1,262 research outputs found

    A framework for automatic semantic video annotation

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    The rapidly increasing quantity of publicly available videos has driven research into developing automatic tools for indexing, rating, searching and retrieval. Textual semantic representations, such as tagging, labelling and annotation, are often important factors in the process of indexing any video, because of their user-friendly way of representing the semantics appropriate for search and retrieval. Ideally, this annotation should be inspired by the human cognitive way of perceiving and of describing videos. The difference between the low-level visual contents and the corresponding human perception is referred to as the ‘semantic gap’. Tackling this gap is even harder in the case of unconstrained videos, mainly due to the lack of any previous information about the analyzed video on the one hand, and the huge amount of generic knowledge required on the other. This paper introduces a framework for the Automatic Semantic Annotation of unconstrained videos. The proposed framework utilizes two non-domain-specific layers: low-level visual similarity matching, and an annotation analysis that employs commonsense knowledgebases. Commonsense ontology is created by incorporating multiple-structured semantic relationships. Experiments and black-box tests are carried out on standard video databases for action recognition and video information retrieval. White-box tests examine the performance of the individual intermediate layers of the framework, and the evaluation of the results and the statistical analysis show that integrating visual similarity matching with commonsense semantic relationships provides an effective approach to automated video annotation

    Distributed human 3D pose estimation and action recognition.

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    In this paper, we propose a distributed solution for3D human pose estimation using a RGBD camera network. Thekey feature of our method is a dynamic hybrid consensus filter(DHCF) is introduced to fuse the multiple view informationof cameras. In contrast to the centralized fusion solution,the DHCF algorithm can be used in a distributed network,which requires no central information fusion center. Therefore,the DHCF based fusion algorithm can benefit from manyadvantages of distributed network. We also show that theproposed fusion algorithm can handle the occlusion problemseffectively, and achieve higher action recognition rate comparedto the ones using only single view information

    Improved Behavior Monitoring and Classification Using Cues Parameters Extraction from Camera Array Images

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    Behavior monitoring and classification is a mechanism used to automatically identify or verify individual based on their human detection, tracking and behavior recognition from video sequences captured by a depth camera. In this paper, we designed a system that precisely classifies the nature of 3D body postures obtained by Kinect using an advanced recognizer. We proposed novel features that are suitable for depth data. These features are robust to noise, invariant to translation and scaling, and capable of monitoring fast human bodyparts movements. Lastly, advanced hidden Markov model is used to recognize different activities. In the extensive experiments, we have seen that our system consistently outperforms over three depth-based behavior datasets, i.e., IM-DailyDepthActivity, MSRDailyActivity3D and MSRAction3D in both posture classification and behavior recognition. Moreover, our system handles subject's body parts rotation, self-occlusion and body parts missing which significantly track complex activities and improve recognition rate. Due to easy accessible, low-cost and friendly deployment process of depth camera, the proposed system can be applied over various consumer-applications including patient-monitoring system, automatic video surveillance, smart homes/offices and 3D games

    Detection of tennis activities with wearable sensors

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    This paper aims to design and implement a system capable of distinguishing between different activities carried out during a tennis match. The goal is to achieve the correct classification of a set of tennis strokes. The system must exhibit robustness to the variability of the height, age or sex of any subject that performs the actions. A new database is developed to meet this objective. The system is based on two sensor nodes using Bluetooth Low Energy (BLE) wireless technology to communicate with a PC that acts as a central device to collect the information received by the sensors. The data provided by these sensors are processed to calculate their spectrograms. Through the application of innovative deep learning techniques with semi-supervised training, it is possible to carry out the extraction of characteristics and the classification of activities. Preliminary results obtained with a data set of eight players, four women and four men have shown that our approach is able to address the problem of the diversity of human constitutions, weight and sex of different players, providing accuracy greater than 96.5% to recognize the tennis strokes of a new player never seen before by the system

    Feature Similarity and Frequency-Based Weighted Visual Words Codebook Learning Scheme for Human Action Recognition

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    This paper has been presented at : 8th Pacific-Rim Symposium, PSIVT 2017.Human action recognition has become a popular field for computer vision researchers in the recent decade. This paper presents a human action recognition scheme based on a textual information concept inspired by document retrieval systems. Videos are represented using a commonly used local feature representation. In addition, we formulate a new weighted class specific dictionary learning scheme to reflect the importance of visual words for a particular action class. Weighted class specific dictionary learning enriches the scheme to learn a sparse representation for a particular action class. To evaluate our scheme on realistic and complex scenarios, we have tested it on UCF Sports and UCF11 benchmark datasets. This paper reports experimental results that outperform recent state-of-the-art methods for the UCF Sports and the UCF11 dataset i.e. 98.93% and 93.88% in terms of average accuracy respectively. To the best of our knowledge, this contribution is first to apply a weighted class specific dictionary learning method on realistic human action recognition datasets.Sergio A Velastin acknowledges funding by the Universidad Carlos III de Madrid, the European Unions Seventh Framework Programme for research, technological development and demonstration under grant agreement n 600371, el Ministerio de Economía y Competitividad (COFUND2013-51509) and Banco Santander. Authors also acknowledges support from the Directorate of ASR and TD, University of Engineering and Technology Taxila, Pakistan

    A feature-based approach to the Computer-Aided Design of sculptured products

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    Computer-Aided Design systems offer considerable potential for improving design process efficiency. To reduce the 'ease of use' barrier hindering full realisation of this potential amongst general mechanical engineering industries, many commercial systems are adopting a Feature-Based Design (FBD) metaphor. Typically the user is allowed to define and manipulate the design model using interface elements that introduce and control parametric geometry clusters, with engineering meaning, representing specific product features (such as threaded holes, slots, pockets and bosses). Sculptured products, such as golf club heads, shoe lasts, crockery and sanitary ware, are poorly supported by current FBD systems and previous research, because their complex shapes cannot be accurately defined using the geometrically primitive feature sets implemented. Where sculptured surface regions are allowed for, the system interface, data model and functionality are little different from that already provided in many commercial surface modelling systems, and so offer very little improvement in ease of use, quality or efficiency. This thesis presents research to propose and develop an FBD methodology and system suitable for sculptured products. [Continues.

    3-D Human Action Recognition by Shape Analysis of Motion Trajectories on Riemannian Manifold

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    International audienceRecognizing human actions in 3D video sequences is an important open problem that is currently at the heart of many research domains including surveillance, natural interfaces and rehabilitation. However, the design and development of models for action recognition that are both accurate and efficient is a challenging task due to the variability of the human pose, clothing and appearance. In this paper, we propose a new framework to extract a compact representation of a human action captured through a depth sensor, and enable accurate action recognition. The proposed solution develops on fitting a human skeleton model to acquired data so as to represent the 3D coordinates of the joints and their change over time as a trajectory in a suitable action space. Thanks to such a 3D joint-based framework, the proposed solution is capable to capture both the shape and the dynamics of the human body simultaneously. The action recognition problem is then formulated as the problem of computing the similarity between the shape of trajectories in a Riemannian manifold. Classification using kNN is finally performed on this manifold taking advantage of Riemannian geometry in the open curve shape space. Experiments are carried out on four representative benchmarks to demonstrate the potential of the proposed solution in terms of accuracy/latency for a low-latency action recognition. Comparative results with state-of-the-art methods are reported
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