4,262 research outputs found

    Video summarisation: A conceptual framework and survey of the state of the art

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    This is the post-print (final draft post-refereeing) version of the article. Copyright @ 2007 Elsevier Inc.Video summaries provide condensed and succinct representations of the content of a video stream through a combination of still images, video segments, graphical representations and textual descriptors. This paper presents a conceptual framework for video summarisation derived from the research literature and used as a means for surveying the research literature. The framework distinguishes between video summarisation techniques (the methods used to process content from a source video stream to achieve a summarisation of that stream) and video summaries (outputs of video summarisation techniques). Video summarisation techniques are considered within three broad categories: internal (analyse information sourced directly from the video stream), external (analyse information not sourced directly from the video stream) and hybrid (analyse a combination of internal and external information). Video summaries are considered as a function of the type of content they are derived from (object, event, perception or feature based) and the functionality offered to the user for their consumption (interactive or static, personalised or generic). It is argued that video summarisation would benefit from greater incorporation of external information, particularly user based information that is unobtrusively sourced, in order to overcome longstanding challenges such as the semantic gap and providing video summaries that have greater relevance to individual users

    Indirect Match Highlights Detection with Deep Convolutional Neural Networks

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    Highlights in a sport video are usually referred as actions that stimulate excitement or attract attention of the audience. A big effort is spent in designing techniques which find automatically highlights, in order to automatize the otherwise manual editing process. Most of the state-of-the-art approaches try to solve the problem by training a classifier using the information extracted on the tv-like framing of players playing on the game pitch, learning to detect game actions which are labeled by human observers according to their perception of highlight. Obviously, this is a long and expensive work. In this paper, we reverse the paradigm: instead of looking at the gameplay, inferring what could be exciting for the audience, we directly analyze the audience behavior, which we assume is triggered by events happening during the game. We apply deep 3D Convolutional Neural Network (3D-CNN) to extract visual features from cropped video recordings of the supporters that are attending the event. Outputs of the crops belonging to the same frame are then accumulated to produce a value indicating the Highlight Likelihood (HL) which is then used to discriminate between positive (i.e. when a highlight occurs) and negative samples (i.e. standard play or time-outs). Experimental results on a public dataset of ice-hockey matches demonstrate the effectiveness of our method and promote further research in this new exciting direction.Comment: "Social Signal Processing and Beyond" workshop, in conjunction with ICIAP 201

    A semantic event detection approach for soccer video based on perception concepts and finite state machines

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    A significant application area for automated video analysis technology is the generation of personalized highlights of sports events. Sports games are always composed of a range of significant events. Automatically detecting these events in a sports video can enable users to interactively select their own highlights. In this paper we propose a semantic event detection approach based on Perception Concepts and Finite State Machines to automatically detect significant events within soccer video. Firstly we define a Perception Concept set for soccer videos based on identifiable feature elements within a soccer video. Secondly we design PC-FSM models to describe semantic events in soccer videos. A particular strength of this approach is that users are able to design their own semantic events and transfer event detection into graph matching. Experimental results based on recorded soccer broadcasts are used to illustrate the potential of this approach

    The THUMOS Challenge on Action Recognition for Videos "in the Wild"

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    Automatically recognizing and localizing wide ranges of human actions has crucial importance for video understanding. Towards this goal, the THUMOS challenge was introduced in 2013 to serve as a benchmark for action recognition. Until then, video action recognition, including THUMOS challenge, had focused primarily on the classification of pre-segmented (i.e., trimmed) videos, which is an artificial task. In THUMOS 2014, we elevated action recognition to a more practical level by introducing temporally untrimmed videos. These also include `background videos' which share similar scenes and backgrounds as action videos, but are devoid of the specific actions. The three editions of the challenge organized in 2013--2015 have made THUMOS a common benchmark for action classification and detection and the annual challenge is widely attended by teams from around the world. In this paper we describe the THUMOS benchmark in detail and give an overview of data collection and annotation procedures. We present the evaluation protocols used to quantify results in the two THUMOS tasks of action classification and temporal detection. We also present results of submissions to the THUMOS 2015 challenge and review the participating approaches. Additionally, we include a comprehensive empirical study evaluating the differences in action recognition between trimmed and untrimmed videos, and how well methods trained on trimmed videos generalize to untrimmed videos. We conclude by proposing several directions and improvements for future THUMOS challenges.Comment: Preprint submitted to Computer Vision and Image Understandin
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