37 research outputs found

    Automatic annotation of tennis games: an integration of audio, vision, and learning

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    Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level

    Automatic annotation of tennis games: an integration of audio, vision, and learning

    Get PDF
    Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level

    Take your Eyes off the Ball: Improving Ball-Tracking by Focusing on Team Play

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    Accurate video-based ball tracking in team sports is important for automated game analysis, and has proven very difficult because the ball is often occluded by the players. In this paper, we propose a novel approach to addressing this issue by formulating the tracking in terms of deciding which player, if any, is in possession of the ball at any given time. This is very different from standard approaches that first attempt to track the ball and only then to assign possession. We will show that our method substantially increases performance when applied to long basketball and soccer sequences

    Detection of Ball Hits in a Tennis Game Using Audio and Visual Information

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    Abstract-In this paper we describe a framework to improve the detection of ball hit events in tennis games by combining audio and visual information. Detection of the presence and timing of these events is crucial for the understanding of the game. However, neither modality on its own gives satisfactory results: audio information is often corrupted by noise and also suffers from acoustic mismatch between the training and test data, and visual information is corrupted by complex backgrounds, camera calibration, and the presence of multiple moving objects. Our approach is to first attempt to track the ball visually and hence estimate a sequence of candidate positions for the ball, and to then locate putative ball hits by analysing the ball's position in this trajectory. To handle the severe interferences caused by false ball candidates, we smooth the trajectory by using linear regression and removing the frames where there are no candidates. We use Gaussian mixture models to generate estimates of the times of hits using the audio information, and then integrate these two sources of information in a probabilistic framework. Testing our approach on three complete tennis games shows significant improvements in detection over a range of conditions when compared with using a single modality

    Table tennis event detection and classification

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    It is well understood that multiple video cameras and computer vision (CV) technology can be used in sport for match officiating, statistics and player performance analysis. A review of the literature reveals a number of existing solutions, both commercial and theoretical, within this domain. However, these solutions are expensive and often complex in their installation. The hypothesis for this research states that by considering only changes in ball motion, automatic event classification is achievable with low-cost monocular video recording devices, without the need for 3-dimensional (3D) positional ball data and representation. The focus of this research is a rigorous empirical study of low cost single consumer-grade video camera solutions applied to table tennis, confirming that monocular CV based detected ball location data contains sufficient information to enable key match-play events to be recognised and measured. In total a library of 276 event-based video sequences, using a range of recording hardware, were produced for this research. The research has four key considerations: i) an investigation into an effective recording environment with minimum configuration and calibration, ii) the selection and optimisation of a CV algorithm to detect the ball from the resulting single source video data, iii) validation of the accuracy of the 2-dimensional (2D) CV data for motion change detection, and iv) the data requirements and processing techniques necessary to automatically detect changes in ball motion and match those to match-play events. Throughout the thesis, table tennis has been chosen as the example sport for observational and experimental analysis since it offers a number of specific CV challenges due to the relatively high ball speed (in excess of 100kph) and small ball size (40mm in diameter). Furthermore, the inherent rules of table tennis show potential for a monocular based event classification vision system. As the initial stage, a proposed optimum location and configuration of the single camera is defined. Next, the selection of a CV algorithm is critical in obtaining usable ball motion data. It is shown in this research that segmentation processes vary in their ball detection capabilities and location out-puts, which ultimately affects the ability of automated event detection and decision making solutions. Therefore, a comparison of CV algorithms is necessary to establish confidence in the accuracy of the derived location of the ball. As part of the research, a CV software environment has been developed to allow robust, repeatable and direct comparisons between different CV algorithms. An event based method of evaluating the success of a CV algorithm is proposed. Comparison of CV algorithms is made against the novel Efficacy Metric Set (EMS), producing a measurable Relative Efficacy Index (REI). Within the context of this low cost, single camera ball trajectory and event investigation, experimental results provided show that the Horn-Schunck Optical Flow algorithm, with a REI of 163.5 is the most successful method when compared to a discrete selection of CV detection and extraction techniques gathered from the literature review. Furthermore, evidence based data from the REI also suggests switching to the Canny edge detector (a REI of 186.4) for segmentation of the ball when in close proximity to the net. In addition to and in support of the data generated from the CV software environment, a novel method is presented for producing simultaneous data from 3D marker based recordings, reduced to 2D and compared directly to the CV output to establish comparative time-resolved data for the ball location. It is proposed here that a continuous scale factor, based on the known dimensions of the ball, is incorporated at every frame. Using this method, comparison results show a mean accuracy of 3.01mm when applied to a selection of nineteen video sequences and events. This tolerance is within 10% of the diameter of the ball and accountable by the limits of image resolution. Further experimental results demonstrate the ability to identify a number of match-play events from a monocular image sequence using a combination of the suggested optimum algorithm and ball motion analysis methods. The results show a promising application of 2D based CV processing to match-play event classification with an overall success rate of 95.9%. The majority of failures occur when the ball, during returns and services, is partially occluded by either the player or racket, due to the inherent problem of using a monocular recording device. Finally, the thesis proposes further research and extensions for developing and implementing monocular based CV processing of motion based event analysis and classification in a wider range of applications

    Visual Tracking Method of a Quick and Anomalously Moving Badminton Shuttlecock

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    This paper introduces a method that uses multiple-view videos to estimate the 3D position of a badminton shuttle that moves quickly and anomalously. When an object moves quickly, it is observed with a motion blur effect. By utilizing the information provided by the shape of the motion blur region, we propose a visual tracking method for objects that have an erratic and drastically changing moving speed. When the speed increases tremendously, we propose another method, which applies the shape-from-silhouette technique, to estimate the 3D position of a moving shuttlecock using unsynchronized multiple-view videos. We confirmed the effectiveness of our proposed technique using video sequences and a CG simulation image set

    Tracking Interacting Objects in Image Sequences

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    Object tracking in image sequences is a key challenge in computer vision. Its goal is to follow objects that move or evolve over time while preserving the identity of each object. However, most existing approaches focus on one class of objects and model only very simple interactions, such as the fact that different objects do not occupy the same spatial location at a given time instance. They ignore that objects may interact in more complex ways. For example, in a parking lot, a person may get in a car and become invisible in the scene. In this thesis, we focus on tracking interacting objects in image sequences. We show that by exploiting the relationship between different objects, we can achieve more reliable tracking results. We explore a wide range of applications, such as tracking players and the ball in team sports, tracking cars and people in a parking lot and tracking dividing cells in biomedical imagery. We start by tracking the ball in team sports, which is a very challenging task because the ball is often occluded by the players. We propose a sequential approach that tracks the players first, and then tracks the ball by deciding which player, if any, is in possession of the ball at any given time. This is very different from standard approaches that first attempt to track the ball and only then to assign possession. We show that our method substantially increases performance when applied to long basketball and soccer sequences. We then focus on simultaneously tracking interacting objects. We achieve this by formulating the tracking problem as a network-flow Mixed Integer Program, and expressing the fact that one object can appear or disappear at locations of another in terms of linear flow constraints. We demonstrate our method on scenes involving cars and passengers, bags being carried and dropped by people, and balls being passed from one player to the next in team sports. In particular, we show that by estimating jointly and globally the trajectories of different types of objects, the presence of the ones which were not initially detected based solely on image evidence can be inferred from the detections of the others. We finally extend our approach to dividing cells in biomedical imagery. In this case, cells interact by overlapping with each other and giving birth to daughter cells. We propose a novel approach to automatically detecting and tracking cell populations in time-lapse images. Unlike earlier approaches that rely on linking a predetermined and potentially incomplete set of detections, we generate an overcomplete set of competing detection hypotheses. We then perform detection and tracking simultaneously by solving an integer program to find the optimal and consistent subset. This eliminates the need for heuristics to handle missed detections due to occlusions and complex morphology. We demonstrate the effectiveness of our approach on a range of challenging image sequences consisting of clumped cells and show that it outperforms the state-of-the-art techniques

    Anomaly Detection, Rule Adaptation and Rule Induction Methodologies in the Context of Automated Sports Video Annotation.

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    Automated video annotation is a topic of considerable interest in computer vision due to its applications in video search, object based video encoding and enhanced broadcast content. The domain of sport broadcasting is, in particular, the subject of current research attention due to its fixed, rule governed, content. This research work aims to develop, analyze and demonstrate novel methodologies that can be useful in the context of adaptive and automated video annotation systems. In this thesis, we present methodologies for addressing the problems of anomaly detection, rule adaptation and rule induction for court based sports such as tennis and badminton. We first introduce an HMM induction strategy for a court-model based method that uses the court structure in the form of a lattice for two related modalities of singles and doubles tennis to tackle the problems of anomaly detection and rectification. We also introduce another anomaly detection methodology that is based on the disparity between the low-level vision based classifiers and the high-level contextual classifier. Another approach to address the problem of rule adaptation is also proposed that employs Convex hulling of the anomalous states. We also investigate a number of novel hierarchical HMM generating methods for stochastic induction of game rules. These methodologies include, Cartesian product Label-based Hierarchical Bottom-up Clustering (CLHBC) that employs prior information within the label structures. A new constrained variant of the classical Chinese Restaurant Process (CRP) is also introduced that is relevant to sports games. We also propose two hybrid methodologies in this context and a comparative analysis is made against the flat Markov model. We also show that these methods are also generalizable to other rule based environments
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