307 research outputs found

    MonoTrack: Shuttle trajectory reconstruction from monocular badminton video

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    Trajectory estimation is a fundamental component of racket sport analytics, as the trajectory contains information not only about the winning and losing of each point, but also how it was won or lost. In sports such as badminton, players benefit from knowing the full 3D trajectory, as the height of shuttlecock or ball provides valuable tactical information. Unfortunately, 3D reconstruction is a notoriously hard problem, and standard trajectory estimators can only track 2D pixel coordinates. In this work, we present the first complete end-to-end system for the extraction and segmentation of 3D shuttle trajectories from monocular badminton videos. Our system integrates badminton domain knowledge such as court dimension, shot placement, physical laws of motion, along with vision-based features such as player poses and shuttle tracking. We find that significant engineering efforts and model improvements are needed to make the overall system robust, and as a by-product of our work, improve state-of-the-art results on court recognition, 2D trajectory estimation, and hit recognition.Comment: To appear in CVSports@CVPR 202

    Boccia court analysis for promoting elderly physical activity

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    Physical inactivity is one of the leading risk factors for global mortality. Older adults, in particular, are more probable to suffer the consequences of physical inactivity, since it is one of the most sedentary age groups. On the other hand, engaging physical activity can have various benefits for the prevention of several diseases and functional loss prevention, therefore, it is critical to encourage its regular practice amongst the elderly. Boccia is a simple precision ball sport that is easily adaptable for individuals with physical limitations, which makes it a perfectly good game for this circumstance. The present paper proposes a ball-detection based system for monitoring the Boccia court, compute the current game score and display it on a user interface. The future goal of such system will be to motivate the elders to participate more frequently in the Boccia game and make the overall game experience more enjoyable. The proposed system was tested with twenty video recordings of different simulated game situations. Overall, the obtained results were encouraging, having only one incorrect game score being computed by the developed algorithm.This article is a result of the project Deus ex Machina: NORTE01-0145-FEDER-000026, supported by Norte Portugal Regional Operational Programme (NORTE 2020), under the PORTUGAL 2020 Partnership Agreement, through the European Regional Development Fund (ERDF)

    ๋™์˜์ƒ ์† ์‚ฌ๋žŒ ๋™์ž‘์˜ ๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ์žฌ๊ตฌ์„ฑ ๋ฐ ๋ถ„์„

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ปดํ“จํ„ฐ๊ณตํ•™๋ถ€, 2021. 2. ์ด์ œํฌ.In computer graphics, simulating and analyzing human movement have been interesting research topics started since the 1960s. Still, simulating realistic human movements in a 3D virtual world is a challenging task in computer graphics. In general, motion capture techniques have been used. Although the motion capture data guarantees realistic result and high-quality data, there is lots of equipment required to capture motion, and the process is complicated. Recently, 3D human pose estimation techniques from the 2D video are remarkably developed. Researchers in computer graphics and computer vision have attempted to reconstruct the various human motions from video data. However, existing methods can not robustly estimate dynamic actions and not work on videos filmed with a moving camera. In this thesis, we propose methods to reconstruct dynamic human motions from in-the-wild videos and to control the motions. First, we developed a framework to reconstruct motion from videos using prior physics knowledge. For dynamic motions such as backspin, the poses estimated by a state-of-the-art method are incomplete and include unreliable root trajectory or lack intermediate poses. We designed a reward function using poses and hints extracted from videos in the deep reinforcement learning controller and learned a policy to simultaneously reconstruct motion and control a virtual character. Second, we simulated figure skating movements in video. Skating sequences consist of fast and dynamic movements on ice, hindering the acquisition of motion data. Thus, we extracted 3D key poses from a video to then successfully replicate several figure skating movements using trajectory optimization and a deep reinforcement learning controller. Third, we devised an algorithm for gait analysis through video of patients with movement disorders. After acquiring the patients joint positions from 2D video processed by a deep learning network, the 3D absolute coordinates were estimated, and gait parameters such as gait velocity, cadence, and step length were calculated. Additionally, we analyzed the optimization criteria of human walking by using a 3D musculoskeletal humanoid model and physics-based simulation. For two criteria, namely, the minimization of muscle activation and joint torque, we compared simulation data with real human data for analysis. To demonstrate the effectiveness of the first two research topics, we verified the reconstruction of dynamic human motions from 2D videos using physics-based simulations. For the last two research topics, we evaluated our results with real human data.์ปดํ“จํ„ฐ ๊ทธ๋ž˜ํ”ฝ์Šค์—์„œ ์ธ๊ฐ„์˜ ์›€์ง์ž„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ๋ฐ ๋ถ„์„์€ 1960 ๋…„๋Œ€๋ถ€ํ„ฐ ๋‹ค๋ฃจ์–ด์ง„ ํฅ๋ฏธ๋กœ์šด ์—ฐ๊ตฌ ์ฃผ์ œ์ด๋‹ค. ๋ช‡ ์‹ญ๋…„ ๋™์•ˆ ํ™œ๋ฐœํ•˜๊ฒŒ ์—ฐ๊ตฌ๋˜์–ด ์™”์Œ์—๋„ ๋ถˆ๊ตฌํ•˜๊ณ , 3์ฐจ์› ๊ฐ€์ƒ ๊ณต๊ฐ„ ์ƒ์—์„œ ์‚ฌ์‹ค์ ์ธ ์ธ๊ฐ„์˜ ์›€์ง์ž„์„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•˜๋Š” ์—ฐ๊ตฌ๋Š” ์—ฌ์ „ํžˆ ์–ด๋ ต๊ณ  ๋„์ „์ ์ธ ์ฃผ์ œ์ด๋‹ค. ๊ทธ๋™์•ˆ ์‚ฌ๋žŒ์˜ ์›€์ง์ž„ ๋ฐ์ดํ„ฐ๋ฅผ ์–ป๊ธฐ ์œ„ํ•ด์„œ ๋ชจ์…˜ ์บก์ณ ๊ธฐ์ˆ ์ด ์‚ฌ์šฉ๋˜์–ด ์™”๋‹ค. ๋ชจ์…˜ ์บก์ฒ˜ ๋ฐ์ดํ„ฐ๋Š” ์‚ฌ์‹ค์ ์ธ ๊ฒฐ๊ณผ์™€ ๊ณ ํ’ˆ์งˆ ๋ฐ์ดํ„ฐ๋ฅผ ๋ณด์žฅํ•˜์ง€๋งŒ ๋ชจ์…˜ ์บก์ณ๋ฅผ ํ•˜๊ธฐ ์œ„ํ•ด์„œ ํ•„์š”ํ•œ ์žฅ๋น„๋“ค์ด ๋งŽ๊ณ , ๊ทธ ๊ณผ์ •์ด ๋ณต์žกํ•˜๋‹ค. ์ตœ๊ทผ์— 2์ฐจ์› ์˜์ƒ์œผ๋กœ๋ถ€ํ„ฐ ์‚ฌ๋žŒ์˜ 3์ฐจ์› ์ž์„ธ๋ฅผ ์ถ”์ •ํ•˜๋Š” ์—ฐ๊ตฌ๋“ค์ด ๊ด„๋ชฉํ•  ๋งŒํ•œ ๊ฒฐ๊ณผ๋ฅผ ๋ณด์—ฌ์ฃผ๊ณ  ์žˆ๋‹ค. ์ด๋ฅผ ๋ฐ”ํƒ•์œผ๋กœ ์ปดํ“จํ„ฐ ๊ทธ๋ž˜ํ”ฝ์Šค์™€ ์ปดํ“จํ„ฐ ๋น„์ ผ ๋ถ„์•ผ์˜ ์—ฐ๊ตฌ์ž๋“ค์€ ๋น„๋””์˜ค ๋ฐ์ดํ„ฐ๋กœ๋ถ€ํ„ฐ ๋‹ค์–‘ํ•œ ์ธ๊ฐ„ ๋™์ž‘์„ ์žฌ๊ตฌ์„ฑํ•˜๋ ค๋Š” ์‹œ๋„๋ฅผ ํ•˜๊ณ  ์žˆ๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ๊ธฐ์กด์˜ ๋ฐฉ๋ฒ•๋“ค์€ ๋น ๋ฅด๊ณ  ๋‹ค์ด๋‚˜๋ฏนํ•œ ๋™์ž‘๋“ค์€ ์•ˆ์ •์ ์œผ๋กœ ์ถ”์ •ํ•˜์ง€ ๋ชปํ•˜๋ฉฐ ์›€์ง์ด๋Š” ์นด๋ฉ”๋ผ๋กœ ์ดฌ์˜ํ•œ ๋น„๋””์˜ค์— ๋Œ€ํ•ด์„œ๋Š” ์ž‘๋™ํ•˜์ง€ ์•Š๋Š”๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ๋น„๋””์˜ค๋กœ๋ถ€ํ„ฐ ์—ญ๋™์ ์ธ ์ธ๊ฐ„ ๋™์ž‘์„ ์žฌ๊ตฌ์„ฑํ•˜๊ณ  ๋™์ž‘์„ ์ œ์–ดํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์•ˆํ•œ๋‹ค. ๋จผ์ € ์‚ฌ์ „ ๋ฌผ๋ฆฌํ•™ ์ง€์‹์„ ์‚ฌ์šฉํ•˜์—ฌ ๋น„๋””์˜ค์—์„œ ๋ชจ์…˜์„ ์žฌ๊ตฌ์„ฑํ•˜๋Š” ํ”„๋ ˆ์ž„ ์›Œํฌ๋ฅผ ์ œ์•ˆํ•œ๋‹ค. ๊ณต์ค‘์ œ๋น„์™€ ๊ฐ™์€ ์—ญ๋™์ ์ธ ๋™์ž‘๋“ค์— ๋Œ€ํ•ด์„œ ์ตœ์‹  ์—ฐ๊ตฌ ๋ฐฉ๋ฒ•์„ ๋™์›ํ•˜์—ฌ ์ถ”์ •๋œ ์ž์„ธ๋“ค์€ ์บ๋ฆญํ„ฐ์˜ ๊ถค์ ์„ ์‹ ๋ขฐํ•  ์ˆ˜ ์—†๊ฑฐ๋‚˜ ์ค‘๊ฐ„์— ์ž์„ธ ์ถ”์ •์— ์‹คํŒจํ•˜๋Š” ๋“ฑ ๋ถˆ์™„์ „ํ•˜๋‹ค. ์šฐ๋ฆฌ๋Š” ์‹ฌ์ธต๊ฐ•ํ™”ํ•™์Šต ์ œ์–ด๊ธฐ์—์„œ ์˜์ƒ์œผ๋กœ๋ถ€ํ„ฐ ์ถ”์ถœํ•œ ํฌ์ฆˆ์™€ ํžŒํŠธ๋ฅผ ํ™œ์šฉํ•˜์—ฌ ๋ณด์ƒ ํ•จ์ˆ˜๋ฅผ ์„ค๊ณ„ํ•˜๊ณ  ๋ชจ์…˜ ์žฌ๊ตฌ์„ฑ๊ณผ ์บ๋ฆญํ„ฐ ์ œ์–ด๋ฅผ ๋™์‹œ์— ํ•˜๋Š” ์ •์ฑ…์„ ํ•™์Šตํ•˜์˜€๋‹ค. ๋‘˜ ์งธ, ๋น„๋””์˜ค์—์„œ ํ”ผ๊ฒจ ์Šค์ผ€์ดํŒ… ๊ธฐ์ˆ ์„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•œ๋‹ค. ํ”ผ๊ฒจ ์Šค์ผ€์ดํŒ… ๊ธฐ์ˆ ๋“ค์€ ๋น™์ƒ์—์„œ ๋น ๋ฅด๊ณ  ์—ญ๋™์ ์ธ ์›€์ง์ž„์œผ๋กœ ๊ตฌ์„ฑ๋˜์–ด ์žˆ์–ด ๋ชจ์…˜ ๋ฐ์ดํ„ฐ๋ฅผ ์–ป๊ธฐ๊ฐ€ ๊นŒ๋‹ค๋กญ๋‹ค. ๋น„๋””์˜ค์—์„œ 3์ฐจ์› ํ‚ค ํฌ์ฆˆ๋ฅผ ์ถ”์ถœํ•˜๊ณ  ๊ถค์  ์ตœ์ ํ™” ๋ฐ ์‹ฌ์ธต๊ฐ•ํ™”ํ•™์Šต ์ œ์–ด๊ธฐ๋ฅผ ์‚ฌ์šฉํ•˜์—ฌ ์—ฌ๋Ÿฌ ํ”ผ๊ฒจ ์Šค์ผ€์ดํŒ… ๊ธฐ์ˆ ์„ ์„ฑ๊ณต์ ์œผ๋กœ ์‹œ์—ฐํ•œ๋‹ค. ์…‹ ์งธ, ํŒŒํ‚จ์Šจ ๋ณ‘์ด๋‚˜ ๋‡Œ์„ฑ๋งˆ๋น„์™€ ๊ฐ™์€ ์งˆ๋ณ‘์œผ๋กœ ์ธํ•˜์—ฌ ์›€์ง์ž„ ์žฅ์• ๊ฐ€ ์žˆ๋Š” ํ™˜์ž์˜ ๋ณดํ–‰์„ ๋ถ„์„ํ•˜๊ธฐ ์œ„ํ•œ ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์•ˆํ•œ๋‹ค. 2์ฐจ์› ๋น„๋””์˜ค๋กœ๋ถ€ํ„ฐ ๋”ฅ๋Ÿฌ๋‹์„ ์‚ฌ์šฉํ•œ ์ž์„ธ ์ถ”์ •๊ธฐ๋ฒ•์„ ์‚ฌ์šฉํ•˜์—ฌ ํ™˜์ž์˜ ๊ด€์ ˆ ์œ„์น˜๋ฅผ ์–ป์–ด๋‚ธ ๋‹ค์Œ, 3์ฐจ์› ์ ˆ๋Œ€ ์ขŒํ‘œ๋ฅผ ์–ป์–ด๋‚ด์–ด ์ด๋กœ๋ถ€ํ„ฐ ๋ณดํญ, ๋ณดํ–‰ ์†๋„์™€ ๊ฐ™์€ ๋ณดํ–‰ ํŒŒ๋ผ๋ฏธํ„ฐ๋ฅผ ๊ณ„์‚ฐํ•œ๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ, ๊ทผ๊ณจ๊ฒฉ ์ธ์ฒด ๋ชจ๋ธ๊ณผ ๋ฌผ๋ฆฌ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์„ ์ด์šฉํ•˜์—ฌ ์ธ๊ฐ„ ๋ณดํ–‰์˜ ์ตœ์ ํ™” ๊ธฐ์ค€์— ๋Œ€ํ•ด ํƒ๊ตฌํ•œ๋‹ค. ๊ทผ์œก ํ™œ์„ฑ๋„ ์ตœ์†Œํ™”์™€ ๊ด€์ ˆ ๋Œ๋ฆผํž˜ ์ตœ์†Œํ™”, ๋‘ ๊ฐ€์ง€ ๊ธฐ์ค€์— ๋Œ€ํ•ด ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•œ ํ›„, ์‹ค์ œ ์‚ฌ๋žŒ ๋ฐ์ดํ„ฐ์™€ ๋น„๊ตํ•˜์—ฌ ๊ฒฐ๊ณผ๋ฅผ ๋ถ„์„ํ•œ๋‹ค. ์ฒ˜์Œ ๋‘ ๊ฐœ์˜ ์—ฐ๊ตฌ ์ฃผ์ œ์˜ ํšจ๊ณผ๋ฅผ ์ž…์ฆํ•˜๊ธฐ ์œ„ํ•ด, ๋ฌผ๋ฆฌ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์„ ์‚ฌ์šฉํ•˜์—ฌ ์ด์ฐจ์› ๋น„๋””์˜ค๋กœ๋ถ€ํ„ฐ ์žฌ๊ตฌ์„ฑํ•œ ์—ฌ๋Ÿฌ ๊ฐ€์ง€ ์—ญ๋™์ ์ธ ์‚ฌ๋žŒ์˜ ๋™์ž‘๋“ค์„ ์žฌํ˜„ํ•œ๋‹ค. ๋‚˜์ค‘ ๋‘ ๊ฐœ์˜ ์—ฐ๊ตฌ ์ฃผ์ œ๋Š” ์‚ฌ๋žŒ ๋ฐ์ดํ„ฐ์™€์˜ ๋น„๊ต ๋ถ„์„์„ ํ†ตํ•˜์—ฌ ํ‰๊ฐ€ํ•œ๋‹ค.1 Introduction 1 2 Background 9 2.1 Pose Estimation from 2D Video . . . . . . . . . . . . . . . . . . . . 9 2.2 Motion Reconstruction from Monocular Video . . . . . . . . . . . . 10 2.3 Physics-Based Character Simulation and Control . . . . . . . . . . . 12 2.4 Motion Reconstruction Leveraging Physics . . . . . . . . . . . . . . 13 2.5 Human Motion Control . . . . . . . . . . . . . . . . . . . . . . . . . 14 2.5.1 Figure Skating Simulation . . . . . . . . . . . . . . . . . . . 16 2.6 Objective Gait Analysis . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.7 Optimization for Human Movement Simulation . . . . . . . . . . . . 17 2.7.1 Stability Criteria . . . . . . . . . . . . . . . . . . . . . . . . 18 3 Human Dynamics from Monocular Video with Dynamic Camera Movements 19 3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 3.2 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 3.3 Pose and Contact Estimation . . . . . . . . . . . . . . . . . . . . . . 21 3.4 Learning Human Dynamics . . . . . . . . . . . . . . . . . . . . . . . 24 3.4.1 Policy Learning . . . . . . . . . . . . . . . . . . . . . . . . . 25 3.4.2 Network Training . . . . . . . . . . . . . . . . . . . . . . . . 28 3.4.3 Scene Estimator . . . . . . . . . . . . . . . . . . . . . . . . 29 3.5 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 3.5.1 Video Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 3.5.2 Comparison of Contact Estimators . . . . . . . . . . . . . . . 33 3.5.3 Ablation Study . . . . . . . . . . . . . . . . . . . . . . . . . 37 3.5.4 Robustness . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 3.6 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 4 Figure Skating Simulation from Video 42 4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 4.2 System Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 4.3 Skating Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 4.3.1 Non-holonomic Constraints . . . . . . . . . . . . . . . . . . 46 4.3.2 Relaxation of Non-holonomic Constraints . . . . . . . . . . . 47 4.4 Data Acquisition . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 4.5 Trajectory Optimization and Control . . . . . . . . . . . . . . . . . . 50 4.5.1 Trajectory Optimization . . . . . . . . . . . . . . . . . . . . 50 4.5.2 Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 4.6 Experimental Results . . . . . . . . . . . . . . . . . . . . . . . . . . 56 4.7 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 5 Gait Analysis Using Pose Estimation Algorithm with 2D-video of Patients 61 5.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 5.2 Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 5.2.1 Patients and video recording . . . . . . . . . . . . . . . . . . 63 5.2.2 Standard protocol approvals, registrations, and patient consents 66 5.2.3 3D Pose estimation from 2D video . . . . . . . . . . . . . . . 66 5.2.4 Gait parameter estimation . . . . . . . . . . . . . . . . . . . 67 5.2.5 Statistical analysis . . . . . . . . . . . . . . . . . . . . . . . 68 5.3 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 5.3.1 Validation of video-based analysis of the gait . . . . . . . . . 68 5.3.2 gait analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 5.4 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 5.4.1 Validation with the conventional sensor-based method . . . . 75 5.4.2 Analysis of gait and turning in TUG . . . . . . . . . . . . . . 75 5.4.3 Correlation with clinical parameters . . . . . . . . . . . . . . 76 5.4.4 Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 5.5 Supplementary Material . . . . . . . . . . . . . . . . . . . . . . . . . 77 6 Control Optimization of Human Walking 80 6.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 6.2 Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 6.2.1 Musculoskeletal model . . . . . . . . . . . . . . . . . . . . . 82 6.2.2 Optimization . . . . . . . . . . . . . . . . . . . . . . . . . . 82 6.2.3 Control co-activation level . . . . . . . . . . . . . . . . . . . 83 6.2.4 Push-recovery experiment . . . . . . . . . . . . . . . . . . . 84 6.3 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 6.4 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 7 Conclusion 90 7.1 Future work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91Docto

    Training Algorithms for Multiple Object Tracking

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    Multiple object tracking is a crucial Computer Vision Task. It aims at locating objects of interest in the image sequences, maintaining their identities, and identifying their trajectories over time. A large portion of current research focuses on tracking pedestrians, and other types of objects, that often exhibit predictable behaviours, that allow us, as humans, to track those objects. Nevertheless, most existing approaches rely solely on simple affinity or appearance cues to maintain the identities of the tracked objects, ignoring their behaviour. This presents a challenge when objects of interest are invisible or indistinguishable for a long period of time. In this thesis, we focus on enhancing the quality of multiple object trackers by learning and exploiting the long ranging models of object behaviour. Such behaviours come in different forms, be it a physical model of the ball motion, model of interaction between the ball and the players in sports or motion patterns of pedestrians or cars, that is specific to a particular scene. In the first part of the thesis, we begin with the task of tracking the ball and the players in team sports. We propose a model that tracks both types of objects simultaneously, while respecting the physical laws of ball motion when in free fall, and interaction constraints that appear when players are in the possession of the ball. We show that both the presence of the behaviour models and the simultaneous solution of both tasks aids the performance of tracking, in basketball, volleyball, and soccer. In the second part of the thesis, we focus on motion models of pedestrian and car behaviour that emerge in the outdoor scenes. Such motion models are inherently global, as they determine where people starting from one location tend to end up much later in time. Imposing such global constraints while keeping the tracking problem tractable presents a challenge, which is why many approaches rely on local affinity measures. We formulate a problem of simultaneously tracking the objects and learning their behaviour patterns. We show that our approach, when applied in conjunction with a number of state-of-the-art trackers, improves their performance, by forcing their output to follow the learned motion patterns of the scene. In the last part of the thesis, we study a new emerging class of models for multiple object tracking, that appeared recently due to availability of large scale datasets - sequence models for multiple object tracking. While such models could potentially learn arbitrarily long ranging behaviours, training them presents several challenges. We propose a training scheme and a loss function that allows to significantly improve the quality of training of such models. We demonstrate that simply using our training scheme and loss allows to learn scoring function for trajectories, which enables us to outperform state-of-the-art methods on several tracking benchmarks

    Penjerap komposit โ€œlignoselulosa-karbon teraktif (buah semarak api)โ€ dan kaolin dalam rawatan air sisa getah asli mentah

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    Pembangunan industri getah asli mentah menyumbang kepada krisis alam sekitar akibat daripada penjanaan air sisa yang berlebihan. Air sisa getah asli mentah ini mengandungi BOD, COD, ammoniakal nitrogen dan pepejal terampai yang tinggi. Dengan itu, teknologi baharu penjerap komposit dalam rawatan air sisa berpotensi menyingkirkan bahan pencemar. Penjerap komposit yang dihasikkan ini dari buah semarak api (lignoselulosa dan karbon teraktif) dan kaolin. Ujikaji kelompok dan turus lapisan tetap digunakan dan nisbah optimum komposit ditentukan menggunakan kaedah reka bentuk campuran D-optimal. Pencirian penjerap komposit dibuat terhadap luas permukaan BET, Mikroskop Imbasan Elektron Analisis Elemen-Sinar-X Sebaran Tenaga (SEM-EDX), Potensi Zeta dan Spektroskopi Inframerah Transformasi Fourier (FTIR). Dua model isoterma penjerapan Langmuir dan Freundlich digunakan untuk menyelidik isoterma penjerapan. Model kinetik Pseudo-tertib pertama, Pseudo-tertib kedua, Elovich dan Intra-partikel untuk meneliti sifat kinetik. Penjanaan semula bahan penjerap komposit sehingga lima pusingan penjerapan atau nyahjerapan juga disiasat. Keputusan mendapati nisbah komposisi optimum komposit ialah 0.4 g lignoselulosa, 0.8 g karbon teraktif dan 0.8 g kaolin. Keadaan optimum penjerapan COD, NH3-N dan warna bagi penjerap komposit pada dos 4 g bahan penjerap, pH 8, halaju goncangan 150 PPM dan 120 minit masa sentuhan dengan penyingkiran maksimum masing-masing ialah 81.7%, 80.2% dan 93.3%. Luas permukaan (BET) bahan penjerap komposit ialah 63.60 m2/g dan nilai negatif potensi zeta menunjukkan potensi dalam proses penjerapan. Analisis pencirian FTIR dan SEM-EDX mendedahkan penukaran ion sebagai mekanisma utama sebelum dan selepas penjerapan. Model isoterma penjerapan menunjukkan bahawa data isoterma penjerapan komposit ini sesuai dengan isoterma Langmuir dan kinetic penjerapan menunjukkan pematuhan yang baik untuk model Pseudo-tertib kedua. Turus lapisan tetap dianalisa dan keputusan menunjukkan bahawa pada kadar aliran rendah 2 mL/min mematuhi model Thomas dan Yoon-Nelson berbanding dengan model Adam-Bohart. Analisis penjerapan atau nyahjerapan telah mencapai tiga kitaran kebolehgunaan penjerap komposit. Kesimpulannya, kajian ini telah membuktikan bahwa penjerap komposit berpotensi dalam menyingkirkan COD, NH3-N dan warna daripada air sisa getah asli
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