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Player Action Recognition in Broadcast Tennis Video with Applications
to Semantic Analysis of Sport Game
Guangyu Zhu, Changsheng Xu Qingming Huang, Wen Gao
Liyuan Xing
Outline
• Introduction
• Framework Overview
• Player Action Recognition
• Video Analysis
• Experimental Results
Introduction
• Semantic gap– between user semantics and low-level
feature– Object in sports video can consider as
an effective mid-level representation
• Action Recognition– Far-view– Foreside-swing backside-Swing
Introduction
• Multimodal Framework– Action recognition method based on
motion analysis– High-level analysis
• Video Indexing• Highlight ranking• Tactic analysis
Framework Overview
• Sports video database
• Low-level analysis
• Middle-level analysis
• Fusion scheme
• High-level analysis
Low-level Analysis
• Dominant color-based algorithm in [16] was used to identify all the in-play shots
Player Action Recognition
• Related Work– Shah[8], Gavrila[9] recognition with close-up
views– Motion representation
• Motion history/energy image [12]• Spatial arrangement of moving points [13]• Several Constraints
– Efroes[11]• Motion descriptor in a spatio-temporal volume• NNC similarity measure
– Miyamori[14][15]• Base on silhouette transition• Appearance feature is not preserved across videos
Player Tracking and Stabilization
• Player Tracking– Initial position: detection algo. in [16]– SVR particle filter [24]
• Player region centroid
Local Motion Representation
• S-OFHs– slice based optical flow histogram
• The prob. of bin(u)
• The prob. of bin(u) in slice
Local Motion Representation
• Two slice of the figure is used• Horizontal and vertical optical field is used
Action Classification
• Using SVM• The concatenation of four S-OFHs is fed
as feature vector• Audio keywords
– Silence, hitting ball, applause
Video Analysis
• Fusion of mid-level features
• Action Based Tennis Video Indexing
• Highlights Ranking and Browsing
• Tactics Analysis and Statistics
Highlights Ranking
• Affective Features(4 for this paper)• Features on action
– Swing Switching Rate
Highlights Ranking
• Features on trajectory– Speed of Player (SOP)– Maximum Covered Court
• The rectangle shaped with left most, rightmost, topmost, and bottommost points
– Direction Switching Rate
Highlights Ranking
• The feature vector comprised of four affective features is fed into the ranking model
• Support vector regression• User defined threshold
Future Work
• More effective slice partition• Involve more semantic action
– Ex. Overhead-swing
• Action recognition apply to more applications such as 3-D scene reconstruction
• Include the ranking accuracy by combining audio features