Automatically generating a summary of a sports video poses the challenge of detecting interesting moments, or highlights, of a game. Traditional sports video summarization methods leverage editing conventions of broadcast sports video that facilitate the extraction of high-level semantics. However, user-generated videos are not edited and, thus, traditional methods are not suitable to generate a summary. In order to solve this problem, this paper proposes a novel video summarization method that uses players' actions as a cue to determine the highlights of the original video. A deep neural-network-based approach is used to extract two types of action-related features and to classify video segments into interesting or uninteresting parts. The proposed method can be applied to any sports in which games consist of a succession of actions. Especially, this paper considers the case of Kendo (Japanese fencing) as an example of a sport to evaluate the proposed method. The method is trained using Kendo videos with ground truth labels that indicate the video highlights. The labels are provided by annotators possessing a different experience with respect to Kendo to demonstrate how the proposed method adapts to different needs. The performance of the proposed method is compared with several combinations of different features, and the results show that it outperforms previous summarization methods.
10 February 2009 in IEEE Transactions on Multimedia
In recent years, the problem of camcorder piracy in theaters has become more serious due to technical advances in camcorders. In this paper, as a new deterrent to camcorder piracy, we propose a system for estimating the recording position from which a camcorder recording is made. The system is based on spread-spectrum audio watermarking for the multichannel movie soundtrack. It utilizes a stochastic model of the detection strength, which is calculated in the watermark detection process. Our experimental results show that the system estimates recording positions in an actual theater with a mean estimation error of 0.44 m. The results of our MUSHRA subjective listening tests show the method does not significantly spoil the subjective acoustic quality of the soundtrack. These results indicate that the proposed system is applicable for practical uses.
21 December 2019 in International Journal of Multimedia Information Retrieval
In automatic art analysis, models that besides the visual elements of an artwork represent the relationships between the different artistic attributes could be very informative. Those kinds of relationships, however, usually appear in a very subtle way, being extremely difficult to detect with standard convolutional neural networks. In this work, we propose to capture contextual artistic information from fine-art paintings with a specific ContextNet network. As context can be obtained from multiple sources, we explore two modalities of ContextNets: one based on multitask learning and another one based on knowledge graphs. Once the contextual information is obtained, we use it to enhance visual representations computed with a neural network. In this way, we are able to (1) capture information about the content and the style with the visual representations and (2) encode relationships between different artistic attributes with the ContextNet. We evaluate our models on both painting classification and retrieval, and by visualising the resulting embeddings on a knowledge graph, we can confirm that our models represent specific stylistic aspects present in the data.
29 April 2021 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Conventional 3D convolutional neural networks (CNNs) are computationally expensive, memory intensive, prone to overfitting, and most importantly, there is a need to improve their feature learning capabilities. To address these issues, we propose spatio-temporal short term Fourier transform (STFT) blocks, a new class of convolutional blocks that can serve as an alternative to the 3D convolutional layer and its variants in 3D CNNs. An STFT block consists of non-trainable convolution layers that capture spatially and/or temporally local Fourier information using a STFT kernel at multiple low frequency points, followed by a set of trainable linear weights for learning channel correlations. The STFT blocks significantly reduce the space-time complexity in 3D CNNs. In general, they use 3.5 to 4.5 times less parameters and 1.5 to 1.8 times less computational costs when compared to the state-of-the-art methods. Furthermore, their feature learning capabilities are significantly better than the conventional 3D convolutional layer and its variants. Our extensive evaluation on seven action recognition datasets, including Something-something v1 and v2, Jester, Diving-48, Kinetics-400, UCF 101, and HMDB 51, demonstrate that STFT blocks based 3D CNNs achieve on par or even better performance compared to the state-of-the-art methods.
Semantic video segmentation is a key challenge for various applications. This paper presents a new model named Noisy-LSTM, which is trainable in an end-to-end manner, with convolutional LSTMs (ConvLSTMs) to leverage the temporal coherence in video frames, together with a simple yet effective training strategy that replaces a frame in a given video sequence with noises. Our training strategy spoils the temporal coherence in video frames and thus makes the temporal links in ConvLSTMs unreliable; this may consequently improve the ability of the model to extract features from video frames and serve as a regularizer to avoid overfitting, without requiring extra data annotations or computational costs. Experimental results demonstrate that the proposed model can achieve state-of-the-art performances on both the CityScapes and EndoVis2018 datasets. The code for the proposed method is available at https://github.com/wbw520/NoisyLSTM.
Few-shot learning (FSL) approaches, mostly neural network-based, assume that pre-trained knowledge can be obtained from base (seen) classes and transferred to novel (unseen) classes. However, the black-box nature of neural networks makes it difficult to understand what is actually transferred, which may hamper FSL application in some risk-sensitive areas. In this paper, we reveal a new way to perform FSL for image classification, using a visual representation from the backbone model and patterns generated by a self-attention based explainable module. The representation weighted by patterns only includes a minimum number of distinguishable features and the visualized patterns can serve as an informative hint on the transferred knowledge. On three mainstream datasets, experimental results prove that the proposed method can enable satisfying explainability and achieve high classification results. Code is available at https://github.com/wbw520/MTUNet.