11 research outputs found

    Goal event detection in soccer videos via collaborative multimodal analysis

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    Detecting semantic events in sports video is crucial for video indexing and retrieval. Most existing works have exclusively relied on video content features, namely, directly available and extractable data from the visual and/or aural channels. Sole reliance on such data however, can be problematic due to the high-level semantic nature of video and the difficulty to properly align detected events with their exact time of occurrences. This paper proposes a framework for soccer goal event detection through collaborative analysis of multimodal features. Unlike previous approaches, the visual and aural contents are not directly scrutinized. Instead, an external textual source (i.e., minute-by-minute reports from sports websites) is used to initially localize the event search space. This step is vital as the event search space can significantly be reduced. This also makes further visual and aural analysis more efficient since excessive and unnecessary non-eventful segments are discarded, culminating in the accurate identification of the actual goal event segment. Experiments conducted on thirteen soccer matches are very promising with high accuracy rates being reported

    Semi-supervised Adapted HMMs for Unusual Event Detection

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    We address the problem of temporal unusual event detection. Unusual events are characterized by a number of features (rarity, unexpectedness, and relevance) that limit the application of traditional supervised model-based approaches. We propose a semi-supervised adapted Hidden Markov Model (HMM) framework, in which usual event models are first learned from a large amount of (commonly available) training data, while unusual event models are learned by Bayesian adaptation in an unsupervised manner. The proposed framework has an iterative structure, which adapts a new unusual event model at each iteration. We show that such a framework can address problems due to the scarcity of training data and the difficulty in pre-defining unusual events. Experiments on audio, visual, and audio-visual data streams illustrate its effectiveness, compared with both supervised and unsupervised baseline methods

    Object-based audio for interactive football broadcast

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    An end-to-end AV broadcast system providing an immersive, interactive experience for live events is the development aim for the EU FP7 funded project, FascinatE. The project has developed real time audio object event detection and localisation, scene modelling and processing methods for multimedia data including 3D audio, which will allow users to navigate the event by creating their own unique user-defined scene. As part of the first implementation of the system a test shoot was carried out capturing a live Premier League football game and methods have been developed to detect, analyse, extract and localise salient audio events from a range of sensors and represent them within an audio scene in order to allow free navigation within the scene

    Probabilistic Graphical Models for Human Interaction Analysis

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    The objective of this thesis is to develop probabilistic graphical models for analyzing human interaction in meetings based on multimodel cues. We use meeting as a study case of human interactions since research shows that high complexity information is mostly exchanged through face-to-face interactions. Modeling human interaction provides several challenging research issues for the machine learning community. In meetings, each participant is a multimodal data stream. Modeling human interaction involves simultaneous recording and analysis of multiple multimodal streams. These streams may be asynchronous, have different frame rates, exhibit different stationarity properties, and carry complementary (or correlated) information. In this thesis, we developed three probabilistic graphical models for human interaction analysis. The proposed models use the ``probabilistic graphical model'' formalism, a formalism that exploits the conjoined capabilities of graph theory and probability theory to build complex models out of simpler pieces. We first introduce the multi-layer framework, in which the first layer models typical individual activity from low-level audio-visual features, and the second layer models the interactions. The two layers are linked by a set of posterior probability-based features. Next, we describe the team-player influence model, which learns the influence of interacting Markov chains within a team. The team-player influence model has a two-level structure: individual-level and group-level. Individual level models actions of each player, and the group-level models actions of the team as a whole. The influence of each player on the team is jointly learned with the rest of the model parameters in a principled manner using the Expectation-Maximization (EM) algorithm. Finally, we describe the semi-supervised adapted HMMs for unusual event detection. Unusual events are characterized by a number of features (rarity, unexpectedness, and relevance) that limit the application of traditional supervised model-based approaches. We propose a semi-supervised adapted Hidden Markov Model (HMM) framework, in which usual event models are first learned from a large amount of (commonly available) training data, while unusual event models are learned by Bayesian adaptation in an unsupervised manner

    Pertanika Journal of Science & Technology

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