996 research outputs found
Video summarisation: A conceptual framework and survey of the state of the art
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
Automatic Summarization of Soccer Highlights Using Audio-visual Descriptors
Automatic summarization generation of sports video content has been object of
great interest for many years. Although semantic descriptions techniques have
been proposed, many of the approaches still rely on low-level video descriptors
that render quite limited results due to the complexity of the problem and to
the low capability of the descriptors to represent semantic content. In this
paper, a new approach for automatic highlights summarization generation of
soccer videos using audio-visual descriptors is presented. The approach is
based on the segmentation of the video sequence into shots that will be further
analyzed to determine its relevance and interest. Of special interest in the
approach is the use of the audio information that provides additional
robustness to the overall performance of the summarization system. For every
video shot a set of low and mid level audio-visual descriptors are computed and
lately adequately combined in order to obtain different relevance measures
based on empirical knowledge rules. The final summary is generated by selecting
those shots with highest interest according to the specifications of the user
and the results of relevance measures. A variety of results are presented with
real soccer video sequences that prove the validity of the approach
An audio-based sports video segmentation and event detection algorithm
In this paper, we present an audio-based event detection algorithm shown to be effective when applied to Soccer video. The main benefit of this approach is the ability to recognise patterns that display high levels of crowd response correlated to key events. The soundtrack from a Soccer sequence is first parameterised using Mel-frequency Cepstral coefficients. It is then segmented into homogenous components using a windowing algorithm with a decision process based on Bayesian model selection. This decision process eliminated the need for defining a heuristic set of rules for segmentation. Each audio segment is then labelled using a series of Hidden Markov model (HMM) classifiers, each a representation of one of 6 predefined semantic content classes found in Soccer video. Exciting events are identified as those segments belonging to a crowd cheering class. Experimentation indicated that the algorithm was more effective for classifying crowd response when compared to traditional model-based segmentation and classification techniques
Multimedia information technology and the annotation of video
The state of the art in multimedia information technology has not progressed to the point where a single solution is available to meet all reasonable needs of documentalists and users of video archives. In general, we do not have an optimistic view of the usability of new technology in this domain, but digitization and digital power can be expected to cause a small revolution in the area of video archiving. The volume of data leads to two views of the future: on the pessimistic side, overload of data will cause lack of annotation capacity, and on the optimistic side, there will be enough data from which to learn selected concepts that can be deployed to support automatic annotation. At the threshold of this interesting era, we make an attempt to describe the state of the art in technology. We sample the progress in text, sound, and image processing, as well as in machine learning
SportsAnno: what do you think?
The automatic summarisation of sports video is of growing importance with the increased availability of on-demand content. Consumers who are unable to view events live often have a desire to watch a summary which allows then to quickly come to terms with all that has happened during a sporting event. Sports forums show that it is not only summaries that are desirable but also the opportunity to share one’s own point of view and discuss the opinions with a community of similar users. In this paper we give an overview of the ways in which annotations have been used to augment existing visual media. We present SportsAnno, a system developed to summarise World Cup 2006 matches and provide a means for open discussion of events within
these matches
Audiovisual framework for automatic soccer highlights generation
Extracting low-level and mid-level descriptors from a soccer match to generate a summary of soccer highlights.Automatic generation of sports highlights from recorded audiovisual content has been object of great interest in recent years. The problem is indeed especially important in the production of second and third division highlights videos where the quantity of raw material is significant and does not contain manual annotations. In this thesis, a new approach for automatic generation of soccer highlights is proposed. The approach is based on the segmentation of the video sequence into shots that will be further ana- lyzed to determine its relevance and interest. For every video shot a set of low and mid level audio-visual descriptors are computed and combined in order to obtain different relevance measures based on empirical knowledge rules. The final summary is generated by selecting those shots with highest interest according to the specifications of the user and the results of relevance measures. The main novelties of this work have been the temporal combination of two shot boundary detectors; the selection of keyframes using motion and color features; the generation of new soccer audio mid-level descriptors; the robust detection of soccer players; the employment of a novel object detection technique to spot goal-posts and finally, the creation of a flexible and user-friendly highlight gen- eration framework. The thesis is mainly devoted to the description of the global visual segmentation module, the selection of audiovisual descriptors and the general scheme for evaluating the measures of relevance. Several results have been produced using real soccer video sequences that prove the validity of the proposed framework
Leveraging Contextual Cues for Generating Basketball Highlights
The massive growth of sports videos has resulted in a need for automatic
generation of sports highlights that are comparable in quality to the
hand-edited highlights produced by broadcasters such as ESPN. Unlike previous
works that mostly use audio-visual cues derived from the video, we propose an
approach that additionally leverages contextual cues derived from the
environment that the game is being played in. The contextual cues provide
information about the excitement levels in the game, which can be ranked and
selected to automatically produce high-quality basketball highlights. We
introduce a new dataset of 25 NCAA games along with their play-by-play stats
and the ground-truth excitement data for each basket. We explore the
informativeness of five different cues derived from the video and from the
environment through user studies. Our experiments show that for our study
participants, the highlights produced by our system are comparable to the ones
produced by ESPN for the same games.Comment: Proceedings of ACM Multimedia 201
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