Search results for: 3D Video
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 400

Search results for: 3D Video

310 A Video-Based Observation and Analysis Method to Assess Human Movement and Behaviour in Crowded Areas

Authors: Shahrol Mohamaddan, Keith Case, Ana Sakura Zainal Abidin

Abstract:

Human movement in the real world provides important information for developing human behaviour models and simulations. However, it is difficult to assess ‘real’ human behaviour since there is no established method available. As part of the AUNTSUE (Accessibility and User Needs in Transport – Sustainable Urban Environments) project, this research aimed to propose a method to assess human movement and behaviour in crowded areas. The method is based on the three major steps of video recording, conceptual behavior modelling and video analysis. The focus is on individual human movement and behaviour in normal situations (panic situations are not considered) and the interactions between individuals in localized areas. Emphasis is placed on gaining knowledge of characteristics of human movement and behaviour in the real world that can be modelled in the virtual environment.

Keywords: Video observation, Human movement, Behaviour, Crowds, Ergonomics, AUNT-SUE

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309 Abrupt Scene Change Detection

Authors: Priyadarshinee Adhikari, Neeta Gargote, Jyothi Digge, B.G. Hogade

Abstract:

A number of automated shot-change detection methods for indexing a video sequence to facilitate browsing and retrieval have been proposed in recent years. This paper emphasizes on the simulation of video shot boundary detection using one of the methods of the color histogram wherein scaling of the histogram metrics is an added feature. The difference between the histograms of two consecutive frames is evaluated resulting in the metrics. Further scaling of the metrics is performed to avoid ambiguity and to enable the choice of apt threshold for any type of videos which involves minor error due to flashlight, camera motion, etc. Two sample videos are used here with resolution of 352 X 240 pixels using color histogram approach in the uncompressed media. An attempt is made for the retrieval of color video. The simulation is performed for the abrupt change in video which yields 90% recall and precision value.

Keywords: Abrupt change, color histogram, ground-truthing, precision, recall, scaling, threshold.

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308 Performance Enhancement of Motion Estimation Using SSE2 Technology

Authors: Trung Hieu Tran, Hyo-Moon Cho, Sang-Bock Cho

Abstract:

Motion estimation is the most computationally intensive part in video processing. Many fast motion estimation algorithms have been proposed to decrease the computational complexity by reducing the number of candidate motion vectors. However, these studies are for fast search algorithms themselves while almost image and video compressions are operated with software based. Therefore, the timing constraints for running these motion estimation algorithms not only challenge for the video codec but also overwhelm for some of processors. In this paper, the performance of motion estimation is enhanced by using Intel's Streaming SIMD Extension 2 (SSE2) technology with Intel Pentium 4 processor.

Keywords: Motion Estimation, Full Search, Three StepSearch, MMX/SSE/SSE2 Technologies, SIMD.

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307 An Exploration of Brand Storytelling in a Video Sharing Social Network

Authors: Charmaine du Plessis

Abstract:

The brand storytelling themes and emotional appeals of three major global brands were analysed by means of visual rhetoric in a digital environment focusing on the ethos communication technique. A well-known framework of five basic brand personality dimensions was used to delineate the analysis. Brand storytelling as a branding technique is becoming increasingly popular, especially since all brands can tell a story to connect and engage with consumers on an emotional level. Social media have changed the way in which brand stories are shared with online consumers, while social video networking sites in particular create an opportunity to share brand stories with a much greater target audience through electronic word of mouth (eWOM). The findings not only confirm three dimensions in the traditional brand personality framework, but can also serve as a heuristic tool for other researchers analyzing brand storytelling in a social video sharing network environment.

Keywords: Communication technique, visual rhetoric, social video sharing network, brand storytelling.

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306 Anonymous Editing Prevention Technique Using Gradient Method for High-Quality Video

Authors: Jiwon Lee, Chanho Jung, Si-Hwan Jang, Kyung-Ill Kim, Sanghyun Joo, Wook-Ho Son

Abstract:

Since the advances in digital imaging technologies have led to development of high quality digital devices, there are a lot of illegal copies of copyrighted video content on the Internet. Also, unauthorized editing is occurred frequently. Thus, we propose an editing prevention technique for high-quality (HQ) video that can prevent these illegally edited copies from spreading out. The proposed technique is applied spatial and temporal gradient methods to improve the fidelity and detection performance. Also, the scheme duplicates the embedding signal temporally to alleviate the signal reduction caused by geometric and signal-processing distortions. Experimental results show that the proposed scheme achieves better performance than previously proposed schemes and it has high fidelity. The proposed scheme can be used in unauthorized access prevention method of visual communication or traitor tracking applications which need fast detection process to prevent illegally edited video content from spreading out.

Keywords: Editing prevention technique, gradient method, high-quality video, luminance change, visual communication.

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305 Support Vector Machines For Understanding Lane Color and Sidewalks

Authors: Hoon Lee, Soonyoung Park, Kyoungho Choi

Abstract:

Understanding road features such as lanes, the color of lanes, and sidewalks in a live video captured from a moving vehicle is essential to build video-based navigation systems. In this paper, we present a novel idea to understand the road features using support vector machines. Various feature vectors including color components of road markings and the difference between two regions, i.e., chosen AOIs, and so on are fed into SVM, deciding colors of lanes and sidewalks robustly. Experimental results are provided to show the robustness of the proposed idea.

Keywords: video-based navigation system, lane detection, SVMs, autonomous vehicles

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304 Data Placement in Heterogeneous Storage of Short Videos

Authors: W. Jaipahkdee, C. Srinilta

Abstract:

The overall service performance of I/O intensive system depends mainly on workload on its storage system. In heterogeneous storage environment where storage elements from different vendors with different capacity and performance are put together, workload should be distributed according to storage capability. This paper addresses data placement issue in short video sharing website. Workload contributed by a video is estimated by the number of views and life time span of existing videos in same category. Experiment was conducted on 42,000 video titles in six weeks. Result showed that the proposed algorithm distributed workload and maintained balance better than round robin and random algorithms.

Keywords: data placement, heterogeneous storage system, YouTube, short videos

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303 Player Number Localization and Recognition in Soccer Video using HSV Color Space and Internal Contours

Authors: Matko Šaric, Hrvoje Dujmic, Vladan Papic, Nikola Rožic

Abstract:

Detection of player identity is challenging task in sport video content analysis. In case of soccer video player number recognition is effective and precise solution. Jersey numbers can be considered as scene text and difficulties in localization and recognition appear due to variations in orientation, size, illumination, motion etc. This paper proposed new method for player number localization and recognition. By observing hue, saturation and value for 50 different jersey examples we noticed that most often combination of low and high saturated pixels is used to separate number and jersey region. Image segmentation method based on this observation is introduced. Then, novel method for player number localization based on internal contours is proposed. False number candidates are filtered using area and aspect ratio. Before OCR processing extracted numbers are enhanced using image smoothing and rotation normalization.

Keywords: player number, soccer video, HSV color space

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302 Hardware Implementation of Local Binary Pattern Based Two-Bit Transform Motion Estimation

Authors: Seda Yavuz, Anıl Çelebi, Aysun Taşyapı Çelebi, Oğuzhan Urhan

Abstract:

Nowadays, demand for using real-time video transmission capable devices is ever-increasing. So, high resolution videos have made efficient video compression techniques an essential component for capturing and transmitting video data. Motion estimation has a critical role in encoding raw video. Hence, various motion estimation methods are introduced to efficiently compress the video. Low bit‑depth representation based motion estimation methods facilitate computation of matching criteria and thus, provide small hardware footprint. In this paper, a hardware implementation of a two-bit transformation based low-complexity motion estimation method using local binary pattern approach is proposed. Image frames are represented in two-bit depth instead of full-depth by making use of the local binary pattern as a binarization approach and the binarization part of the hardware architecture is explained in detail. Experimental results demonstrate the difference between the proposed hardware architecture and the architectures of well-known low-complexity motion estimation methods in terms of important aspects such as resource utilization, energy and power consumption.

Keywords: Binarization, hardware architecture, local binary pattern, motion estimation, two-bit transform.

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301 The Impact of Video Games in Children-s Learning of Mathematics

Authors: Muhammad Ridhuan Tony Lim Abdullah, Zulqarnain Abu Bakar, Razol Mahari Ali, Ibrahima Faye, Hilmi Hasan

Abstract:

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Keywords: Technology for education, Gaming for education, Computer-based video games, Cognitive learning

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300 Factorial Design Analysis for Quality of Video on MANET

Authors: Hyoup-Sang Yoon

Abstract:

The quality of video transmitted by mobile ad hoc networks (MANETs) can be influenced by several factors, including protocol layers; parameter settings of each protocol. In this paper, we are concerned with understanding the functional relationship between these influential factors and objective video quality in MANETs. We illustrate a systematic statistical design of experiments (DOE) strategy can be used to analyze MANET parameters and performance. Using a 2k factorial design, we quantify the main and interactive effects of 7 factors on a response metric (i.e., mean opinion score (MOS) calculated by PSNR with Evalvid package) we then develop a first-order linear regression model between the influential factors and the performance metric.

Keywords: Evalvid, full factorial design, mobile ad hoc networks, ns-2.

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299 Study of Measures to Secure Video Phone Service Safety through a Preliminary Evaluationof the Information Security of the New IT Service

Authors: DongHoon Shin, Yunmook Nah, HoSeong Kim, Gang Shin Lee, Jae-Il Lee

Abstract:

The rapid advance of communication technology is evolving the network environment into the broadband convergence network. Likewise, the IT services operated in the individual network are also being quickly converged in the broadband convergence network environment. VoIP and IPTV are two examples of such new services. Efforts are being made to develop the video phone service, which is an advanced form of the voice-oriented VoIP service. However, the new IT services will be subject to stability and reliability vulnerabilities if the relevant security issues are not answered during the convergence of the existing IT services currently being operated in individual networks within the wider broadband network environment. To resolve such problems, this paper attempts to analyze the possible threats and identify the necessary security measures before the deployment of the new IT services. Furthermore, it measures the quality of the encryption algorithm application example to describe the appropriate algorithm in order to present security technology that will have no negative impact on the quality of the video phone service.

Keywords: BcN, Security Measures, Video Phone.

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298 A Broadcasting Strategy for Interactive Video-on-Demand Services

Authors: Yu-Wei Chen, Li-Ren Han

Abstract:

In this paper, we employ the approach of linear programming to propose a new interactive broadcast method. In our method, a film S is divided into n equal parts and broadcast via k channels. The user simultaneously downloads these segments from k channels into the user-s set-top-box (STB) and plays them in order. Our method assumes that the initial p segments will not have fast-forwarding capabilities. Every time the user wants to initiate d times fast-forwarding, according to our broadcasting strategy, the necessary segments already saved in the user-s STB or are just download on time for playing. The proposed broadcasting strategy not only allows the user to pause and rewind, but also to fast-forward.

Keywords: Broadcasting, Near Video-on-Demand (VOD), Linear Programming, Video-Cassette-Recorder (VCR) Functions, Waiting Time.

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297 FPGA Implementation of a Vision-Based Blind Spot Warning System

Authors: Yu Ren Lin, Yu Hong Li

Abstract:

Vision-based intelligent vehicle applications often require large amounts of memory to handle video streaming and image processing, which in turn increases complexity of hardware and software. This paper presents an FPGA implement of a vision-based blind spot warning system. Using video frames, the information of the blind spot area turns into one-dimensional information. Analysis of the estimated entropy of image allows the detection of an object in time. This idea has been implemented in the XtremeDSP video starter kit. The blind spot warning system uses only 13% of its logic resources and 95k bits block memory, and its frame rate is over 30 frames per sec (fps).

Keywords: blind-spot area, image, FPGA

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296 Object Tracking System Using Camshift, Meanshift and Kalman Filter

Authors: Afef Salhi, Ameni Yengui Jammaoussi

Abstract:

This paper presents a implementation of an object tracking system in a video sequence. This object tracking is an important task in many vision applications. The main steps in video analysis are two: detection of interesting moving objects and tracking of such objects from frame to frame. In a similar vein, most tracking algorithms use pre-specified methods for preprocessing. In our work, we have implemented several object tracking algorithms (Meanshift, Camshift, Kalman filter) with different preprocessing methods. Then, we have evaluated the performance of these algorithms for different video sequences. The obtained results have shown good performances according to the degree of applicability and evaluation criteria.

Keywords: Tracking, meanshift, camshift, Kalman filter, evaluation.

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295 Implementation of a Motion Detection System

Authors: Asif Ansari, T.C.Manjunath, C. Ardil

Abstract:

In today-s competitive environment, the security concerns have grown tremendously. In the modern world, possession is known to be 9/10-ths of the law. Hence, it is imperative for one to be able to safeguard one-s property from worldly harms such as thefts, destruction of property, people with malicious intent etc. Due to the advent of technology in the modern world, the methodologies used by thieves and robbers for stealing have been improving exponentially. Therefore, it is necessary for the surveillance techniques to also improve with the changing world. With the improvement in mass media and various forms of communication, it is now possible to monitor and control the environment to the advantage of the owners of the property. The latest technologies used in the fight against thefts and destruction are the video surveillance and monitoring. By using the technologies, it is possible to monitor and capture every inch and second of the area in interest. However, so far the technologies used are passive in nature, i.e., the monitoring systems only help in detecting the crime but do not actively participate in stopping or curbing the crime while it takes place. Therefore, we have developed a methodology to detect the motion in a video stream environment and this is an idea to ensure that the monitoring systems not only actively participate in stopping the crime, but do so while the crime is taking place. Hence, a system is used to detect any motion in a live streaming video and once motion has been detected in the live stream, the software will activate a warning system and capture the live streaming video.

Keywords: Motion, Detection, System, Video, Crime, Matlab, Surveillance.

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294 Subjective Assessment about Super Resolution Image Resolution

Authors: Seiichi Gohshi, Hiroyuki Sekiguchi, Yoshiyasu Shimizu, Takeshi Ikenaga

Abstract:

Super resolution (SR) technologies are now being applied to video to improve resolution. Some TV sets are now equipped with SR functions. However, it is not known if super resolution image reconstruction (SRR) for TV really works or not. Super resolution with non-linear signal processing (SRNL) has recently been proposed. SRR and SRNL are the only methods for processing video signals in real time. The results from subjective assessments of SSR and SRNL are described in this paper. SRR video was produced in simulations with quarter precision motion vectors and 100 iterations. These are ideal conditions for SRR. We found that the image quality of SRNL is better than that of SRR even though SRR was processed under ideal conditions.

Keywords: Super Resolution Image Reconstruction, Super Resolution with Non-Linear Signal Processing, Subjective Assessment, Image Quality

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293 FSM-based Recognition of Dynamic Hand Gestures via Gesture Summarization Using Key Video Object Planes

Authors: M. K. Bhuyan

Abstract:

The use of human hand as a natural interface for humancomputer interaction (HCI) serves as the motivation for research in hand gesture recognition. Vision-based hand gesture recognition involves visual analysis of hand shape, position and/or movement. In this paper, we use the concept of object-based video abstraction for segmenting the frames into video object planes (VOPs), as used in MPEG-4, with each VOP corresponding to one semantically meaningful hand position. Next, the key VOPs are selected on the basis of the amount of change in hand shape – for a given key frame in the sequence the next key frame is the one in which the hand changes its shape significantly. Thus, an entire video clip is transformed into a small number of representative frames that are sufficient to represent a gesture sequence. Subsequently, we model a particular gesture as a sequence of key frames each bearing information about its duration. These constitute a finite state machine. For recognition, the states of the incoming gesture sequence are matched with the states of all different FSMs contained in the database of gesture vocabulary. The core idea of our proposed representation is that redundant frames of the gesture video sequence bear only the temporal information of a gesture and hence discarded for computational efficiency. Experimental results obtained demonstrate the effectiveness of our proposed scheme for key frame extraction, subsequent gesture summarization and finally gesture recognition.

Keywords: Hand gesture, MPEG-4, Hausdorff distance, finite state machine.

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292 Automatic Motion Trajectory Analysis for Dual Human Interaction Using Video Sequences

Authors: Yuan-Hsiang Chang, Pin-Chi Lin, Li-Der Jeng

Abstract:

Advance in techniques of image and video processing has enabled the development of intelligent video surveillance systems. This study was aimed to automatically detect moving human objects and to analyze events of dual human interaction in a surveillance scene. Our system was developed in four major steps: image preprocessing, human object detection, human object tracking, and motion trajectory analysis. The adaptive background subtraction and image processing techniques were used to detect and track moving human objects. To solve the occlusion problem during the interaction, the Kalman filter was used to retain a complete trajectory for each human object. Finally, the motion trajectory analysis was developed to distinguish between the interaction and non-interaction events based on derivatives of trajectories related to the speed of the moving objects. Using a database of 60 video sequences, our system could achieve the classification accuracy of 80% in interaction events and 95% in non-interaction events, respectively. In summary, we have explored the idea to investigate a system for the automatic classification of events for interaction and non-interaction events using surveillance cameras. Ultimately, this system could be incorporated in an intelligent surveillance system for the detection and/or classification of abnormal or criminal events (e.g., theft, snatch, fighting, etc.). 

Keywords: Motion detection, motion tracking, trajectory analysis, video surveillance.

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291 Evaluation of Classifiers Based On I2C Distance for Action Recognition

Authors: Lei Zhang, Tao Wang, Xiantong Zhen

Abstract:

Naive Bayes Nearest Neighbor (NBNN) and its variants, i,e., local NBNN and the NBNN kernels, are local feature-based classifiers that have achieved impressive performance in image classification. By exploiting instance-to-class (I2C) distances (instance means image/video in image/video classification), they avoid quantization errors of local image descriptors in the bag of words (BoW) model. However, the performances of NBNN, local NBNN and the NBNN kernels have not been validated on video analysis. In this paper, we introduce these three classifiers into human action recognition and conduct comprehensive experiments on the benchmark KTH and the realistic HMDB datasets. The results shows that those I2C based classifiers consistently outperform the SVM classifier with the BoW model.

Keywords: Instance-to-class distance, NBNN, Local NBNN, NBNN kernel.

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290 Video Data Mining based on Information Fusion for Tamper Detection

Authors: Girija Chetty, Renuka Biswas

Abstract:

In this paper, we propose novel algorithmic models based on information fusion and feature transformation in crossmodal subspace for different types of residue features extracted from several intra-frame and inter-frame pixel sub-blocks in video sequences for detecting digital video tampering or forgery. An evaluation of proposed residue features – the noise residue features and the quantization features, their transformation in cross-modal subspace, and their multimodal fusion, for emulated copy-move tamper scenario shows a significant improvement in tamper detection accuracy as compared to single mode features without transformation in cross-modal subspace.

Keywords: image tamper detection, digital forensics, correlation features image fusion

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289 Inverse Sets-based Recognition of Video Clips

Authors: Alexei M. Mikhailov

Abstract:

The paper discusses the mathematics of pattern indexing and its applications to recognition of visual patterns that are found in video clips. It is shown that (a) pattern indexes can be represented by collections of inverted patterns, (b) solutions to pattern classification problems can be found as intersections and histograms of inverted patterns and, thus, matching of original patterns avoided.

Keywords: Artificial neural cortex, computational biology, data mining, pattern recognition.

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288 Design of a Computer Vision Based Exercise Video Game for Senior Citizens

Authors: June Tay, Ivy Chia

Abstract:

There are numerous changes, both mental and physical, taking place when people age. We need to understand the different aspects required for healthy living, including meeting nutritional needs, regular physical activities to keep agility, sufficient rest and sleep to have physical and mental well-being, social engagement to avoid the risk of social isolation and depression, and access to healthcare to detect and manage chronic conditions. Promoting physical activities for an ageing population is necessary as many may have enjoyed sedentary lifestyles for some time. In our study, we evaluate the considerations when designing a computer vision video game for the elderly. We need to design some low-impact activities, such as stretching and gentle movements, because some elderly individuals may have joint pains or mobility issues. The exercise game should consist of simple movements that are easy to follow and remember. It should be fun and enjoyable so that they can be motivated to do some exercise. Social engagement can keep the elderly motivated and competitive, and they are more willing to engage in game exercises. Elderly citizens can compare their game scores and try to improve them. We propose a computer vision-based video game for the elderly that will capture and track the movement of the elderly hand pushing a ball on the screen into a circle. It can be easily set up using a PC laptop with a webcam. Our video game adhered to the design framework we employed, and it encompassed ease of use, a simple graphical interface, easy-to-play game exercise, and fun gameplay.

Keywords: Computer vision, video games, gerontology technology, caregiving.

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287 Feature Point Reduction for Video Stabilization

Authors: Theerawat Songyot, Tham Manjing, Bunyarit Uyyanonvara, Chanjira Sinthanayothin

Abstract:

Corner detection and optical flow are common techniques for feature-based video stabilization. However, these algorithms are computationally expensive and should be performed at a reasonable rate. This paper presents an algorithm for discarding irrelevant feature points and maintaining them for future use so as to improve the computational cost. The algorithm starts by initializing a maintained set. The feature points in the maintained set are examined against its accuracy for modeling. Corner detection is required only when the feature points are insufficiently accurate for future modeling. Then, optical flows are computed from the maintained feature points toward the consecutive frame. After that, a motion model is estimated based on the simplified affine motion model and least square method, with outliers belonging to moving objects presented. Studentized residuals are used to eliminate such outliers. The model estimation and elimination processes repeat until no more outliers are identified. Finally, the entire algorithm repeats along the video sequence with the points remaining from the previous iteration used as the maintained set. As a practical application, an efficient video stabilization can be achieved by exploiting the computed motion models. Our study shows that the number of times corner detection needs to perform is greatly reduced, thus significantly improving the computational cost. Moreover, optical flow vectors are computed for only the maintained feature points, not for outliers, thus also reducing the computational cost. In addition, the feature points after reduction can sufficiently be used for background objects tracking as demonstrated in the simple video stabilizer based on our proposed algorithm.

Keywords: background object tracking, feature point reduction, low cost tracking, video stabilization.

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286 New VLSI Architecture for Motion Estimation Algorithm

Authors: V. S. K. Reddy, S. Sengupta, Y. M. Latha

Abstract:

This paper presents an efficient VLSI architecture design to achieve real time video processing using Full-Search Block Matching (FSBM) algorithm. The design employs parallel bank architecture with minimum latency, maximum throughput, and full hardware utilization. We use nine parallel processors in our architecture and each controlled by a state machine. State machine control implementation makes the design very simple and cost effective. The design is implemented using VHDL and the programming techniques we incorporated makes the design completely programmable in the sense that the search ranges and the block sizes can be varied to suit any given requirements. The design can operate at frequencies up to 36 MHz and it can function in QCIF and CIF video resolution at 1.46 MHz and 5.86 MHz, respectively.

Keywords: Video Coding, Motion Estimation, Full-Search, Block-Matching, VLSI Architecture.

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285 Video Classification by Partitioned Frequency Spectra of Repeating Movements

Authors: Kahraman Ayyildiz, Stefan Conrad

Abstract:

In this paper we present a system for classifying videos by frequency spectra. Many videos contain activities with repeating movements. Sports videos, home improvement videos, or videos showing mechanical motion are some example areas. Motion of these areas usually repeats with a certain main frequency and several side frequencies. Transforming repeating motion to its frequency domain via FFT reveals these frequencies. Average amplitudes of frequency intervals can be seen as features of cyclic motion. Hence determining these features can help to classify videos with repeating movements. In this paper we explain how to compute frequency spectra for video clips and how to use them for classifying. Our approach utilizes series of image moments as a function. This function again is transformed into its frequency domain.

Keywords: action recognition, frequency feature, motion recognition, repeating movement, video classification

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284 Evaluation of Video Quality Metrics and Performance Comparison on Contents Taken from Most Commonly Used Devices

Authors: Pratik Dhabal Deo, Manoj P.

Abstract:

With the increasing number of social media users, the amount of video content available has also significantly increased. Currently, the number of smartphone users is at its peak, and many are increasingly using their smartphones as their main photography and recording devices. There have been a lot of developments in the field of video quality assessment in since the past years and more research on various other aspects of video and image are being done. Datasets that contain a huge number of videos from different high-end devices make it difficult to analyze the performance of the metrics on the content from most used devices even if they contain contents taken in poor lighting conditions using lower-end devices. These devices face a lot of distortions due to various factors since the spectrum of contents recorded on these devices is huge. In this paper, we have presented an analysis of the objective Video Quality Analysis (VQA) metrics on contents taken only from most used devices and their performance on them, focusing on full-reference metrics. To carry out this research, we created a custom dataset containing a total of 90 videos that have been taken from three most commonly used devices, and Android smartphone, an iOS smartphone and a Digital Single-Lens Reflex (DSLR) camera. On the videos taken on each of these devices, the six most common types of distortions that users face have been applied in addition to already existing H.264 compression based on four reference videos. These six applied distortions have three levels of degradation each. A total of the five most popular VQA metrics have been evaluated on this dataset and the highest values and the lowest values of each of the metrics on the distortions have been recorded. Finally, it is found that blur is the artifact on which most of the metrics did not perform well. Thus, in order to understand the results better the amount of blur in the data set has been calculated and an additional evaluation of the metrics was done using High Efficiency Video Coding (HEVC) codec, which is the next version of H.264 compression, on the camera that proved to be the sharpest among the devices. The results have shown that as the resolution increases, the performance of the metrics tends to become more accurate and the best performing metric among them is VQM with very few inconsistencies and inaccurate results when the compression applied is H.264, but when the compression is applied is HEVC, Structural Similarity (SSIM) metric and Video Multimethod Assessment Fusion (VMAF) have performed significantly better.

Keywords: Distortion, metrics, recording, frame rate, video quality assessment.

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283 Video Based Ambient Smoke Detection By Detecting Directional Contrast Decrease

Authors: Omair Ghori, Anton Stadler, Stefan Wilk, Wolfgang Effelsberg

Abstract:

Fire-related incidents account for extensive loss of life and material damage. Quick and reliable detection of occurring fires has high real world implications. Whereas a major research focus lies on the detection of outdoor fires, indoor camera-based fire detection is still an open issue. Cameras in combination with computer vision helps to detect flames and smoke more quickly than conventional fire detectors. In this work, we present a computer vision-based smoke detection algorithm based on contrast changes and a multi-step classification. This work accelerates computer vision-based fire detection considerably in comparison with classical indoor-fire detection.

Keywords: Contrast analysis, early fire detection, video smoke detection, video surveillance.

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282 Design of FIR Filter for Water Level Detection

Authors: Sakol Udomsiri, Masahiro Iwahashi

Abstract:

This paper proposes a new design of spatial FIR filter to automatically detect water level from a video signal of various river surroundings. A new approach in this report applies "addition" of frames and a "horizontal" edge detector to distinguish water region and land region. Variance of each line of a filtered video frame is used as a feature value. The water level is recognized as a boundary line between the land region and the water region. Edge detection filter essentially demarcates between two distinctly different regions. However, the conventional filters are not automatically adaptive to detect water level in various lighting conditions of river scenery. An optimized filter is purposed so that the system becomes robust to changes of lighting condition. More reliability of the proposed system with the optimized filter is confirmed by accuracy of water level detection.

Keywords: water level, video, filter, detection.

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281 Shape Error Concealment for Shape Independent Transform Coding

Authors: Sandra Ondrušová, Jaroslav Polec

Abstract:

Arbitrarily shaped video objects are an important concept in modern video coding methods. The techniques presently used are not based on image elements but rather video objects having an arbitrary shape. In this paper, spatial shape error concealment techniques to be used for object-based image in error-prone environments are proposed. We consider a geometric shape representation consisting of the object boundary, which can be extracted from the α-plane. Three different approaches are used to replace a missing boundary segment: Bézier interpolation, Bézier approximation and NURBS approximation. Experimental results on object shape with different concealment difficulty demonstrate the performance of the proposed methods. Comparisons with proposed methods are also presented.

Keywords: error concealment, shape coding, object-based image, NURBS, Bézier curves.

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