1,701 research outputs found
Semantic analysis of field sports video using a petri-net of audio-visual concepts
The most common approach to automatic summarisation and highlight detection in sports video is to train an automatic classifier to detect semantic highlights based on occurrences of low-level features such as action replays, excited commentators or changes in a scoreboard. We propose an alternative approach based on the detection of perception concepts (PCs) and the construction of Petri-Nets which can be used for both semantic description and event detection within sports videos. Low-level algorithms for the detection of perception concepts using visual, aural and motion characteristics are proposed, and a series of Petri-Nets composed of perception concepts is formally defined to describe video content. We call this a Perception Concept Network-Petri Net (PCN-PN) model. Using PCN-PNs, personalized high-level semantic descriptions of video highlights can be facilitated and queries on high-level semantics can be achieved. A particular strength of this framework is that we can easily build semantic detectors based on PCN-PNs to search within sports videos and locate interesting events. Experimental results based on recorded sports
video data across three types of sports games (soccer, basketball and rugby), and each from multiple broadcasters, are used to illustrate the potential of this framework
Music Description and Processing: An Approach Based on Petri Nets and XML
Music description and processing require formal tools which are suitable for the representation of iteration, concurrency, ordering, hierarchy, causality, timing, synchrony, non-determinism. Petri Nets are a tool which allows to describe and process musical objects within both analysis/composition and performing environments. To accomplish this objective, a specific extension known as Music Petri Nets was developed
SAGA: A DSL for Story Management
Video game development is currently a very labour-intensive endeavour.
Furthermore it involves multi-disciplinary teams of artistic content creators
and programmers, whose typical working patterns are not easily meshed. SAGA is
our first effort at augmenting the productivity of such teams.
Already convinced of the benefits of DSLs, we set out to analyze the domains
present in games in order to find out which would be most amenable to the DSL
approach. Based on previous work, we thus sought those sub-parts that already
had a partially established vocabulary and at the same time could be well
modeled using classical computer science structures. We settled on the 'story'
aspect of video games as the best candidate domain, which can be modeled using
state transition systems.
As we are working with a specific company as the ultimate customer for this
work, an additional requirement was that our DSL should produce code that can
be used within a pre-existing framework. We developed a full system (SAGA)
comprised of a parser for a human-friendly language for 'story events', an
internal representation of design patterns for implementing object-oriented
state-transitions systems, an instantiator for these patterns for a specific
'story', and three renderers (for C++, C# and Java) for the instantiated
abstract code.Comment: In Proceedings DSL 2011, arXiv:1109.032
Real-time Music Composition Through P-timed Petri Nets
(Abstract to follow
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Learning Distributed Representations for Multiple-Viewpoint Melodic Prediction
The analysis of sequences is important for extracting in- formation from music owing to its fundamentally temporal nature. In this paper, we present a distributed model based on the Restricted Boltzmann Machine (RBM) for learning melodic sequences. The model is similar to a previous suc- cessful neural network model for natural language [2]. It is first trained to predict the next pitch in a given pitch se- quence, and then extended to also make use of information in sequences of note-durations in monophonic melodies on the same task. In doing so, we also propose an efficient way of representing this additional information that takes advantage of the RBMâs structure. Results show that this RBM-based prediction model performs better than previ- ously evaluated n-gram models and also outperforms them in certain cases. It is able to make use of information present in longer sequences more effectively than n-gram models, while scaling linearly in the number of free pa- rameters required
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