2,133 research outputs found
Video summarization through reinforcement learning with a 3D spatio-temporal U-Net
Intelligent video summarization algorithms allow to quickly convey the most relevant information in videos through the identification of the most essential and explanatory content while removing redundant video frames. In this paper, we introduce the 3DST-UNet-RL framework for video summarization. A 3D spatio-temporal U-Net is used to efficiently encode spatio-temporal information of the input videos for downstream reinforcement learning (RL). An RL agent learns from spatio-temporal latent scores and predicts actions for keeping or rejecting a video frame in a video summary. We investigate if real/inflated 3D spatio-temporal CNN features are better suited to learn representations from videos than commonly used 2D image features. Our framework can operate in both, a fully unsupervised mode and a supervised training mode. We analyse the impact of prescribed summary lengths and show experimental evidence for the effectiveness of 3DST-UNet-RL on two commonly used general video summarization benchmarks. We also applied our method on a medical video summarization task. The proposed video summarization method has the potential to save storage costs of ultrasound screening videos as well as to increase efficiency when browsing patient video data during retrospective analysis or audit without loosing essential information
Spott : on-the-spot e-commerce for television using deep learning-based video analysis techniques
Spott is an innovative second screen mobile multimedia application which offers viewers relevant information on objects (e.g., clothing, furniture, food) they see and like on their television screens. The application enables interaction between TV audiences and brands, so producers and advertisers can offer potential consumers tailored promotions, e-shop items, and/or free samples. In line with the current views on innovation management, the technological excellence of the Spott application is coupled with iterative user involvement throughout the entire development process. This article discusses both of these aspects and how they impact each other. First, we focus on the technological building blocks that facilitate the (semi-) automatic interactive tagging process of objects in the video streams. The majority of these building blocks extensively make use of novel and state-of-the-art deep learning concepts and methodologies. We show how these deep learning based video analysis techniques facilitate video summarization, semantic keyframe clustering, and (similar) object retrieval. Secondly, we provide insights in user tests that have been performed to evaluate and optimize the application's user experience. The lessons learned from these open field tests have already been an essential input in the technology development and will further shape the future modifications to the Spott application
Indirect Match Highlights Detection with Deep Convolutional Neural Networks
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
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