279 research outputs found

    LCrowdV: Generating Labeled Videos for Simulation-based Crowd Behavior Learning

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    We present a novel procedural framework to generate an arbitrary number of labeled crowd videos (LCrowdV). The resulting crowd video datasets are used to design accurate algorithms or training models for crowded scene understanding. Our overall approach is composed of two components: a procedural simulation framework for generating crowd movements and behaviors, and a procedural rendering framework to generate different videos or images. Each video or image is automatically labeled based on the environment, number of pedestrians, density, behavior, flow, lighting conditions, viewpoint, noise, etc. Furthermore, we can increase the realism by combining synthetically-generated behaviors with real-world background videos. We demonstrate the benefits of LCrowdV over prior lableled crowd datasets by improving the accuracy of pedestrian detection and crowd behavior classification algorithms. LCrowdV would be released on the WWW

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Taming Crowded Visual Scenes

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    Computer vision algorithms have played a pivotal role in commercial video surveillance systems for a number of years. However, a common weakness among these systems is their inability to handle crowded scenes. In this thesis, we have developed algorithms that overcome some of the challenges encountered in videos of crowded environments such as sporting events, religious festivals, parades, concerts, train stations, airports, and malls. We adopt a top-down approach by first performing a global-level analysis that locates dynamically distinct crowd regions within the video. This knowledge is then employed in the detection of abnormal behaviors and tracking of individual targets within crowds. In addition, the thesis explores the utility of contextual information necessary for persistent tracking and re-acquisition of objects in crowded scenes. For the global-level analysis, a framework based on Lagrangian Particle Dynamics is proposed to segment the scene into dynamically distinct crowd regions or groupings. For this purpose, the spatial extent of the video is treated as a phase space of a time-dependent dynamical system in which transport from one region of the phase space to another is controlled by the optical flow. Next, a grid of particles is advected forward in time through the phase space using a numerical integration to generate a flow map . The flow map relates the initial positions of particles to their final positions. The spatial gradients of the flow map are used to compute a Cauchy Green Deformation tensor that quantifies the amount by which the neighboring particles diverge over the length of the integration. The maximum eigenvalue of the tensor is used to construct a forward Finite Time Lyapunov Exponent (FTLE) field that reveals the Attracting Lagrangian Coherent Structures (LCS). The same process is repeated by advecting the particles backward in time to obtain a backward FTLE field that reveals the repelling LCS. The attracting and repelling LCS are the time dependent invariant manifolds of the phase space and correspond to the boundaries between dynamically distinct crowd flows. The forward and backward FTLE fields are combined to obtain one scalar field that is segmented using a watershed segmentation algorithm to obtain the labeling of distinct crowd-flow segments. Next, abnormal behaviors within the crowd are localized by detecting changes in the number of crowd-flow segments over time. Next, the global-level knowledge of the scene generated by the crowd-flow segmentation is used as an auxiliary source of information for tracking an individual target within a crowd. This is achieved by developing a scene structure-based force model. This force model captures the notion that an individual, when moving in a particular scene, is subjected to global and local forces that are functions of the layout of that scene and the locomotive behavior of other individuals in his or her vicinity. The key ingredients of the force model are three floor fields that are inspired by research in the field of evacuation dynamics; namely, Static Floor Field (SFF), Dynamic Floor Field (DFF), and Boundary Floor Field (BFF). These fields determine the probability of moving from one location to the next by converting the long-range forces into local forces. The SFF specifies regions of the scene that are attractive in nature, such as an exit location. The DFF, which is based on the idea of active walker models, corresponds to the virtual traces created by the movements of nearby individuals in the scene. The BFF specifies influences exhibited by the barriers within the scene, such as walls and no-entry areas. By combining influence from all three fields with the available appearance information, we are able to track individuals in high-density crowds. The results are reported on real-world sequences of marathons and railway stations that contain thousands of people. A comparative analysis with respect to an appearance-based mean shift tracker is also conducted by generating the ground truth. The result of this analysis demonstrates the benefit of using floor fields in crowded scenes. The occurrence of occlusion is very frequent in crowded scenes due to a high number of interacting objects. To overcome this challenge, we propose an algorithm that has been developed to augment a generic tracking algorithm to perform persistent tracking in crowded environments. The algorithm exploits the contextual knowledge, which is divided into two categories consisting of motion context (MC) and appearance context (AC). The MC is a collection of trajectories that are representative of the motion of the occluded or unobserved object. These trajectories belong to other moving individuals in a given environment. The MC is constructed using a clustering scheme based on the Lyapunov Characteristic Exponent (LCE), which measures the mean exponential rate of convergence or divergence of the nearby trajectories in a given state space. Next, the MC is used to predict the location of the occluded or unobserved object in a regression framework. It is important to note that the LCE is used for measuring divergence between a pair of particles while the FTLE field is obtained by computing the LCE for a grid of particles. The appearance context (AC) of a target object consists of its own appearance history and appearance information of the other objects that are occluded. The intent is to make the appearance descriptor of the target object more discriminative with respect to other unobserved objects, thereby reducing the possible confusion between the unobserved objects upon re-acquisition. This is achieved by learning the distribution of the intra-class variation of each occluded object using all of its previous observations. In addition, a distribution of inter-class variation for each target-unobservable object pair is constructed. Finally, the re-acquisition decision is made using both the MC and the AC

    A Wide Area Multiview Static Crowd Estimation System Using UAV and 3D Training Simulator

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    Crowd size estimation is a challenging problem, especially when the crowd is spread over a significant geographical area. It has applications in monitoring of rallies and demonstrations and in calculating the assistance requirements in humanitarian disasters. Therefore, accomplishing a crowd surveillance system for large crowds constitutes a significant issue. UAV-based techniques are an appealing choice for crowd estimation over a large region, but they present a variety of interesting challenges, such as integrating per-frame estimates through a video without counting individuals twice. Large quantities of annotated training data are required to design, train, and test such a system. In this paper, we have first reviewed several crowd estimation techniques, existing crowd simulators and data sets available for crowd analysis. Later, we have described a simulation system to provide such data, avoiding the need for tedious and error-prone manual annotation. Then, we have evaluated synthetic video from the simulator using various existing single-frame crowd estimation techniques. Our findings show that the simulated data can be used to train and test crowd estimation, thereby providing a suitable platform to develop such techniques. We also propose an automated UAV-based 3D crowd estimation system that can be used for approximately static or slow-moving crowds, such as public events, political rallies, and natural or man-made disasters. We evaluate the results by applying our new framework to a variety of scenarios with varying crowd sizes. The proposed system gives promising results using widely accepted metrics including MAE, RMSE, Precision, Recall, and F1 score to validate the results

    Deep learning in crowd counting: A survey

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    Counting high-density objects quickly and accurately is a popular area of research. Crowd counting has significant social and economic value and is a major focus in artificial intelligence. Despite many advancements in this field, many of them are not widely known, especially in terms of research data. The authors proposed a three-tier standardised dataset taxonomy (TSDT). The Taxonomy divides datasets into small-scale, large-scale and hyper-scale, according to different application scenarios. This theory can help researchers make more efficient use of datasets and improve the performance of AI algorithms in specific fields. Additionally, the authors proposed a new evaluation index for the clarity of the dataset: average pixel occupied by each object (APO). This new evaluation index is more suitable for evaluating the clarity of the dataset in the object counting task than the image resolution. Moreover, the authors classified the crowd counting methods from a data-driven perspective: multi-scale networks, single-column networks, multi-column networks, multi-task networks, attention networks and weak-supervised networks and introduced the classic crowd counting methods of each class. The authors classified the existing 36 datasets according to the theory of three-tier standardised dataset taxonomy and discussed and evaluated these datasets. The authors evaluated the performance of more than 100 methods in the past five years on different levels of popular datasets. Recently, progress in research on small-scale datasets has slowed down. There are few new datasets and algorithms on small-scale datasets. The studies focused on large or hyper-scale datasets appear to be reaching a saturation point. The combined use of multiple approaches began to be a major research direction. The authors discussed the theoretical and practical challenges of crowd counting from the perspective of data, algorithms and computing resources. The field of crowd counting is moving towards combining multiple methods and requires fresh, targeted datasets. Despite advancements, the field still faces challenges such as handling real-world scenarios and processing large crowds in real-time. Researchers are exploring transfer learning to overcome the limitations of small datasets. The development of effective algorithms for crowd counting remains a challenging and important task in computer vision and AI, with many opportunities for future research.BHF, AA/18/3/34220Hope Foundation for Cancer Research, RM60G0680GCRF, P202PF11;Sino‐UK Industrial Fund, RP202G0289LIAS, P202ED10, P202RE969Data Science Enhancement Fund, P202RE237Sino‐UK Education Fund, OP202006Fight for Sight, 24NN201Royal Society International Exchanges Cost Share Award, RP202G0230MRC, MC_PC_17171BBSRC, RM32G0178B

    Scene Monitoring With A Forest Of Cooperative Sensors

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    In this dissertation, we present vision based scene interpretation methods for monitoring of people and vehicles, in real-time, within a busy environment using a forest of co-operative electro-optical (EO) sensors. We have developed novel video understanding algorithms with learning capability, to detect and categorize people and vehicles, track them with in a camera and hand-off this information across multiple networked cameras for multi-camera tracking. The ability to learn prevents the need for extensive manual intervention, site models and camera calibration, and provides adaptability to changing environmental conditions. For object detection and categorization in the video stream, a two step detection procedure is used. First, regions of interest are determined using a novel hierarchical background subtraction algorithm that uses color and gradient information for interest region detection. Second, objects are located and classified from within these regions using a weakly supervised learning mechanism based on co-training that employs motion and appearance features. The main contribution of this approach is that it is an online procedure in which separate views (features) of the data are used for co-training, while the combined view (all features) is used to make classification decisions in a single boosted framework. The advantage of this approach is that it requires only a few initial training samples and can automatically adjust its parameters online to improve the detection and classification performance. Once objects are detected and classified they are tracked in individual cameras. Single camera tracking is performed using a voting based approach that utilizes color and shape cues to establish correspondence in individual cameras. The tracker has the capability to handle multiple occluded objects. Next, the objects are tracked across a forest of cameras with non-overlapping views. This is a hard problem because of two reasons. First, the observations of an object are often widely separated in time and space when viewed from non-overlapping cameras. Secondly, the appearance of an object in one camera view might be very different from its appearance in another camera view due to the differences in illumination, pose and camera properties. To deal with the first problem, the system learns the inter-camera relationships to constrain track correspondences. These relationships are learned in the form of multivariate probability density of space-time variables (object entry and exit locations, velocities, and inter-camera transition times) using Parzen windows. To handle the appearance change of an object as it moves from one camera to another, we show that all color transfer functions from a given camera to another camera lie in a low dimensional subspace. The tracking algorithm learns this subspace by using probabilistic principal component analysis and uses it for appearance matching. The proposed system learns the camera topology and subspace of inter-camera color transfer functions during a training phase. Once the training is complete, correspondences are assigned using the maximum a posteriori (MAP) estimation framework using both the location and appearance cues. Extensive experiments and deployment of this system in realistic scenarios has demonstrated the robustness of the proposed methods. The proposed system was able to detect and classify targets, and seamlessly tracked them across multiple cameras. It also generated a summary in terms of key frames and textual description of trajectories to a monitoring officer for final analysis and response decision. This level of interpretation was the goal of our research effort, and we believe that it is a significant step forward in the development of intelligent systems that can deal with the complexities of real world scenarios

    Real Time Fusion of Radioisotope Direction Estimation and Visual Object Tracking

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    Research into discovering prohibited nuclear material plays an integral role in providing security from terrorism. Although many diverse methods contribute to defense, there exists a capability gap in localizing moving sources. This thesis introduces a real time radioisotope tracking algorithm assisted by visual object tracking methods to fill the capability gap. The proposed algorithm can estimate carrier likelihood for objects in its field of view, and is designed to assist a pedestrian agent wearing a backpack detector. The complex, crowd-filled, urban environments where this algorithm must function combined with the size and weight limitations of a pedestrian system makes designing a functioning algorithm challenging.The contribution of this thesis is threefold. First, a generalized directional estimator is proposed. Second, two state-of-the-art visual object detection and visual object tracking methods are combined into a single tracking algorithm. Third, those outputs are fused to produce a real time radioisotope tracking algorithm. This algorithm is designed for use with the backpack detector built by the IDEAS for WIND research group. This setup takes advantage of recent advances in detector, camera, and computer technologies to meet the challenging physical limitations.The directional estimator operates via gradient boosting regression to predict radioisotope direction with a variance of 50 degrees when trained on a simple laboratory dataset. Under conditions similar to other state-of-the-art methods, the accuracy is comparable. YOLOv3 and SiamFC are chosen by evaluating advanced visual tracking methods in terms of speed and efficiency across multiple architectures, and in terms of accuracy on datasets like the Visual Object Tracking (VOT) Challenge and Common Objects in Context (COCO). The resultant tracking algorithm operates in real time. The outputs of direction estimation and visual tracking are fused using sequential Bayesian inference to predict carrier likelihood. Using lab trials evaluated by hand on visual and nuclear data, and a synthesized challenge dataset using visual data from the Boston Marathon attack, it can be observed that this prototype system advances the state-of-the-art towards localization of a moving source
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