7,152 research outputs found

    Indoor Activity Detection and Recognition for Sport Games Analysis

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    Activity recognition in sport is an attractive field for computer vision research. Game, player and team analysis are of great interest and research topics within this field emerge with the goal of automated analysis. The very specific underlying rules of sports can be used as prior knowledge for the recognition task and present a constrained environment for evaluation. This paper describes recognition of single player activities in sport with special emphasis on volleyball. Starting from a per-frame player-centered activity recognition, we incorporate geometry and contextual information via an activity context descriptor that collects information about all player's activities over a certain timespan relative to the investigated player. The benefit of this context information on single player activity recognition is evaluated on our new real-life dataset presenting a total amount of almost 36k annotated frames containing 7 activity classes within 6 videos of professional volleyball games. Our incorporation of the contextual information improves the average player-centered classification performance of 77.56% by up to 18.35% on specific classes, proving that spatio-temporal context is an important clue for activity recognition.Comment: Part of the OAGM 2014 proceedings (arXiv:1404.3538

    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

    Learning to track for spatio-temporal action localization

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    We propose an effective approach for spatio-temporal action localization in realistic videos. The approach first detects proposals at the frame-level and scores them with a combination of static and motion CNN features. It then tracks high-scoring proposals throughout the video using a tracking-by-detection approach. Our tracker relies simultaneously on instance-level and class-level detectors. The tracks are scored using a spatio-temporal motion histogram, a descriptor at the track level, in combination with the CNN features. Finally, we perform temporal localization of the action using a sliding-window approach at the track level. We present experimental results for spatio-temporal localization on the UCF-Sports, J-HMDB and UCF-101 action localization datasets, where our approach outperforms the state of the art with a margin of 15%, 7% and 12% respectively in mAP

    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

    Going Deeper into Action Recognition: A Survey

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    Understanding human actions in visual data is tied to advances in complementary research areas including object recognition, human dynamics, domain adaptation and semantic segmentation. Over the last decade, human action analysis evolved from earlier schemes that are often limited to controlled environments to nowadays advanced solutions that can learn from millions of videos and apply to almost all daily activities. Given the broad range of applications from video surveillance to human-computer interaction, scientific milestones in action recognition are achieved more rapidly, eventually leading to the demise of what used to be good in a short time. This motivated us to provide a comprehensive review of the notable steps taken towards recognizing human actions. To this end, we start our discussion with the pioneering methods that use handcrafted representations, and then, navigate into the realm of deep learning based approaches. We aim to remain objective throughout this survey, touching upon encouraging improvements as well as inevitable fallbacks, in the hope of raising fresh questions and motivating new research directions for the reader
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