1000 resultados para video indexing


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OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside.

METHODS: Participants were children 9 to 12 years of age, with a BMI >50th percentile, but <99th percentile; none of these children a medical condition that would preclude physical activity or playing video games. A randomized clinical trial assigned children to receiving 2 active or 2 inactive video games, the peripherals necessary to run the games, and a Wii console. Physical activity was monitored by using accelerometers for 5 weeks over the course of a 13-week experiment. Neighborhood safety was assessed with a 12 item validated questionnaire.

RESULTS: There was no evidence that children receiving the active video games were more active in general, or at anytime, than children receiving the inactive video games. The outcomes were not moderated by parent perceived neighborhood safety, child BMI z score, or other demographic characteristics.

CONCLUSIONS: These results provide no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children.

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Background: A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA.

Method: Studies on AVG play energy expenditure (EE) and maintenance of play in youth were systematically identified in the published literature and assessed for quality and informational value.

Results: Nine studies measuring AVG play EE were identified. The meta-analytic estimates of average METs across these studies were 3.1 (95% CI: 2.6, 3.6) to 3.2 (95% CI: 2.7, 3.7). No games elicited an average EE above the 6 MET threshold for vigorous EE. Observed differences between studies were likely due to the different types of games used, rather than age or gender. Four studies related to maintenance of play were identified. Most studies reported AVG use declined over time. Studies were of low-to-medium quality.

Conclusion: AVGs are capable of generating EE in youth to attain PA guidelines. Few studies have assessed sustainability of AVG play, which appears to diminish after a short period of time for most players. Better-quality future research must address how AVG play could be maintained over longer periods of time.

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We propose Video Driven Traffic Modelling (VDTM) for accurate simulation of real-world traffic behaviours with detailed information and low-cost model development and maintenance. Computer vision techniques are employed to estimate traffic parameters. These parameters are used to build and update a traffic system model. The model is simulated using the Paramics traffic simulation platform. Based on the simulation techniques, effects of traffic interventions can be evaluated in order to achieve better decision makings for traffic management authorities. In this paper, traffic parameters such as vehicle types, times of starting trips and corresponding origin-destinations are extracted from a video. A road network is manually defined according to the traffic composition in the video, and individual vehicles associated with extracted properties are modelled and simulated within the defined road network using Paramics. VDTM has widespread potential applications in supporting traffic decision-makings. To demonstrate the effectiveness, we apply it in optimizing a traffic signal control system, which adaptively adjusts green times of signals at an intersection to reduce traffic congestion.

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As a problem of high practical appeal but outstanding challenges, computer-based face recognition remains a topic of extensive research attention. In this paper we are specifically interested in the task of identifying a person from multiple training and query images. Thus, a novel method is proposed which advances the state-of-the-art in set based face recognition. Our method is based on a previously described invariant in the form of generic shape-illumination effects. The contributions include: (i) an analysis of computational demands of the original method and a demonstration of its practical limitations, (ii) a novel representation of personal appearance in the form of linked mixture models in image and pose-signature spaces, and (iii) an efficient (in terms of storage needs and matching time) manifold re-illumination algorithm based on the aforementioned representation. An evaluation and comparison of the proposed method with the original generic shape-illumination algorithm shows that comparably high recognition rates are achieved on a large data set (1.5% error on 700 face sets containing 100 individuals and extreme illumination variation) with a dramatic improvement in matching speed (over 700 times for sets containing 1600 faces) and storage requirements (independent of the number of training images).

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We consider the problem of matching a face in a low resolution query video sequence against a set of higher quality gallery sequences. This problem is of interest in many applications, such as law enforcement. Our main contribution is an extension of the recently proposed Generic Shape-Illumination Manifold (gSIM) framework. Specifically, (i) we show how super-resolution across pose and scale can be achieved implicitly, by off-line learning of subsampling artefacts; (ii) we use this result to propose an extension to the statistical model of the gSIM by compounding it with a hierarchy of subsampling models at multiple scales; and (iii) we describe an extensive empirical evaluation of the method on over 1300 video sequences – we first measure the degradation in performance of the original gSIM algorithm as query sequence resolution is decreased and then show that the proposed extension produces an error reduction in the mean recognition rate of over 50%.

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In spite of over two decades of intense research, illumination and pose invariance remain prohibitively challenging aspects of face recognition for most practical applications. The objective of this work is to recognize faces using video sequences both for training and recognition input, in a realistic, unconstrained setup in which lighting, pose and user motion pattern have a wide variability and face images are of low resolution. In particular there are three areas of novelty: (i) we show how a photometric model of image formation can be combined with a statistical model of generic face appearance variation, learnt offline, to generalize in the presence of extreme illumination changes; (ii) we use the smoothness of geodesically local appearance manifold structure and a robust same-identity likelihood to achieve invariance to unseen head poses; and (iii) we introduce an accurate video sequence “reillumination” algorithm to achieve robustness to face motion patterns in video. We describe a fully automatic recognition system based on the proposed method and an extensive evaluation on 171 individuals and over 1300 video sequences with extreme illumination, pose and head motion variation. On this challenging data set our system consistently demonstrated a nearly perfect recognition rate (over 99.7%), significantly outperforming state-of-the-art commercial software and methods from the literature

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This work is motivated by two important trends in consumer computing: (i) the growing pervasiveness of mobile computing devices, and (ii) the users’ desire for increasingly complex but readily acquired and manipulated information content. Specifically, we develop and describe a system for 3D model creation of an object, using only a standard mobile device such as a smart phone. Our approach applies the structured light projection methodology and exploits multiple image input such as frames from a video sequence. In comparison with previous work, a significant further challenge addressed here is that of lower quality input data and limited hardware (processing power and memory, camera and projector quality). Novelties include: (i) a comparison of projection pattern detection approaches in the context of a mobile environment – a robust method combining colour detection and a phase congruency descriptor is evaluated, (ii) a model for single view reconstruction which exploits epipolar, coplanarity and topological constraints, (iii) the use of mobile device sensor data in the iterative closest point algorithm used to register multiple partial 3D reconstructions, and (iv) two heuristics for determining the order in which buffered single view based reconstructions are merged. Our experiments demonstrate that visually appealing results are obtained in a speedy manner which does not require specialist knowledge or expertise from the user.

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The objective of this work is to recognize faces using video sequences both for training and novel input, in a realistic, unconstrained setup in which lighting, pose and user motion pattern have a wide variability and face images are of low resolution. There are three major areas of novelty: (i) illumination generalization is achieved by combining coarse histogram correction with fine illumination manifold-based normalization; (ii) pose robustness is achieved by decomposing each appearance manifold into semantic Gaussian pose clusters, comparing the corresponding clusters and fusing the results using an RBF network; (iii) a fully automatic recognition system based on the proposed method is described and extensively evaluated on 600 head motion video sequences with extreme illumination, pose and motion pattern variation. On this challenging data set our system consistently demonstrated a very high recognition rate (95% on average), significantly outperforming state-of-the-art methods from the literature.

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Illumination and pose invariance are the most challenging aspects of face recognition. In this paper we describe a fully automatic face recognition system that uses video information to achieve illumination and pose robustness. In the proposed method, highly nonlinear manifolds of face motion are approximated using three Gaussian pose clusters. Pose robustness is achieved by comparing the corresponding pose clusters and probabilistically combining the results to derive a measure of similarity between two manifolds. Illumination is normalized on a per-pose basis. Region-based gamma intensity correction is used to correct for coarse illumination changes, while further refinement is achieved by combining a learnt linear manifold of illumination variation with constraints on face pattern distribution, derived from video. Comparative experimental evaluation is presented and the proposed method is shown to greatly outperform state-of-the-art algorithms. Consistent recognition rates of 94-100% are achieved across dramatic changes in illumination.

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