2,285 research outputs found

    Enhanced tracking and recognition of moving objects by reasoning about spatio-temporal continuity.

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    A framework for the logical and statistical analysis and annotation of dynamic scenes containing occlusion and other uncertainties is presented. This framework consists of three elements; an object tracker module, an object recognition/classification module and a logical consistency, ambiguity and error reasoning engine. The principle behind the object tracker and object recognition modules is to reduce error by increasing ambiguity (by merging objects in close proximity and presenting multiple hypotheses). The reasoning engine deals with error, ambiguity and occlusion in a unified framework to produce a hypothesis that satisfies fundamental constraints on the spatio-temporal continuity of objects. Our algorithm finds a globally consistent model of an extended video sequence that is maximally supported by a voting function based on the output of a statistical classifier. The system results in an annotation that is significantly more accurate than what would be obtained by frame-by-frame evaluation of the classifier output. The framework has been implemented and applied successfully to the analysis of team sports with a single camera. Key words: Visua

    SEGMENTATION, RECOGNITION, AND ALIGNMENT OF COLLABORATIVE GROUP MOTION

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    Modeling and recognition of human motion in videos has broad applications in behavioral biometrics, content-based visual data analysis, security and surveillance, as well as designing interactive environments. Significant progress has been made in the past two decades by way of new models, methods, and implementations. In this dissertation, we focus our attention on a relatively less investigated sub-area called collaborative group motion analysis. Collaborative group motions are those that typically involve multiple objects, wherein the motion patterns of individual objects may vary significantly in both space and time, but the collective motion pattern of the ensemble allows characterization in terms of geometry and statistics. Therefore, the motions or activities of an individual object constitute local information. A framework to synthesize all local information into a holistic view, and to explicitly characterize interactions among objects, involves large scale global reasoning, and is of significant complexity. In this dissertation, we first review relevant previous contributions on human motion/activity modeling and recognition, and then propose several approaches to answer a sequence of traditional vision questions including 1) which of the motion elements among all are the ones relevant to a group motion pattern of interest (Segmentation); 2) what is the underlying motion pattern (Recognition); and 3) how two motion ensembles are similar and how we can 'optimally' transform one to match the other (Alignment). Our primary practical scenario is American football play, where the corresponding problems are 1) who are offensive players; 2) what are the offensive strategy they are using; and 3) whether two plays are using the same strategy and how we can remove the spatio-temporal misalignment between them due to internal or external factors. The proposed approaches discard traditional modeling paradigm but explore either concise descriptors, hierarchies, stochastic mechanism, or compact generative model to achieve both effectiveness and efficiency. In particular, the intrinsic geometry of the spaces of the involved features/descriptors/quantities is exploited and statistical tools are established on these nonlinear manifolds. These initial attempts have identified new challenging problems in complex motion analysis, as well as in more general tasks in video dynamics. The insights gained from nonlinear geometric modeling and analysis in this dissertation may hopefully be useful toward a broader class of computer vision applications

    Developing new approaches for the analysis of movement data : a sport-oriented application

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    A Survey of Deep Learning in Sports Applications: Perception, Comprehension, and Decision

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    Deep learning has the potential to revolutionize sports performance, with applications ranging from perception and comprehension to decision. This paper presents a comprehensive survey of deep learning in sports performance, focusing on three main aspects: algorithms, datasets and virtual environments, and challenges. Firstly, we discuss the hierarchical structure of deep learning algorithms in sports performance which includes perception, comprehension and decision while comparing their strengths and weaknesses. Secondly, we list widely used existing datasets in sports and highlight their characteristics and limitations. Finally, we summarize current challenges and point out future trends of deep learning in sports. Our survey provides valuable reference material for researchers interested in deep learning in sports applications

    Long-Term Effects of Concussion on Motor Performance Across the Lifespan.

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    This dissertation aims to provide critical insight into the possible long-term effects of concussion on motor and cognitive performance, through a set of cross-sectional investigations. To date, the elite athlete population has garnered most of the research and public attention, while the largest athletic population, high school athletes, has been largely overlooked. The hypotheses state that individuals with a concussion history will have worse cognitive and motor performance and that this trend will be divergent with age. That is, the previously concussed individuals will exhibit worse performance, and will be divergently worse from the control group with age. With this in mind, the three investigations focus on cognitive and motor performance in three age groups (i.e. 20, 40, and 60 year olds), in those with and without an adolescent concussion history. The first investigation assessed cognition between concussion history and control groups, within age groups. Using a standard computer-based, clinical concussion assessment, processing speed, attention, learning, working memory accuracy and working memory speed were quantified for each concussion group by age. There were no differences between the concussion history and control groups, within age. The second investigation assessed gait spatio-temporal, kinematic, and toe clearance variables. Again, no significant concussion history group differences were observed in the multivariate assessment for the gait spatio-temporal, kinematic, and toe clearance variables. In addition, there appeared to be no pattern suggesting that a concussion history adversely affects gait, across age. The final investigation assessed skill acquisition, implicit learning, and the internal timing mechanism between concussion history and control groups, within age. Again, there was no consistent pattern to suggest an adverse relationship between concussion history and motor performance, across age. Considering this set of observations, there does not appear to be a long-term, negative relationship between adolescent concussion history and cognition or motor performance in this population.PhDKinesiologyUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/113411/1/dnmart_1.pd

    Towards Structured Analysis of Broadcast Badminton Videos

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    Sports video data is recorded for nearly every major tournament but remains archived and inaccessible to large scale data mining and analytics. It can only be viewed sequentially or manually tagged with higher-level labels which is time consuming and prone to errors. In this work, we propose an end-to-end framework for automatic attributes tagging and analysis of sport videos. We use commonly available broadcast videos of matches and, unlike previous approaches, does not rely on special camera setups or additional sensors. Our focus is on Badminton as the sport of interest. We propose a method to analyze a large corpus of badminton broadcast videos by segmenting the points played, tracking and recognizing the players in each point and annotating their respective badminton strokes. We evaluate the performance on 10 Olympic matches with 20 players and achieved 95.44% point segmentation accuracy, 97.38% player detection score ([email protected]), 97.98% player identification accuracy, and stroke segmentation edit scores of 80.48%. We further show that the automatically annotated videos alone could enable the gameplay analysis and inference by computing understandable metrics such as player's reaction time, speed, and footwork around the court, etc.Comment: 9 page

    Cultural Diffusion and Trends in Facebook Photographs

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    Online social media is a social vehicle in which people share various moments of their lives with their friends, such as playing sports, cooking dinner or just taking a selfie for fun, via visual means, that is, photographs. Our study takes a closer look at the popular visual concepts illustrating various cultural lifestyles from aggregated, de-identified photographs. We perform analysis both at macroscopic and microscopic levels, to gain novel insights about global and local visual trends as well as the dynamics of interpersonal cultural exchange and diffusion among Facebook friends. We processed images by automatically classifying the visual content by a convolutional neural network (CNN). Through various statistical tests, we find that socially tied individuals more likely post images showing similar cultural lifestyles. To further identify the main cause of the observed social correlation, we use the Shuffle test and the Preference-based Matched Estimation (PME) test to distinguish the effects of influence and homophily. The results indicate that the visual content of each user's photographs are temporally, although not necessarily causally, correlated with the photographs of their friends, which may suggest the effect of influence. Our paper demonstrates that Facebook photographs exhibit diverse cultural lifestyles and preferences and that the social interaction mediated through the visual channel in social media can be an effective mechanism for cultural diffusion.Comment: 10 pages, To appear in ICWSM 2017 (Full Paper
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