893 research outputs found

    Learning Visual Patterns: Imposing Order on Objects, Trajectories and Networks

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    Fundamental to many tasks in the field of computer vision, this work considers the understanding of observed visual patterns in static images and dynamic scenes . Within this broad domain, we focus on three particular subtasks, contributing novel solutions to: (a) the subordinate categorization of objects (avian species specifically), (b) the analysis of multi-agent interactions using the agent trajectories, and (c) the estimation of camera network topology. In contrast to object recognition, where the presence or absence of certain parts is generally indicative of basic-level category, the problem of subordinate categorization rests on the ability to establish salient distinctions amongst the characteristics of those parts which comprise the basic-level category. Focusing on an avian domain due to the fine-grained structure of the category taxonomy, we explore a pose-normalized appearance model based on a volumetric poselet scheme. The variation in shape and appearance properties of these parts across a taxonomy provides the cues needed for subordinate categorization. Our model associates the underlying image pattern parameters used for detection with corresponding volumetric part location, scale and orientation parameters. These parameters implicitly define a mapping from the image pixels into a pose-normalized appearance space, removing view and pose dependencies, facilitating fine-grained categorization with relatively few training examples. We next examine the problem of leveraging trajectories to understand interactions in dynamic multi-agent environments. We focus on perceptual tasks, those for which an agent's behavior is governed largely by the individuals and objects around them. We introduce kinetic accessibility, a model for evaluating the perceived, and thus anticipated, movements of other agents. This new model is then applied to the analysis of basketball footage. The kinetic accessibility measures are coupled with low-level visual cues and domain-specific knowledge for determining which player has possession of the ball and for recognizing events such as passes, shots and turnovers. Finally, we present two differing approaches for estimating camera network topology. The first technique seeks to partition a set of observations made in the camera network into individual object trajectories. As exhaustive consideration of the partition space is intractable, partitions are considered incrementally, adding observations while pruning unlikely partitions. Partition likelihood is determined by the evaluation of a probabilistic graphical model, balancing the consistency of appearances across a hypothesized trajectory with the latest predictions of camera adjacency. A primarily benefit of estimating object trajectories is that higher-order statistics, as opposed to just first-order adjacency, can be derived, yielding resilience to camera failure and the potential for improved tracking performance between cameras. Unlike the former centralized technique, the latter takes a decentralized approach, estimating the global network topology with local computations using sequential Bayesian estimation on a modified multinomial distribution. Key to this method is an information-theoretic appearance model for observation weighting. The inherently distributed nature of the approach allows the simultaneous utilization of all sensors as processing agents in collectively recovering the network topology

    Automated camera ranking and selection using video content and scene context

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    PhDWhen observing a scene with multiple cameras, an important problem to solve is to automatically identify “what camera feed should be shown and when?” The answer to this question is of interest for a number of applications and scenarios ranging from sports to surveillance. In this thesis we present a framework for the ranking of each video frame and camera across time and the camera network, respectively. This ranking is then used for automated video production. In the first stage information from each camera view and from the objects in it is extracted and represented in a way that allows for object- and frame-ranking. First objects are detected and ranked within and across camera views. This ranking takes into account both visible and contextual information related to the object. Then content ranking is performed based on the objects in the view and camera-network level information. We propose two novel techniques for content ranking namely: Routing Based Ranking (RBR) and Multivariate Gaussian based Ranking (MVG). In RBR we use a rule based framework where weighted fusion of object and frame level information takes place while in MVG the rank is estimated as a multivariate Gaussian distribution. Through experimental and subjective validation we demonstrate that the proposed content ranking strategies allows the identification of the best-camera at each time. The second part of the thesis focuses on the automatic generation of N-to-1 videos based on the ranked content. We demonstrate that in such production settings it is undesirable to have frequent inter-camera switching. Thus motivating the need for a compromise, between selecting the best camera most of the time and minimising the frequent inter-camera switching, we demonstrate that state-of-the-art techniques for this task are inadequate and fail in dynamic scenes. We propose three novel methods for automated camera selection. The first method (¡go f ) performs a joint optimization of a cost function that depends on both the view quality and inter-camera switching so that a i Abstract ii pleasing best-view video sequence can be composed. The other two methods (¡dbn and ¡util) include the selection decision into the ranking-strategy. In ¡dbn we model the best-camera selection as a state sequence via Directed Acyclic Graphs (DAG) designed as a Dynamic Bayesian Network (DBN), which encodes the contextual knowledge about the camera network and employs the past information to minimize the inter camera switches. In comparison ¡util utilizes the past as well as the future information in a Partially Observable Markov Decision Process (POMDP) where the camera-selection at a certain time is influenced by the past information and its repercussions in the future. The performance of the proposed approach is demonstrated on multiple real and synthetic multi-camera setups. We compare the proposed architectures with various baseline methods with encouraging results. The performance of the proposed approaches is also validated through extensive subjective testing

    Exploiting Opponent Modeling For Learning In Multi-agent Adversarial Games

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    An issue with learning effective policies in multi-agent adversarial games is that the size of the search space can be prohibitively large when the actions of both teammates and opponents are considered simultaneously. Opponent modeling, predicting an opponent’s actions in advance of execution, is one approach for selecting actions in adversarial settings, but it is often performed in an ad hoc way. In this dissertation, we introduce several methods for using opponent modeling, in the form of predictions about the players’ physical movements, to learn team policies. To explore the problem of decision-making in multi-agent adversarial scenarios, we use our approach for both offline play generation and real-time team response in the Rush 2008 American football simulator. Simultaneously predicting the movement trajectories, future reward, and play strategies of multiple players in real-time is a daunting task but we illustrate how it is possible to divide and conquer this problem with an assortment of data-driven models. By leveraging spatio-temporal traces of player movements, we learn discriminative models of defensive play for opponent modeling. With the reward information from previous play matchups, we use a modified version of UCT (Upper Conference Bounds applied to Trees) to create new offensive plays and to learn play repairs to counter predicted opponent actions. iii In team games, players must coordinate effectively to accomplish tasks while foiling their opponents either in a preplanned or emergent manner. An effective team policy must generate the necessary coordination, yet considering all possibilities for creating coordinating subgroups is computationally infeasible. Automatically identifying and preserving the coordination between key subgroups of teammates can make search more productive by pruning policies that disrupt these relationships. We demonstrate that combining opponent modeling with automatic subgroup identification can be used to create team policies with a higher average yardage than either the baseline game or domain-specific heuristics

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Automatic video segmentation employing object/camera modeling techniques

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    Practically established video compression and storage techniques still process video sequences as rectangular images without further semantic structure. However, humans watching a video sequence immediately recognize acting objects as semantic units. This semantic object separation is currently not reflected in the technical system, making it difficult to manipulate the video at the object level. The realization of object-based manipulation will introduce many new possibilities for working with videos like composing new scenes from pre-existing video objects or enabling user-interaction with the scene. Moreover, object-based video compression, as defined in the MPEG-4 standard, can provide high compression ratios because the foreground objects can be sent independently from the background. In the case that the scene background is static, the background views can even be combined into a large panoramic sprite image, from which the current camera view is extracted. This results in a higher compression ratio since the sprite image for each scene only has to be sent once. A prerequisite for employing object-based video processing is automatic (or at least user-assisted semi-automatic) segmentation of the input video into semantic units, the video objects. This segmentation is a difficult problem because the computer does not have the vast amount of pre-knowledge that humans subconsciously use for object detection. Thus, even the simple definition of the desired output of a segmentation system is difficult. The subject of this thesis is to provide algorithms for segmentation that are applicable to common video material and that are computationally efficient. The thesis is conceptually separated into three parts. In Part I, an automatic segmentation system for general video content is described in detail. Part II introduces object models as a tool to incorporate userdefined knowledge about the objects to be extracted into the segmentation process. Part III concentrates on the modeling of camera motion in order to relate the observed camera motion to real-world camera parameters. The segmentation system that is described in Part I is based on a background-subtraction technique. The pure background image that is required for this technique is synthesized from the input video itself. Sequences that contain rotational camera motion can also be processed since the camera motion is estimated and the input images are aligned into a panoramic scene-background. This approach is fully compatible to the MPEG-4 video-encoding framework, such that the segmentation system can be easily combined with an object-based MPEG-4 video codec. After an introduction to the theory of projective geometry in Chapter 2, which is required for the derivation of camera-motion models, the estimation of camera motion is discussed in Chapters 3 and 4. It is important that the camera-motion estimation is not influenced by foreground object motion. At the same time, the estimation should provide accurate motion parameters such that all input frames can be combined seamlessly into a background image. The core motion estimation is based on a feature-based approach where the motion parameters are determined with a robust-estimation algorithm (RANSAC) in order to distinguish the camera motion from simultaneously visible object motion. Our experiments showed that the robustness of the original RANSAC algorithm in practice does not reach the theoretically predicted performance. An analysis of the problem has revealed that this is caused by numerical instabilities that can be significantly reduced by a modification that we describe in Chapter 4. The synthetization of static-background images is discussed in Chapter 5. In particular, we present a new algorithm for the removal of the foreground objects from the background image such that a pure scene background remains. The proposed algorithm is optimized to synthesize the background even for difficult scenes in which the background is only visible for short periods of time. The problem is solved by clustering the image content for each region over time, such that each cluster comprises static content. Furthermore, it is exploited that the times, in which foreground objects appear in an image region, are similar to the corresponding times of neighboring image areas. The reconstructed background could be used directly as the sprite image in an MPEG-4 video coder. However, we have discovered that the counterintuitive approach of splitting the background into several independent parts can reduce the overall amount of data. In the case of general camera motion, the construction of a single sprite image is even impossible. In Chapter 6, a multi-sprite partitioning algorithm is presented, which separates the video sequence into a number of segments, for which independent sprites are synthesized. The partitioning is computed in such a way that the total area of the resulting sprites is minimized, while simultaneously satisfying additional constraints. These include a limited sprite-buffer size at the decoder, and the restriction that the image resolution in the sprite should never fall below the input-image resolution. The described multisprite approach is fully compatible to the MPEG-4 standard, but provides three advantages. First, any arbitrary rotational camera motion can be processed. Second, the coding-cost for transmitting the sprite images is lower, and finally, the quality of the decoded sprite images is better than in previously proposed sprite-generation algorithms. Segmentation masks for the foreground objects are computed with a change-detection algorithm that compares the pure background image with the input images. A special effect that occurs in the change detection is the problem of image misregistration. Since the change detection compares co-located image pixels in the camera-motion compensated images, a small error in the motion estimation can introduce segmentation errors because non-corresponding pixels are compared. We approach this problem in Chapter 7 by integrating risk-maps into the segmentation algorithm that identify pixels for which misregistration would probably result in errors. For these image areas, the change-detection algorithm is modified to disregard the difference values for the pixels marked in the risk-map. This modification significantly reduces the number of false object detections in fine-textured image areas. The algorithmic building-blocks described above can be combined into a segmentation system in various ways, depending on whether camera motion has to be considered or whether real-time execution is required. These different systems and example applications are discussed in Chapter 8. Part II of the thesis extends the described segmentation system to consider object models in the analysis. Object models allow the user to specify which objects should be extracted from the video. In Chapters 9 and 10, a graph-based object model is presented in which the features of the main object regions are summarized in the graph nodes, and the spatial relations between these regions are expressed with the graph edges. The segmentation algorithm is extended by an object-detection algorithm that searches the input image for the user-defined object model. We provide two objectdetection algorithms. The first one is specific for cartoon sequences and uses an efficient sub-graph matching algorithm, whereas the second processes natural video sequences. With the object-model extension, the segmentation system can be controlled to extract individual objects, even if the input sequence comprises many objects. Chapter 11 proposes an alternative approach to incorporate object models into a segmentation algorithm. The chapter describes a semi-automatic segmentation algorithm, in which the user coarsely marks the object and the computer refines this to the exact object boundary. Afterwards, the object is tracked automatically through the sequence. In this algorithm, the object model is defined as the texture along the object contour. This texture is extracted in the first frame and then used during the object tracking to localize the original object. The core of the algorithm uses a graph representation of the image and a newly developed algorithm for computing shortest circular-paths in planar graphs. The proposed algorithm is faster than the currently known algorithms for this problem, and it can also be applied to many alternative problems like shape matching. Part III of the thesis elaborates on different techniques to derive information about the physical 3-D world from the camera motion. In the segmentation system, we employ camera-motion estimation, but the obtained parameters have no direct physical meaning. Chapter 12 discusses an extension to the camera-motion estimation to factorize the motion parameters into physically meaningful parameters (rotation angles, focal-length) using camera autocalibration techniques. The speciality of the algorithm is that it can process camera motion that spans several sprites by employing the above multi-sprite technique. Consequently, the algorithm can be applied to arbitrary rotational camera motion. For the analysis of video sequences, it is often required to determine and follow the position of the objects. Clearly, the object position in image coordinates provides little information if the viewing direction of the camera is not known. Chapter 13 provides a new algorithm to deduce the transformation between the image coordinates and the real-world coordinates for the special application of sport-video analysis. In sport videos, the camera view can be derived from markings on the playing field. For this reason, we employ a model of the playing field that describes the arrangement of lines. After detecting significant lines in the input image, a combinatorial search is carried out to establish correspondences between lines in the input image and lines in the model. The algorithm requires no information about the specific color of the playing field and it is very robust to occlusions or poor lighting conditions. Moreover, the algorithm is generic in the sense that it can be applied to any type of sport by simply exchanging the model of the playing field. In Chapter 14, we again consider panoramic background images and particularly focus ib their visualization. Apart from the planar backgroundsprites discussed previously, a frequently-used visualization technique for panoramic images are projections onto a cylinder surface which is unwrapped into a rectangular image. However, the disadvantage of this approach is that the viewer has no good orientation in the panoramic image because he looks into all directions at the same time. In order to provide a more intuitive presentation of wide-angle views, we have developed a visualization technique specialized for the case of indoor environments. We present an algorithm to determine the 3-D shape of the room in which the image was captured, or, more generally, to compute a complete floor plan if several panoramic images captured in each of the rooms are provided. Based on the obtained 3-D geometry, a graphical model of the rooms is constructed, where the walls are displayed with textures that are extracted from the panoramic images. This representation enables to conduct virtual walk-throughs in the reconstructed room and therefore, provides a better orientation for the user. Summarizing, we can conclude that all segmentation techniques employ some definition of foreground objects. These definitions are either explicit, using object models like in Part II of this thesis, or they are implicitly defined like in the background synthetization in Part I. The results of this thesis show that implicit descriptions, which extract their definition from video content, work well when the sequence is long enough to extract this information reliably. However, high-level semantics are difficult to integrate into the segmentation approaches that are based on implicit models. Intead, those semantics should be added as postprocessing steps. On the other hand, explicit object models apply semantic pre-knowledge at early stages of the segmentation. Moreover, they can be applied to short video sequences or even still pictures since no background model has to be extracted from the video. The definition of a general object-modeling technique that is widely applicable and that also enables an accurate segmentation remains an important yet challenging problem for further research

    Robot Games for Elderly:A Case-Based Approach

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    Automated Detection of Complex Tactical Patterns in Football—Using Machine Learning Techniques to Identify Tactical Behavior

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    Football tactics is a topic of public interest, where decisions are predominantly made based on gut instincts from domain-experts. Sport science literature often highlights the need for evidence-based research on football tactics, however the limited capabilities in modeling the dynamics of football has prevented researchers from gaining usable insights. Recent technological advances have made high quality football data more available and affordable. Particularly, positional data providing player and ball coordinates at every instance of a match can be combined with event data containing spatio-temporal information on any event taking place on the pitch (e.g. passes, shots, fouls). On the other hand, the application of machine learning methods to domain-specific problems yields a paradigm shift in many industries including sports. The need for more informed decisions as well as automating time consuming processes—accelerated by the availability of data—has motivated many scientific investigations in football analytics. This thesis is part of a research program combining methodologies from sports and data science to address the following problems: the synchronization of positional and event data, objectively quantifying offensive actions, as well as the detection of tactical patterns. Although various basic insights from the overall research program are integrated, this thesis focuses primarily on the latter one. Specifically, positional and event data are used to apply machine learning techniques to identify eight established tactical patterns in football: namely high-/mid-/low-block defending, build-up/attacking play in the offense, counterpressing and counterattacks during transitions, and patterns when defending corner-kicks, e.g. player-/zonal- or post-marking. For each pattern, we consolidate definitions with football experts and label large amounts of data manually using video recordings. The inter-labeler reliability is used to ensure that each pattern is well-defined. Unsupervised techniques are used for the purpose of exploration, and supervised machine learning methods based on expert-labeled data for the final detection. As an outlook, semi-supervised methods were used to reduce the labeling effort. This thesis proves that the detection of tactical patterns can optimize everyday processes in professional clubs, and leverage the domain of tactical analysis in sport science by gaining unseen insights. Additionally, we add value to the machine learning domain by evaluating recent methods in supervised and semi supervised machine learning on challenging, real-world problems

    Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis

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    Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills
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