotemporal relationships between them. In this paper we propose a semantic content analysis model based on Perception Concepts (PCs) and Finite State Machines (FSMs) to automatically describe and detect significant semantic content within sports video. PCs are defined to represent important semantic patterns for sports videos based on identifiable feature elements. PC-FSM models are designed to describe spatiotemporal relationships between PCs. And graph matching method is used to detect high-level semantic automatically. A particular strength of this approach is that users are able to design their own highlights and transfer the detection problem into a graph matching problem. Experimental results are used to illustrate the potential of this approac

    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 fields. 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 specific techniques for content-based sports video analysis to utilise these characteristics. For an efficient 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 identification. Replay segments convey the most important contents in sports videos. It is an efficient 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 five-layer adaboost classifier and a logo template matching throughout an entire video. The five-layer adaboost utilises shot duration, average game pitch ratio, average motion, sequential colour histogram and shot frequency between two neighbouring logo transitions, to filter out logo transition candidates. Subsequently, a logo template is constructed and employed to find all transition logo sequences. The precision and recall of this system in replay detection is 100% in a five-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 identified 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 suffix tree is proposed to find 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 reflection bias among modality salient signals and combines these signals by reflectors. The multiresolution autoregressive framework (MAR) treats salient signals as a group of smooth random processes, which follow a similar trend but are filled 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 find goal events at a high precision. Moreover, results of MAR-based highlight detection on the final game of FIFA 2002 and 2006 are highly similar to professionally labelled highlights by BBC and FIFA

    Automatic genre identification for content-based video categorization

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    This paper presents a set of computational features originating from our study of editing effects, motion, and color used in videos, for the task of automatic video categorization. These features besides representing human understanding of typical attributes of different video genres, are also inspired by the techniques and rules used by many directors to endow specific characteristics to a genre-program which lead to certain emotional impact on viewers. We propose new features whilst also employing traditionally used ones for classification. This research, goes beyond the existing work with a systematic analysis of trends exhibited by each of our features in genres such as cartoons, commercials, music, news, and sports, and it enables an understanding of the similarities, dissimilarities, and also likely confusion between genres. Classification results from our experiments on several hours of video establish the usefulness of this feature set. We also explore the issue of video clip duration required to achieve reliable genre identification and demonstrate its impact on classification accuracy.<br /

    Extraction and classification of self-consumable sport video highlights using generic HMM

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    This paper aims to automatically extract and classify self-consumable sport video highlights. For this purpose, we will emphasize the benefits of using play-break sequences as the effective inputs for HMMbased classifier. HMM is used to model the stochastic pattern of high-level states during specific sport highlights which correspond to the sequence of generic audio-visual measurements extracted from raw video data. This paper uses soccer as the domain study, focusing on the extraction and classification of goal, shot and foul highlights. The experiment work which uses183 play-break sequences from 6 soccer matches will be presented to demonstrate the performance of our proposed scheme.<br /

    Multimodal content-based video retrieval

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