9 resultados para violence in video games

em Boston University Digital Common


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A system is described that tracks moving objects in a video dataset so as to extract a representation of the objects' 3D trajectories. The system then finds hierarchical clusters of similar trajectories in the video dataset. Objects' motion trajectories are extracted via an EKF formulation that provides each object's 3D trajectory up to a constant factor. To increase accuracy when occlusions occur, multiple tracking hypotheses are followed. For trajectory-based clustering and retrieval, a modified version of edit distance, called longest common subsequence (LCSS) is employed. Similarities are computed between projections of trajectories on coordinate axes. Trajectories are grouped based, using an agglomerative clustering algorithm. To check the validity of the approach, experiments using real data were performed.

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In gesture and sign language video sequences, hand motion tends to be rapid, and hands frequently appear in front of each other or in front of the face. Thus, hand location is often ambiguous, and naive color-based hand tracking is insufficient. To improve tracking accuracy, some methods employ a prediction-update framework, but such methods require careful initialization of model parameters, and tend to drift and lose track in extended sequences. In this paper, a temporal filtering framework for hand tracking is proposed that can initialize and reset itself without human intervention. In each frame, simple features like color and motion residue are exploited to identify multiple candidate hand locations. The temporal filter then uses the Viterbi algorithm to select among the candidates from frame to frame. The resulting tracking system can automatically identify video trajectories of unambiguous hand motion, and detect frames where tracking becomes ambiguous because of occlusions or overlaps. Experiments on video sequences of several hundred frames in duration demonstrate the system's ability to track hands robustly, to detect and handle tracking ambiguities, and to extract the trajectories of unambiguous hand motion.

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Dynamic service aggregation techniques can exploit skewed access popularity patterns to reduce the costs of building interactive VoD systems. These schemes seek to cluster and merge users into single streams by bridging the temporal skew between them, thus improving server and network utilization. Rate adaptation and secondary content insertion are two such schemes. In this paper, we present and evaluate an optimal scheduling algorithm for inserting secondary content in this scenario. The algorithm runs in polynomial time, and is optimal with respect to the total bandwidth usage over the merging interval. We present constraints on content insertion which make the overall QoS of the delivered stream acceptable, and show how our algorithm can satisfy these constraints. We report simulation results which quantify the excellent gains due to content insertion. We discuss dynamic scenarios with user arrivals and interactions, and show that content insertion reduces the channel bandwidth requirement to almost half. We also discuss differentiated service techniques, such as N-VoD and premium no-advertisement service, and show how our algorithm can support these as well.

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Background: To date, there is limited research examining sleep patterns in elementary school children. Previous researchers focused on parental responses rather than student responses to determine factors that affect sleep. The presented study surveyed sleep patterns and examined external factors affecting total sleep time among elementary school children and adolescents. Methods: Students in grades 2-5 (n=885) and grade 10 (n=190) enrolled in a public school system in the Northeast, completed a district administered survey that included questions on sleep duration and hygiene. Results. Average reported sleep duration decreased with increasing grade level. Children in grades 2-5 woke up earlier (31.7-72.4%) and on their own in comparison to adolescents in grade 10 (6.8%). Significantly shorter sleep durations were associated with having a television (grades 2, 4, 5, p< 0.01) or a cell phone in the room (grades 3, 4; p < 0.05), playing on the computer or video games (grades 3, 4, p<.001) before going to bed. In contrast, students in grade 2, 3, & 4 who reported reading a book before going to bed slept on average 21 minutes more per night (p=.029, .007, .009, respectively). For tenth graders, only consumption of energy drinks led to significant reduction in sleep duration (p<.0001). Conclusion. Sleep is a fundamental aspect in maintaining a healthy and adequate life style. Understanding sleep patterns will assist parents, health care providers, and educators in promoting quality sleep hygiene in school-aged children.

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A novel approach for real-time skin segmentation in video sequences is described. The approach enables reliable skin segmentation despite wide variation in illumination during tracking. An explicit second order Markov model is used to predict evolution of the skin-color (HSV) histogram over time. Histograms are dynamically updated based on feedback from the current segmentation and predictions of the Markov model. The evolution of the skin-color distribution at each frame is parameterized by translation, scaling and rotation in color space. Consequent changes in geometric parameterization of the distribution are propagated by warping and resampling the histogram. The parameters of the discrete-time dynamic Markov model are estimated using Maximum Likelihood Estimation, and also evolve over time. The accuracy of the new dynamic skin color segmentation algorithm is compared to that obtained via a static color model. Segmentation accuracy is evaluated using labeled ground-truth video sequences taken from staged experiments and popular movies. An overall increase in segmentation accuracy of up to 24% is observed in 17 out of 21 test sequences. In all but one case the skin-color classification rates for our system were higher, with background classification rates comparable to those of the static segmentation.

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Hand signals are commonly used in applications such as giving instructions to a pilot for airplane take off or direction of a crane operator by a foreman on the ground. A new algorithm for recognizing hand signals from a single camera is proposed. Typically, tracked 2D feature positions of hand signals are matched to 2D training images. In contrast, our approach matches the 2D feature positions to an archive of 3D motion capture sequences. The method avoids explicit reconstruction of the 3D articulated motion from 2D image features. Instead, the matching between the 2D and 3D sequence is done by backprojecting the 3D motion capture data onto 2D. Experiments demonstrate the effectiveness of the approach in an example application: recognizing six classes of basketball referee hand signals in video.

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An automated system for detection of head movements is described. The goal is to label relevant head gestures in video of American Sign Language (ASL) communication. In the system, a 3D head tracker recovers head rotation and translation parameters from monocular video. Relevant head gestures are then detected by analyzing the length and frequency of the motion signal's peaks and valleys. Each parameter is analyzed independently, due to the fact that a number of relevant head movements in ASL are associated with major changes around one rotational axis. No explicit training of the system is necessary. Currently, the system can detect "head shakes." In experimental evaluation, classification performance is compared against ground-truth labels obtained from ASL linguists. Initial results are promising, as the system matches the linguists' labels in a significant number of cases.

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We introduce a view-point invariant representation of moving object trajectories that can be used in video database applications. It is assumed that trajectories lie on a surface that can be locally approximated with a plane. Raw trajectory data is first locally approximated with a cubic spline via least squares fitting. For each sampled point of the obtained curve, a projective invariant feature is computed using a small number of points in its neighborhood. The resulting sequence of invariant features computed along the entire trajectory forms the view invariant descriptor of the trajectory itself. Time parametrization has been exploited to compute cross ratios without ambiguity due to point ordering. Similarity between descriptors of different trajectories is measured with a distance that takes into account the statistical properties of the cross ratio, and its symmetry with respect to the point at infinity. In experiments, an overall correct classification rate of about 95% has been obtained on a dataset of 58 trajectories of players in soccer video, and an overall correct classification rate of about 80% has been obtained on matching partial segments of trajectories collected from two overlapping views of outdoor scenes with moving people and cars.

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Moving cameras are needed for a wide range of applications in robotics, vehicle systems, surveillance, etc. However, many foreground object segmentation methods reported in the literature are unsuitable for such settings; these methods assume that the camera is fixed and the background changes slowly, and are inadequate for segmenting objects in video if there is significant motion of the camera or background. To address this shortcoming, a new method for segmenting foreground objects is proposed that utilizes binocular video. The method is demonstrated in the application of tracking and segmenting people in video who are approximately facing the binocular camera rig. Given a stereo image pair, the system first tries to find faces. Starting at each face, the region containing the person is grown by merging regions from an over-segmented color image. The disparity map is used to guide this merging process. The system has been implemented on a consumer-grade PC, and tested on video sequences of people indoors obtained from a moving camera rig. As can be expected, the proposed method works well in situations where other foreground-background segmentation methods typically fail. We believe that this superior performance is partly due to the use of object detection to guide region merging in disparity/color foreground segmentation, and partly due to the use of disparity information available with a binocular rig, in contrast with most previous methods that assumed monocular sequences.