21,540 research outputs found
Event detection in field sports video using audio-visual features and a support vector machine
In this paper, we propose a novel audio-visual feature-based framework for event detection in broadcast video of multiple different field sports. Features indicating significant events are selected and robust detectors built. These features are rooted in characteristics common to all genres of field sports. The evidence gathered by the feature detectors is combined by means of a support vector machine, which infers the occurrence of an event based on a model generated during a training phase. The system is tested generically across multiple genres of field sports including soccer, rugby, hockey, and Gaelic football and the results suggest that high event retrieval and content rejection statistics are achievable
Learning models for semantic classification of insufficient plantar pressure images
Establishing a reliable and stable model to predict a target by using insufficient labeled samples is feasible and
effective, particularly, for a sensor-generated data-set. This paper has been inspired with insufficient data-set
learning algorithms, such as metric-based, prototype networks and meta-learning, and therefore we propose
an insufficient data-set transfer model learning method. Firstly, two basic models for transfer learning are
introduced. A classification system and calculation criteria are then subsequently introduced. Secondly, a dataset
of plantar pressure for comfort shoe design is acquired and preprocessed through foot scan system; and by
using a pre-trained convolution neural network employing AlexNet and convolution neural network (CNN)-
based transfer modeling, the classification accuracy of the plantar pressure images is over 93.5%. Finally,
the proposed method has been compared to the current classifiers VGG, ResNet, AlexNet and pre-trained
CNN. Also, our work is compared with known-scaling and shifting (SS) and unknown-plain slot (PS) partition
methods on the public test databases: SUN, CUB, AWA1, AWA2, and aPY with indices of precision (tr, ts, H)
and time (training and evaluation). The proposed method for the plantar pressure classification task shows high
performance in most indices when comparing with other methods. The transfer learning-based method can be
applied to other insufficient data-sets of sensor imaging fields
Crowdsourcing in Computer Vision
Computer vision systems require large amounts of manually annotated data to
properly learn challenging visual concepts. Crowdsourcing platforms offer an
inexpensive method to capture human knowledge and understanding, for a vast
number of visual perception tasks. In this survey, we describe the types of
annotations computer vision researchers have collected using crowdsourcing, and
how they have ensured that this data is of high quality while annotation effort
is minimized. We begin by discussing data collection on both classic (e.g.,
object recognition) and recent (e.g., visual story-telling) vision tasks. We
then summarize key design decisions for creating effective data collection
interfaces and workflows, and present strategies for intelligently selecting
the most important data instances to annotate. Finally, we conclude with some
thoughts on the future of crowdsourcing in computer vision.Comment: A 69-page meta review of the field, Foundations and Trends in
Computer Graphics and Vision, 201
Automatic annotation of tennis games: An integration of audio, vision, and learning
Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level
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