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2. A “Hello” Pipeline and A Use Case

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EG2013 Tutorial on VIDEO VISUALIZATION

2. A “Hello” Pipeline and A Use Case

Markus Höferlin

University of Stuttgart

(2)

“Hello World” Use Case

Introductory use case

Application of video visualization to real world problem

Example: steps required to generate video visualization

Feasibility study: snooker skill training based on [Höferlin2010]

Roadmap

Application background and motivation

Data acquisition

Feature extraction

Visualization

(Evaluation)

addressed later in the tutorial

(3)

Motivation & Application Background

Different skills for beginners, intermediate players, and professionals

Intermediate players

[Griffiths1996]

:

Speed of delivery, application of power

Stun, screw and side

Spin delivery and cue alignment

Spin avoidance

Cue and ball interaction

Alignment and delivery Grip and wrist motion Ball trajectory

(4)

Motivation & Application Background

Snooker skill training

Identify mistakes

Communicate mistakes to players

Analyze progress of player quantitatively

Objective comparison between shots/players

Mode: directly watching or video capture

Videos

Average duration of snooker shot: 2-3 sec

High-speed filming required

Traditional analysis by repeated watching

Time consuming and annoying

Comparative judgment by juxtaposing difficult

(5)

Motivation & Application Background

Idea: static visualization conveying all information

Close collaboration with professionals important!

Formative know-how

Validation/evaluation

2 snooker coaches

One former world champion

Manager of a snooker club

Sports scientist

Potential snooker students

(6)

Data Acquisition

Ceiling-mounted video capturing equipment not available

Setup:

2 Casio Ex-FH20 (portable, low-cost camera)

High-speed filming: up to 1000 fps

Synchronization: 20 Hz strobe light

Lighting: 4 X 500 W halogen floodlight

Table captured from longitudinal and transverse side

Black-white cue ball

(7)

Data Acquisition

Capture mode: 420 fps at 224×168 resolution.

Capture high speed actions…

…to the cost of low resolution

Focus: 2 snooker shots

Cue action: spin avoidance

Shoot 1 Shoot 2

(8)

Feature Extraction

Features:

Silhouette of a ball

Different color segments of a ball

Center of a ball, or of each segment

Color separation line on the black-white cue ball

(9)

Feature Extraction

Mature computer vision techniques used

Generalized Symmetry Transform [Reisfeld1995]

Centers and radii estimation for ball segmentation

Linear Kalman filter for tracking [OpenCV]

Ball classification based on color of interior pixels

(10)

Feature Extraction

Further steps for black-white cue ball:

Threshold-based segmentation (black-white)

Calculation of other features for the black and white segments

Number of pixels

Separation line

Segment centers

(11)

Video Visualization

VideoPerpetuoGram (VPG)

[Botchen2008]

General design principles

Color mapping

Providing context

Minimizing navigation

(12)

Visual Mapping of Spatial Features

trajectories of color segments trajectories

of ball centers

Shot 1 Shot 2

(13)

Visual Mapping of Spatial Features

separation edge on black-white

cue ball object silhouette

volume

Shot 1 Shot 2

(14)

Visual Mapping of Non-Spatial Features

white pixel ratio

Shot 1 Shot 2

Extends from ball position

Feature visualized adequately using 2D-plot

Contradicts principle of providing context, whenever possible

(15)

Visual Mapping of Spatial Features

object silhouette

volume +

trajectories of color segments

Shot 1 Shot 2

(16)

Video Visualization: Multi-Strand VPG

(17)

Conclusion

Positive feedback in validation meeting

Beyond the scope of this talk

Stages required for generating video visualization

Comprehend application background and requirements

Recommendation: tight collaboration with professionals

Data acquisition

Feature extraction

Video visualization

Validation/evaluation

(18)

Literature

[Höferlin2010] HÖFERLIN M., GRUNDY E., BORGO R., WEISKOPF D., CHEN M., GRIFFITHS I. W., GRIFFITHS W.: Video Visualization for Snooker Skill Training. Computer Graphics Forum 29, 3 (2010), 1053-1062.

[Griffiths96] GRIFFITHS T.: Snooker – basic skills [vhs], 1996.

[Botchen08] BOTCHEN R. P., BACHTHALER S., SCHICK F., MORI M. C. G., WEISKOPF D., ERTL T.: Action-based multi- field video visualization. IEEE Transactions on Visualization and Computer Graphics 14, 4 (2008), 885–899

[Reisfeld95] REISFELD D., WOLFSON H., YESHURUN Y.: Context free attentional operators: the generalized symmetry transform. International Journal of Computer Vision 14 (1995), 119–130.

[Assfalg2002] ASSFALG H., BERTINI M., COLOMBO C., DEL BIMBO A.: Semantic annotation of sports videos. IEEE Multimedia, 2002, 52-60.

[Perse2009] PERSE M., KRISTAN M., VUCKOVIC S. K., PERS J.: A trajectory-based analysis of coordinated team activity in a basketball game. Computer Vision and Image Understanding, 113, 5 (2009), 612-621.

Images and videos originate from [Höferlin2010]

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