3,711 research outputs found

    SoccerNet: A Scalable Dataset for Action Spotting in Soccer Videos

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    In this paper, we introduce SoccerNet, a benchmark for action spotting in soccer videos. The dataset is composed of 500 complete soccer games from six main European leagues, covering three seasons from 2014 to 2017 and a total duration of 764 hours. A total of 6,637 temporal annotations are automatically parsed from online match reports at a one minute resolution for three main classes of events (Goal, Yellow/Red Card, and Substitution). As such, the dataset is easily scalable. These annotations are manually refined to a one second resolution by anchoring them at a single timestamp following well-defined soccer rules. With an average of one event every 6.9 minutes, this dataset focuses on the problem of localizing very sparse events within long videos. We define the task of spotting as finding the anchors of soccer events in a video. Making use of recent developments in the realm of generic action recognition and detection in video, we provide strong baselines for detecting soccer events. We show that our best model for classifying temporal segments of length one minute reaches a mean Average Precision (mAP) of 67.8%. For the spotting task, our baseline reaches an Average-mAP of 49.7% for tolerances δ\delta ranging from 5 to 60 seconds. Our dataset and models are available at https://silviogiancola.github.io/SoccerNet.Comment: CVPR Workshop on Computer Vision in Sports 201

    Using colocation to support human memory

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    The progress of health care in the western world has been marked by an increase in life expectancy. Advances in life expectancy have meant that more people are living with acute health problems, many of which are related to impairment of memory. This paper describes a pair of scenarios that use RFID to assist people who may suffer frommemory defects to extend their capability for independent living. We present our implementation of an RFID glove, describe its operation, and show how it enables the application scenarios

    A Survey of Location Prediction on Twitter

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    Locations, e.g., countries, states, cities, and point-of-interests, are central to news, emergency events, and people's daily lives. Automatic identification of locations associated with or mentioned in documents has been explored for decades. As one of the most popular online social network platforms, Twitter has attracted a large number of users who send millions of tweets on daily basis. Due to the world-wide coverage of its users and real-time freshness of tweets, location prediction on Twitter has gained significant attention in recent years. Research efforts are spent on dealing with new challenges and opportunities brought by the noisy, short, and context-rich nature of tweets. In this survey, we aim at offering an overall picture of location prediction on Twitter. Specifically, we concentrate on the prediction of user home locations, tweet locations, and mentioned locations. We first define the three tasks and review the evaluation metrics. By summarizing Twitter network, tweet content, and tweet context as potential inputs, we then structurally highlight how the problems depend on these inputs. Each dependency is illustrated by a comprehensive review of the corresponding strategies adopted in state-of-the-art approaches. In addition, we also briefly review two related problems, i.e., semantic location prediction and point-of-interest recommendation. Finally, we list future research directions.Comment: Accepted to TKDE. 30 pages, 1 figur

    Automatic Recognition of Object Use Based on Wireless Motion Sensors

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    In this paper, we present a method for automatic, online detection of a user’s interaction with objects. This represents an essential building block for improving the performance of distributed activity recognition systems. Our\ud method is based on correlating features extracted from motion sensors worn by the user and attached to objects. We present a complete implementation of the idea, using miniaturized wireless sensor nodes equipped with motion sensors. We achieve a recognition accuracy of 97% for a target response time of 2 seconds. The implementation is lightweight, with low communication bandwidth and processing needs. We illustrate the potential of the concept by means of an interactive multi-user game
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