195 resultados para video summarization

em Deakin Research Online - Australia


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Summarization is an essential requirement for achieving a more compact and interesting representation of sports video contents. We propose a framework that integrates highlights into play segments and reveal why we should still retain breaks. Experimental results show that fast detections of whistle sounds, crowd excitement, and text boxes can complement existing techniques for play-breaks and highlights localization.

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To enable content-based retrieval, highlights extraction from broadcasted sport video has been an active research topic in the last decade. There is a well-known theory that high-level semantic, such as goal in soccer can be detected based on the occurrences of specific audio and visual features that can be extracted automatically. However, there is yet a definitive solution for the scope (i.e. start and end) of the detection for self consumable highlights. Thus, in this paper we will primarily demonstrate the benefits of using play-break for this purpose. Moreover, we also propose a browsing scheme that is based on integrated play-break and highlights (extended from [1]). To validate our approach, we will present the results from some experiments and a user study.

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This paper aims to automatically extract and classify self-consumable sport video highlights. For this purpose, we will emphasize the benefits of using play-break sequences as the effective inputs for HMMbased classifier. HMM is used to model the stochastic pattern of high-level states during specific sport highlights which correspond to the sequence of generic audio-visual measurements extracted from raw video data. This paper uses soccer as the domain study, focusing on the extraction and classification of goal, shot and foul highlights. The experiment work which uses183 play-break sequences from 6 soccer matches will be presented to demonstrate the performance of our proposed scheme.

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The demand for various multimedia applications is rapidly increasing due to the recent advance in the computing and network infrastructure, together with the widespread use of digital video technology. Among the key elements for the success of these applications is how to effectively and efficiently manage and store a huge amount of audio visual information, while at the same time providing user-friendly access to the stored data. This has fueled a quickly evolving research area known as video abstraction. As the name implies, video abstraction is a mechanism for generating a short summary of a video, which can either be a sequence of stationary images (keyframes) or moving images (video skims). In terms of browsing and navigation, a good video abstract will enable the user to gain maximum information about the target video sequence in a specified time constraint or sufficient information in the minimum time. Over past years, various ideas and techniques have been proposed towards the effective abstraction of video contents. The purpose of this article is to provide a systematic classification of these works. We identify and detail, for each approach, the underlying components and how they are addressed in specific works. © 2007 ACM.

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The aim of this work is to devise an effective method for static summarization of home video sequences. Based on the premise that the user watching a summary is interested in people related (how many, who, emotional state) or activity related aspects, we formulate a novel approach to video summarization that works to specifically expose relevant video frames that make the content spotting tasks possible. Unlike existing approaches, which work on low-level features which often produce the summary not appealing to the viewer due to the semantic gap between low-level features and high-level concepts, our approach is driven by various utility functions (identity count, identity recognition, emotion recognition, activity recognition, sense of space) that use the results of face detection, face clustering, shot clustering and within cluster frame alignment. The summarization problem is then treated as the problem of extracting the set of key frames that have the maximum combined utility.

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In this paper, we propose a service-oriented content adaptation framework and an approach to the Content Adaptation Service Selection (CASS) problem. In particular, the problem is how to assign adaptation tasks (e.g., transcoding, video summarization, etc) together with respective content segments to appropriate adaptation services. Current systems tend to be mostly centralized suffering from single point failures. The proposed algorithm consists of a greedy and single objective assignment function that is constructed on top of an adaptation path tree. The performance of the proposed service selection framework is studied in terms of efficiency of service selection execution under various conditions. The results indicate that the proposed policy performs substantially better than the baseline approach.

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This paper describes our first attempt at tackling a pilot task in Trecvid: video summarization of rushes data [3]. Our method is based on the tight clustering produced via SIFT matching. In this first attempt, we try to examine how our approach performs without complex implementation in terms of concept detection and excerpt assembly (i.e, no picture-in-picture, split screen and special transitions). Although we do not perform very well in terms of concept inclusion, we rank very well in terms of the summary being easy to understand and relevancy of included segments.

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An effective scheme for soccer summarization is significant to improve the usage of this massively growing video data. The paper presents an extension to our recent work which proposed a framework to integrate highlights into play-breaks to construct more complete soccer summaries. The current focus is to demonstrate the benefits of detecting some specific audio-visual features during play-break sequences in order to classify highlights contained within them. The main purpose is to generate summaries which are self-consumable individually. To support this framework, the algorithms for shot classification and detection of near-goal and slow-motion replay scenes is described. The results of our experiment using 5 soccer videos (20 minutes each) show the performance and reliability of our framework.

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Due to the repetitive and lengthy nature, automatic content-based summarization is essential to extract a more compact and interesting representation of sport video. State-of-the art approaches have confirmed that high-level semantic in sport video can be detected based on the occurrences of specific audio and visual features (also known as cinematic). However, most of them still rely heavily on manual investigation to construct the algorithms for highlight detection. Thus, the primary aim of this paper is to demonstrate how the statistics of cinematic features within play-break sequences can be used to less-subjectively construct highlight classification rules. To verify the effectiveness of our algorithms, we will present some experimental results using six AFL (Australian Football League) matches from different broadcasters. At this stage, we have successfully classified each play-break sequence into: goal, behind, mark, tackle, and non-highlight. These events are chosen since they are commonly used for broadcasted AFL highlights. The proposed algorithms have also been tested successfully with soccer video.

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Summarization of cricket videos is very important because of three reasons: 1) its long duration making manual highlights generation tedious 2) less explored area compared to other sports like soccer 3) huge viewership. We propose a novel summarization scheme for cricket which exploits its contextual semantics. First, we detect the bowling frames based on which the video is temporally segmented into individual deliveries. Then each temporal segment representing a delivery is classified into an interesting or non-interesting segment based on detection of events namely boundaries and wickets. Due to the high frequency of ads and replays in cricket, we have proposed robust algorithms for their removal. Finally, we have proposed a finite state automaton based modeling of the temporal segments to extract key-frames. We have also extended the framework to include text cues and expert choices and also developed a hierarchical summary. We have tested our algorithm on several broadcast cricket videos and obtained good results.

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Telemedicine emerges as a viable solution to New Zealand health providers in reaching out to rural patients, in offering medical services and conducting administrative meetings and training. No research exists about adoption of telemedicine in New Zealand. The purpose of this case study was to explain factors influencing adoption of telemedicine utilizing video conferencing technology (TMVC) within a New Zealand hospital known as KiwiCare. Since TMVC is part of IT, tackling it from within technological innovation literature may assist in providing an insight into its adoption within KiwiCare and into the literature. Findings indicate weak presence of critical assessment into technological innovation factors prior to the adoption decision, thereby leading to its weak utilization. Factors like complexity, compatibility and trialability were not assessed extensively by KiwiCare and would have hindered TMVC adoption. TMVC was mainly assessed according to its relative advantage and to its cost effectiveness along with other facilitating and accelerating factors. This is essential but should be alongside technological and other influencing factors highlighted in the literature.

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Research .over the past two decades has confirmed the learning opportunities that video games can offer. The objectives of the current study were to investigate the ability of video games to enhance divided attention skills and compare these skills based on individuals' level of expertise in video game playing. Female participants aged between 17-25 years categorised as experts or novices, were divided into experimental and control groups. All participants completed the pre and post-test of divided attention between which only the experimental group received video game training. Results indicate that participants who received video game practice achieved an increase in their dual-attention skills compared to those who did not receive any training, with novices displaying a greater
enhancement in perfonnance. Implications include the provision of video game training to enhance divided attention skills in air pilot training, driving, and heavyequipment operation apart from other tasks necessitating dual-task efficiency.

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This paper aims to show that by using low level feature extraction, motion and object identifying and tracking methods, features can be extracted and indexed for efficient and effective retrieval for video; such as an awards ceremony video. Video scene/shot analysis and key frame extraction are used as a foundation to identify objects in video and be able to find spatial relationships within the video. The compounding of low level features such as colour, texture and abstract object identification lead into higher level real object identification and tracking and scene detection. The main focus is on using a video style that is different to the heavily used sports and news genres. Using different video styles can open the door to creating methods that could encompass all video types instead of specialized methods for each specific style of video.