• Title/Summary/Keyword: First-person video

Search Result 61, Processing Time 0.025 seconds

Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments (응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교)

  • Lee, Hyo-Ju;Shin, Sang-Yol;Jung, Eun-Kyung
    • The Korean Journal of Emergency Medical Services
    • /
    • v.24 no.3
    • /
    • pp.55-63
    • /
    • 2020
  • Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.

Semantic Scenes Classification of Sports News Video for Sports Genre Analysis (스포츠 장르 분석을 위한 스포츠 뉴스 비디오의 의미적 장면 분류)

  • Song, Mi-Young
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.5
    • /
    • pp.559-568
    • /
    • 2007
  • Anchor-person scene detection is of significance for video shot semantic parsing and indexing clues extraction in content-based news video indexing and retrieval system. This paper proposes an efficient algorithm extracting anchor ranges that exist in sports news video for unit structuring of sports news. To detect anchor person scenes, first, anchor person candidate scene is decided by DCT coefficients and motion vector information in the MPEG4 compressed video. Then, from the candidate anchor scenes, image processing method is utilized to classify the news video into anchor-person scenes and non-anchor(sports) scenes. The proposed scheme achieves a mean precision and recall of 98% in the anchor-person scenes detection experiment.

  • PDF

First-Person Shooter Game Development using Unreal Engine (언리얼 엔진을 통한 FPS 게임 개발)

  • Kim, Soo-Kyun;Kang, Heau-Jo;Sung, Kyung
    • Journal of Advanced Navigation Technology
    • /
    • v.14 no.5
    • /
    • pp.718-724
    • /
    • 2010
  • The Unreal Engine is a free game engine developed by Epic Games. In this paper, we propose a First Person Shooter (FPS) game development using free Unreal Development Kit. The merit of Unreal engine provide a hight degree of portability, and it is a tool used by many game developers today, supporting a multitude of platforms on personal computers and many video game consoles with free toolkit. But it is required high-performance PC to develop game. This toolkit doe s not high-quality computer programming skill, just possible to develop FPS game easily.

Automatic Genre Classification of Sports News Video Using Features of Playfield and Motion Vector (필드와 모션벡터의 특징정보를 이용한 스포츠 뉴스 비디오의 장르 분류)

  • Song, Mi-Young;Jang, Sang-Hyun;Cho, Hyung-Je
    • The KIPS Transactions:PartB
    • /
    • v.14B no.2
    • /
    • pp.89-98
    • /
    • 2007
  • For browsing, searching, and manipulating video documents, an indexing technique to describe video contents is required. Until now, the indexing process is mostly carried out by specialists who manually assign a few keywords to the video contents and thereby this work becomes an expensive and time consuming task. Therefore, automatic classification of video content is necessary. We propose a fully automatic and computationally efficient method for analysis and summarization of spots news video for 5 spots news video such as soccer, golf, baseball, basketball and volleyball. First of all, spots news videos are classified as anchor-person Shots, and the other shots are classified as news reports shots. Shot classification is based on image preprocessing and color features of the anchor-person shots. We then use the dominant color of the field and motion features for analysis of sports shots, Finally, sports shots are classified into five genre type. We achieved an overall average classification accuracy of 75% on sports news videos with 241 scenes. Therefore, the proposed method can be further used to search news video for individual sports news and sports highlights.

Detection of video editing points using facial keypoints (얼굴 특징점을 활용한 영상 편집점 탐지)

  • Joshep Na;Jinho Kim;Jonghyuk Park
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.4
    • /
    • pp.15-30
    • /
    • 2023
  • Recently, various services using artificial intelligence(AI) are emerging in the media field as well However, most of the video editing, which involves finding an editing point and attaching the video, is carried out in a passive manner, requiring a lot of time and human resources. Therefore, this study proposes a methodology that can detect the edit points of video according to whether person in video are spoken by using Video Swin Transformer. First, facial keypoints are detected through face alignment. To this end, the proposed structure first detects facial keypoints through face alignment. Through this process, the temporal and spatial changes of the face are reflected from the input video data. And, through the Video Swin Transformer-based model proposed in this study, the behavior of the person in the video is classified. Specifically, after combining the feature map generated through Video Swin Transformer from video data and the facial keypoints detected through Face Alignment, utterance is classified through convolution layers. In conclusion, the performance of the image editing point detection model using facial keypoints proposed in this paper improved from 87.46% to 89.17% compared to the model without facial keypoints.

Viewpoint Invariant Person Re-Identification for Global Multi-Object Tracking with Non-Overlapping Cameras

  • Gwak, Jeonghwan;Park, Geunpyo;Jeon, Moongu
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.4
    • /
    • pp.2075-2092
    • /
    • 2017
  • Person re-identification is to match pedestrians observed from non-overlapping camera views. It has important applications in video surveillance such as person retrieval, person tracking, and activity analysis. However, it is a very challenging problem due to illumination, pose and viewpoint variations between non-overlapping camera views. In this work, we propose a viewpoint invariant method for matching pedestrian images using orientation of pedestrian. First, the proposed method divides a pedestrian image into patches and assigns angle to a patch using the orientation of the pedestrian under the assumption that a person body has the cylindrical shape. The difference between angles are then used to compute the similarity between patches. We applied the proposed method to real-time global multi-object tracking across multiple disjoint cameras with non-overlapping field of views. Re-identification algorithm makes global trajectories by connecting local trajectories obtained by different local trackers. The effectiveness of the viewpoint invariant method for person re-identification was validated on the VIPeR dataset. In addition, we demonstrated the effectiveness of the proposed approach for the inter-camera multiple object tracking on the MCT dataset with ground truth data for local tracking.

Egocentric Vision for Human Activity Recognition Using Deep Learning

  • Malika Douache;Badra Nawal Benmoussat
    • Journal of Information Processing Systems
    • /
    • v.19 no.6
    • /
    • pp.730-744
    • /
    • 2023
  • The topic of this paper is the recognition of human activities using egocentric vision, particularly captured by body-worn cameras, which could be helpful for video surveillance, automatic search and video indexing. This being the case, it could also be helpful in assistance to elderly and frail persons for revolutionizing and improving their lives. The process throws up the task of human activities recognition remaining problematic, because of the important variations, where it is realized through the use of an external device, similar to a robot, as a personal assistant. The inferred information is used both online to assist the person, and offline to support the personal assistant. With our proposed method being robust against the various factors of variability problem in action executions, the major purpose of this paper is to perform an efficient and simple recognition method from egocentric camera data only using convolutional neural network and deep learning. In terms of accuracy improvement, simulation results outperform the current state of the art by a significant margin of 61% when using egocentric camera data only, more than 44% when using egocentric camera and several stationary cameras data and more than 12% when using both inertial measurement unit (IMU) and egocentric camera data.

Using Freeze Frame and Visual Notifications in an Annotation Drawing Interface for Remote Collaboration

  • Kim, Seungwon;Billinghurst, Mark;Lee, Chilwoo;Lee, Gun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.12 no.12
    • /
    • pp.6034-6056
    • /
    • 2018
  • This paper describes two user studies in remote collaboration between two users with a video conferencing system where a remote user can draw annotations on the live video of the local user's workspace. In these two studies, the local user had the control of the view when sharing the first-person view, but our interfaces provided instant control of the shared view to the remote users. The first study investigates methods for assisting drawing annotations. The auto-freeze method, a novel solution for drawing annotations, is compared to a prior solution (manual freeze method) and a baseline (non-freeze) condition. Results show that both local and remote users preferred the auto-freeze method, which is easy to use and allows users to quickly draw annotations. The manual-freeze method supported precise drawing, but was less preferred because of the need for manual input. The second study explores visual notification for better local user awareness. We propose two designs: the red-box and both-freeze notifications, and compare these to the baseline, no notification condition. Users preferred the less obtrusive red-box notification that improved awareness of when annotations were made by remote users, and had a significantly lower level of interruption compared to the both-freeze condition.

Narrative Strategy of UHD TV Human Documentary:Focusing on (UHD TV휴먼다큐멘터리 서사전략: <순례-집으로 가는 길>을 중심으로)

  • Kwon, Sang-Jung;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.516-526
    • /
    • 2019
  • As with all narrative forms based on media, the narrative method of TV human documentary is closely related to the change of broadcasting environment. In 2017, the world's first terrestrial UHD broadcast was launched in Korea, and in September of that year, KBS broadcasted the UHD special documentary series. , made of UHD capable of ultra-high definition video and immersive audio, showed a narrative approach completely different from the existing TV human documentary. Instead of all-out narration, which was considered an essential element in the TV human documentary, it used the modest first-person narration of the characters, while actively using drones capable of various compositions to express the psychology of the characters in detail and enable viewers' immersion. In addition, the Montage editing technique, an editing method that has not been attempted in TV human documentaries, utilizes the narrative development method of 'showing' as a video without 'explaining' with narration. After , many similar narrative documentaries are broadcast, and the flow and direction of TV human documentaries are changing under UHD broadcasting environment.

Automatic Person Identification using Multiple Cues

  • Swangpol, Danuwat;Chalidabhongse, Thanarat
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2005.06a
    • /
    • pp.1202-1205
    • /
    • 2005
  • This paper describes a method for vision-based person identification that can detect, track, and recognize person from video using multiple cues: height and dressing colors. The method does not require constrained target's pose or fully frontal face image to identify the person. First, the system, which is connected to a pan-tilt-zoom camera, detects target using motion detection and human cardboard model. The system keeps tracking the moving target while it is trying to identify whether it is a human and identify who it is among the registered persons in the database. To segment the moving target from the background scene, we employ a version of background subtraction technique and some spatial filtering. Once the target is segmented, we then align the target with the generic human cardboard model to verify whether the detected target is a human. If the target is identified as a human, the card board model is also used to segment the body parts to obtain some salient features such as head, torso, and legs. The whole body silhouette is also analyzed to obtain the target's shape information such as height and slimness. We then use these multiple cues (at present, we uses shirt color, trousers color, and body height) to recognize the target using a supervised self-organization process. We preliminary tested the system on a set of 5 subjects with multiple clothes. The recognition rate is 100% if the person is wearing the clothes that were learned before. In case a person wears new dresses the system fail to identify. This means height is not enough to classify persons. We plan to extend the work by adding more cues such as skin color, and face recognition by utilizing the zoom capability of the camera to obtain high resolution view of face; then, evaluate the system with more subjects.

  • PDF