Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Peter Carr 0001

dblp:81/2369-1 · also G. Peter K. Carr · DBLP profile ↗
← Back
36ranked-venue papers
5as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 24 · 5 first-authorArtificial intelligence and machine learning · 22 · 2 first-authorDatabases, data management, data science and information retrieval · 6Human-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
15 papers
Face, body and person analysis · 19% Video understanding and tracking · 18% Reinforcement learning · 11%
Databases, data mining, and information retrieval
4 papers
Data mining · 96% Recommender systems · 4%
Computer graphics and multimedia
5 papers
Multimedia analysis and retrieval · 64% Visual content generation and editing · 14% Computational photography and imaging · 14%
Interdisciplinary, comprehensive, and emerging computing
2 papers
Computational social science and digital humanities · 100%

Topics — the 30 heaviest of 51, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis
person re-identification
0.932018
Domain Adaptation Through Synthesis for Unsupervised Person Re-identification · ECCV (13) 2018
Diversity Regularized Spatiotemporal Attention for Video-Based Person Re-Identification · CVPR 2018
One-Shot Metric Learning for Person Re-identification · CVPR 2017
Machine learning › Reinforcement learning
imitation learning
0.522017
Coordinated Multi-Agent Imitation Learning · ICML 2017
Smooth Imitation Learning for Online Sequence Prediction · ICML 2016
Data mining
spatiotemporal data mining
0.532014
Large-Scale Analysis of Soccer Matches Using Spatiotemporal Tracking Data · ICDM 2014
Assessing team strategy using spatiotemporal data · KDD 2013
Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League · AAAI 2012
Data mining
sports analytics
0.532014
Large-Scale Analysis of Soccer Matches Using Spatiotemporal Tracking Data · ICDM 2014
Assessing team strategy using spatiotemporal data · KDD 2013
Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League · AAAI 2012
Multimedia analysis and retrieval
sports video analysis
0.422016
Discovering Team Structures in Soccer from Spatiotemporal Data · IEEE Trans. Knowl. Data Eng. 2016
Representing and Discovering Adversarial Team Behaviors Using Player Roles · CVPR 2013
Computational social science and digital humanities
sports analytics
0.422015
Predicting Serves in Tennis using Style Priors · KDD 2015
Learning Fine-Grained Spatial Models for Dynamic Sports Play Prediction · ICDM 2014
Computer vision › Video understanding and tracking › object tracking
3d object tracking
0.412019
Argoverse: 3D Tracking and Forecasting With Rich Maps · CVPR 2019
Robotics › Autonomous driving
perception
0.412019
Argoverse: 3D Tracking and Forecasting With Rich Maps · CVPR 2019
Robotics › Autonomous driving
trajectory prediction
0.412019
Argoverse: 3D Tracking and Forecasting With Rich Maps · CVPR 2019
Machine learning › Deep learning architectures and training › attention mechanism › multi-dimensional attention
spatio-temporal attention
0.312018
Diversity Regularized Spatiotemporal Attention for Video-Based Person Re-Identification · CVPR 2018
Computer vision › Face, body and person analysis › person re-identification
video-based person re-identification
0.312018
Diversity Regularized Spatiotemporal Attention for Video-Based Person Re-Identification · CVPR 2018
Computer vision › Face, body and person analysis
facial expression analysis
0.312017
Factorized Variational Autoencoders for Modeling Audience Reactions to Movies · CVPR 2017
Machine learning › Transfer learning and domain adaptation
few-shot learning
0.312017
One-Shot Metric Learning for Person Re-identification · CVPR 2017
Machine learning › Representation and self-supervised learning › representation learning
metric learning
0.312017
One-Shot Metric Learning for Person Re-identification · CVPR 2017
Knowledge, reasoning and agents › Multi-agent systems
multi-agent coordination
0.312017
Coordinated Multi-Agent Imitation Learning · ICML 2017
Machine learning › Reinforcement learning › imitation learning
multi-agent imitation learning
0.312017
Coordinated Multi-Agent Imitation Learning · ICML 2017
Machine learning › Representation and self-supervised learning
tensor decomposition
0.312017
Factorized Variational Autoencoders for Modeling Audience Reactions to Movies · CVPR 2017
Machine learning › Generative modeling
variational autoencoder
0.312017
Factorized Variational Autoencoders for Modeling Audience Reactions to Movies · CVPR 2017
Machine learning › Learning theory › online learning
online prediction
0.212016
Learning Online Smooth Predictors for Realtime Camera Planning Using Recurrent Decision Trees · CVPR 2016
Machine learning › Time series and sequential data › temporal sequence modeling
online sequence prediction
0.212016
Smooth Imitation Learning for Online Sequence Prediction · ICML 2016
Multimedia analysis and retrieval › video analysis
spatiotemporal analysis
0.212016
Discovering Team Structures in Soccer from Spatiotemporal Data · IEEE Trans. Knowl. Data Eng. 2016
Machine learning › Probabilistic and Bayesian machine learning › structured models › latent variable model
latent factor model
0.212014
Learning Fine-Grained Spatial Models for Dynamic Sports Play Prediction · ICDM 2014
Robotics › Motion planning and robot control
trajectory optimization
0.212014
Hybrid Stochastic / Deterministic Optimization for Tracking Sports Players and Pedestrians · ECCV (2) 2014
Data mining
pattern mining
0.212014
Large-Scale Analysis of Soccer Matches Using Spatiotemporal Tracking Data · ICDM 2014
Data mining › structured data mining › graph mining › network structure analysis
role discovery
0.212014
Large-Scale Analysis of Soccer Matches Using Spatiotemporal Tracking Data · ICDM 2014
Computer vision › Video understanding and tracking › activity recognition
group activity recognition
0.212013
Representing and Discovering Adversarial Team Behaviors Using Player Roles · CVPR 2013
Computer vision › Video understanding and tracking › motion analysis › motion modeling
motion model
0.212013
Tracking Sports Players with Context-Conditioned Motion Models · CVPR 2013
Computer vision › Video understanding and tracking
multi-object tracking
0.212013
Tracking Sports Players with Context-Conditioned Motion Models · CVPR 2013
Computer vision › Video understanding and tracking › multi-object tracking
player tracking
0.212013
Tracking Sports Players with Context-Conditioned Motion Models · CVPR 2013
Data mining
anomaly detection
0.212013
Assessing team strategy using spatiotemporal data · KDD 2013

Methods — techniques the papers use, named apart from their topics

variational autoencoder · 0.6tensor factorization · 0.6style prior · 0.4probabilistic modeling · 0.4k-NN · 0.4LSTM · 0.4role-based representation · 0.4temporal attention · 0.3spatial attention · 0.3pan-tilt-zoom camera control · 0.3diversity regularization · 0.3data synthesis · 0.3metric learning · 0.3convolutional neural network · 0.3unsupervised learning · 0.2formation template learning · 0.2spatiotemporal tracking data modeling · 0.2minimum entropy data partitioning · 0.2
YearPublicationVenuePosition
2019 Argoverse: 3D Tracking and Forecasting With Rich Maps
abstract
We present Argoverse, a dataset designed to support autonomous vehicle perception tasks including 3D tracking and motion forecasting. Argoverse includes sensor data collected by a fleet of autonomous vehicles in Pittsburgh and Miami as well as 3D tracking annotations, 300k extracted interesting vehicle trajectories, and rich semantic maps. The sensor data consists of 360 degree images from 7 cameras with overlapping fields of view, forward-facing stereo imagery, 3D point clouds from long range LiDAR, and 6-DOF pose. Our 290km of mapped lanes contain rich geometric and semantic metadata which are not currently available in any public dataset. All data is released under a Creative Commons license at Argoverse.org. In baseline experiments, we use map information such as lane direction, driveable area, and ground height to improve the accuracy of 3D object tracking. We use 3D object tracking to mine for more than 300k interesting vehicle trajectories to create a trajectory forecasting benchmark. Motion forecasting experiments ranging in complexity from classical methods (k-NN) to LSTMs demonstrate that using detailed vector maps with lane-level information substantially reduces prediction error. Our tracking and forecasting experiments represent only a superficial exploration of the potential of rich maps in robotic perception. We hope that Argoverse will enable the research community to explore these problems in greater depth.
Ming-Fang Chang, John Lambert, Patsorn Sangkloy, Jagjeet Singh, Slawomir Bak, Andrew Hartnett, De Wang, Peter Carr 0001, Simon Lucey, Deva Ramanan, James Hays
CVPR8
2019 Estimating Audience Engagement to Predict Movie Ratings
abstract
While watching movies, audience members exhibit both subtle and coarse gestures (e.g., smiles, head-pose change, fidgeting, stretching) which convey sentiment (i.e., engaged or disengaged) during feature length movies. Noticing these behaviors using computer vision systems is a very challenging problem-especially in a movie theatre environment. The environment is dark and contains views of people at different scales and viewpoints. Feature length movies typically run 80-120 minutes, and tracking people uninterrupted for this duration is still an unsolved problem. Facial expressions of audience members are subtle, short, and sparse; making it difficult to detect and recognize activities. Finally, annotating audience sentiment at the frame-level is prohibitively time consuming. To circumvent these issues, we use an infrared illuminated test-bed to obtain a visually uniform input of audiences watching feature length movies. We present a method which can automatically detect the change in behavior (key-gestures) using “key-frames”, which can convey audience sentiment. As the number of key-frames are many orders of magnitudes lower than the number of frames, the annotation problem is reduced to assigning a sentiment label for each key-frame. Using these discovered key-gestures, we create a movie rating classifier from crowd-sourced ratings and demonstrate its predictive capability. Our dataset consists of over 50 hours of audience behavior collected across 237 subjects.
Rajitha Navarathna, Peter Carr 0001, Patrick Lucey, Iain A. Matthews
IEEE Trans. Affect. Comput.2
2018 Diversity Regularized Spatiotemporal Attention for Video-Based Person Re-Identification
abstract
Video-based person re-identification matches video clips of people across non-overlapping cameras. Most existing methods tackle this problem by encoding each video frame in its entirety and computing an aggregate representation across all frames. In practice, people are often partially occluded, which can corrupt the extracted features. Instead, we propose a new spatiotemporal attention model that automatically discovers a diverse set of distinctive body parts. This allows useful information to be extracted from all frames without succumbing to occlusions and misalignments. The network learns multiple spatial attention models and employs a diversity regularization term to ensure multiple models do not discover the same body part. Features extracted from local image regions are organized by spatial attention model and are combined using temporal attention. As a result, the network learns latent representations of the face, torso and other body parts using the best available image patches from the entire video sequence. Extensive evaluations on three datasets show that our framework outperforms the state-of-the-art approaches by large margins on multiple metrics.
Shuang Li 0013, Slawomir Bak, Peter Carr 0001, Xiaogang Wang 0001
CVPR3
2018 Domain Adaptation Through Synthesis for Unsupervised Person Re-identification
Slawomir Bak, Peter Carr 0001, Jean-François Lalonde
ECCV (13)2
2018 Deep Deformable Patch Metric Learning for Person Re-Identification
abstract
The methodology for finding the same individual in a network of cameras must deal with significant changes in appearance caused by variations in illumination, viewing angle, and a person's pose. Re-identification requires solving two fundamental problems: 1) determining a distance measure between features extracted from different cameras that cope with illumination changes (metric learning) and 2) ensuring that matched features refer to the same body part (correspondence). Most metric learning approaches focus on finding a robust distance measure between bounding box images, neglecting the alignment aspects. In this paper, we propose to learn appearance measures for patches that are combined using deformable models. Learning metrics for patches avoids strong dimensionality reduction, thus keeping more information. Additionally, we allow patches to change their locations, directly addressing the correspondence problem. As patches from different locations may share the same metric, our method effectively multiplies the amount of training data and allows patch metrics to be learned on the smaller amounts of labeled images. Different metric learning approaches (KISSME, XQDA, and LSSL) together with different deformable models (spring constraints and one-to-one matching constraints) are investigated and compared. For describing patches, we propose to learn a deep feature representation with convolutional neural networks, thus obtaining highly effective features for re-identification. We demonstrate that our approach significantly outperforms state-of-the-art methods on multiple data sets.
Slawomir Bak, Peter Carr 0001
IEEE Trans. Circuits Syst. Video Technol.2
2017 One-Shot Metric Learning for Person Re-identification
abstract
Re-identification of people in surveillance footage must cope with drastic variations in color, background, viewing angle and a persons pose. Supervised techniques are often the most effective, but require extensive annotation which is infeasible for large camera networks. Unlike previous supervised learning approaches that require hundreds of annotated subjects, we learn a metric using a novel one-shot learning approach. We first learn a deep texture representation from intensity images with Convolutional Neural Networks (CNNs). When training a CNN using only intensity images, the learned embedding is color-invariant and shows high performance even on unseen datasets without fine-tuning. To account for differences in camera color distributions, we learn a color metric using a single pair of ColorChecker images. The proposed one-shot learning achieves performance that is competitive with supervised methods, but uses only a single example rather than the hundreds required for the fully supervised case. Compared with semi-supervised and unsupervised state-of-the-art methods, our approach yields significantly higher accuracy.
Slawomir Bak, Peter Carr 0001
CVPR2
2017 Factorized Variational Autoencoders for Modeling Audience Reactions to Movies
abstract
Matrix and tensor factorization methods are often used for finding underlying low-dimensional patterns from noisy data. In this paper, we study non-linear tensor factorization methods based on deep variational autoencoders. Our approach is well-suited for settings where the relationship between the latent representation to be learned and the raw data representation is highly complex. We apply our approach to a large dataset of facial expressions of movie-watching audiences (over 16 million faces). Our experiments show that compared to conventional linear factorization methods, our method achieves better reconstruction of the data, and further discovers interpretable latent factors.
Zhiwei Deng, Rajitha Navarathna, Peter Carr 0001, Stephan Mandt, Yisong Yue, Iain A. Matthews, Greg Mori
CVPR3
2017 Coordinated Multi-Agent Imitation Learning
abstract
We study the problem of imitation learning from demonstrations of multiple coordinating agents. One key challenge in this setting is that learning a good model of coordination can be difficult, since coordination is often implicit in the demonstrations and must be inferred as a latent variable. We propose a joint approach that simultaneously learns a latent coordination model along with the individual policies. In particular, our method integrates unsupervised structure learning with conventional imitation learning. We illustrate the power of our approach on a difficult problem of learning multiple policies for fine-grained behavior modeling in team sports, where different players occupy different roles in the coordinated team strategy. We show that having a coordination model to infer the roles of players yields substantially improved imitation loss compared to conventional baselines.
Hoang Minh Le 0002, Yisong Yue, Peter Carr 0001, Patrick Lucey
ICML3
2017 Groups Re-identification with Temporal Context
abstract
Re-identification methods often require well aligned, unoccluded detections of an entire subject. Such assumptions are impractical in real world scenarios, where people tend to form groups. To circumvent poor detection performance caused by occlusions, we use fixed regions of interest and employ codebook-based visual representations. We account for illumination variations between cameras using a coupled clustering method that learns per-camera codebooks with entries that correspond across cameras. Because predictable movement patterns exist in many scenarios, we also incorporate temporal context to improve re-identification performance. This includes learning expected travel times directly from data and using mutual exclusion constraints to encourage solutions that maintain temporal ordering. Our experiments illustrate the merits of the proposed approach in challenging re-identification scenarios including crowded public spaces.
Michal Koperski, Slawomir Bak, Peter Carr 0001
ICMR3
2017 Computer Vision in Sports
Thomas B. Moeslund, Graham A. Thomas, Adrian Hilton 0001, Peter Carr 0001, Irfan A. Essa
Comput. Vis. Image Underst.4
2017 Computer vision for sports: Current applications and research topics
Graham A. Thomas, Rikke Gade, Thomas B. Moeslund, Peter Carr 0001, Adrian Hilton 0001
Comput. Vis. Image Underst.4
2016 Learning Online Smooth Predictors for Realtime Camera Planning Using Recurrent Decision Trees
abstract
We study the problem of online prediction for realtime camera planning, where the goal is to predict smooth trajectories that correctly track and frame objects of interest (e.g., players in a basketball game). The conventional approach for training predictors does not directly consider temporal consistency, and often produces undesirable jitter. Although post-hoc smoothing (e.g., via a Kalman filter) can mitigate this issue to some degree, it is not ideal due to overly stringent modeling assumptions (e.g., Gaussian noise). We propose a recurrent decision tree framework that can directly incorporate temporal consistency into a data-driven predictor, as well as a learning algorithm that can efficiently learn such temporally smooth models. Our approach does not require any post-processing, making online smooth predictions much easier to generate when the noise model is unknown. We apply our approach to sports broadcasting: given noisy player detections, we learn where the camera should look based on human demonstrations. Our experiments exhibit significant improvements over conventional baselines and showcase the practicality of our approach.
Hoang Minh Le 0002, Peter Carr 0001, Yisong Yue, James J. Little
CVPR3
2016 Smooth Imitation Learning for Online Sequence Prediction
abstract
We study the problem of smooth imitation learning for online sequence prediction, where the goal is to train a policy that can smoothly imitate demonstrated behavior in a dynamic and continuous environment in response to online, sequential context input. Since the mapping from context to behavior is often complex, we take a learning reduction approach to reduce smooth imitation learning to a regression problem using complex function classes that are regularized to ensure smoothness. We present a learning meta-algorithm that achieves fast and stable convergence to a good policy. Our approach enjoys several attractive properties, including being fully deterministic, employing an adaptive learning rate that can provably yield larger policy improvements compared to previous approaches, and the ability to ensure stable convergence. Our empirical results demonstrate significant performance gains over previous approaches.
Hoang Minh Le 0002, Andrew Kang, Yisong Yue, Peter Carr 0001
ICML4
2016 Chalkboarding: A New Spatiotemporal Query Paradigm for Sports Play Retrieval
abstract
The recent explosion of sports tracking data has dramatically increased the interest in effective data processing and access of sports plays (i.e., short trajectory sequences of players and the ball). And while there exist systems that offer improved categorizations of sports plays (e.g., into relatively coarse clusters), to the best of our knowledge there does not exist any retrieval system that can effectively search for the most relevant plays given a specific input query. One significant design challenge is how best to phrase queries for multi-agent spatiotemporal trajectories such as sports plays.We have developed a novel query paradigm and retrieval system, which we call Chalkboarding, that allows the user to issue queries by drawing a play of interest (similar to how coaches draw up plays). Our system utilizes effective alignment, templating, and hashing techniques tailored to multi-agent trajectories, and achieves accurate play retrieval at interactive speeds.We showcase the efficacy of our approach in a user study, where we demonstrate orders-of-magnitude improvements in search quality compared to baseline systems.
Long Sha, Patrick Lucey, Yisong Yue, Peter Carr 0001, Charlie Rohlf, Iain A. Matthews
IUI4
2016 Person re-identification using deformable patch metric learning
abstract
The methodology for finding the same individual in a network of cameras must deal with significant changes in appearance caused by variations in illumination, viewing angle and a person's pose. Re-identification requires solving two fundamental problems: (1) determining a distance measure between features extracted from different cameras that copes with illumination changes (metric learning); and (2) ensuring that matched features refer to the same body part (correspondence). Most metric learning approaches focus on finding a robust distance measure between bounding box images, neglecting the alignment aspects. In this paper, we propose to learn appearance measures for patches that are combined using a spring model for addressing the correspondence problem. We validated our approach on the VIPeR, i-LIDS and CUHK01 datasets achieving new state of the art performance.
Slawomir Bak, Peter Carr 0001
WACV2
2016 Assessing tracking performance in complex scenarios using mean time between failures
abstract
Existing measures for evaluating the performance of tracking algorithms are difficult to interpret, which makes it hard to identify the best approach for a particular situation. As we show, a dummy algorithm which does not actually track scores well under most existing measures. Although some measures characterize specific error sources quite well, combining them into a single aggregate measure for comparing approaches or tuning parameters is not straightforward. In this work we propose `mean time between failures' as a viable summary of solution quality - especially when the goal is to follow objects for as long as possible. In addition to being sensitive to all tracking errors, the performance numbers are directly interpretable: how long can an algorithm operate before a mistake has likely occurred (the object is lost, its identity is confused, etc.)? We illustrate the merits of this measure by assessing solutions from different algorithms on a challenging dataset.
Peter Carr 0001, Robert T. Collins
WACV1
2016 Discovering Team Structures in Soccer from Spatiotemporal Data
abstract
In team sports like soccer, utilizing tracking data for analysis is challenging due to the dynamic and multi-agent nature of the data. The biggest issue surrounds the changing of positions or “roles” between players on a frame-to-frame basis, which causes misalignment of the data and makes it difficult to perform team analysis. In this paper, we present an unsupervised method to learn a formation template which allows us to “align” the tracking data at the frame level. Not only does this approach give important contextual information to facilitate large-scale analysis (e.g., we know when a player is in the left-wing position compared to left-back), it also yields the team structure or “formation” which serves as a strong descriptor for identifying a team's style. The utility of the approach is demonstrated on a full season of player and ball tracking data from a professional soccer league consisting of over 21.5 million frames of player tracking data.
Alina Bialkowski, Patrick Lucey, Peter Carr 0001, Iain A. Matthews, Sridha Sridharan, Clinton Fookes
IEEE Trans. Knowl. Data Eng.3
2015 Predicting Serves in Tennis using Style Priors
abstract
In professional sport, an enormous amount of fine-grain performance data can be generated at near millisecond intervals in the form of vision-based tracking data. One of the first sports to embrace this technology has been tennis, where Hawk-Eye technology has been used to both aid umpiring decisions, and to visualize shot trajectories for broadcast purposes. These data have tremendous untapped applications in terms of "opponent planning'', where a large amount of recent data is used to learn contextual behavior patterns of individual players, and ultimately predict the likelihood of a particular type of serve. Since the type of serve selected by a player may be contingent on the match context (i.e., is the player down break-point, or is serving for the match etc.), the characteristics of the player (i.e., the player may have a very fast serve, hit heavy with topspin or kick, or slice serves into the body) as well as the characteristics of the opponent (e.g., the opponent may prefer to play from the baseline or "chip-and-charge'' into the net). In this paper we present a method which recommends the most likely serves of a player in a given context. We show by utilizing a "style prior", we can improve the prediction/recommendation. Such an approach also allows us to quantify the similarity between players, which is useful in enriching the dataset for future prediction. We conduct our analysis on Hawk-Eye data collected from three recent Australian Open Grand-Slam Tournaments and show how our approach can be used in practice.
Xinyu Wei 0004, Patrick Lucey, Stuart Morgan, Peter Carr 0001, Machar Reid, Sridha Sridharan
KDD4
2015 Mimicking Human Camera Operators
abstract
Filming team sports is challenging because there are many points of interest which are constantly changing. Unlike previous automatic broadcasting solutions, we propose a data-driven approach for determining where a robotic pan-tilt-zoom (PTZ) camera should look. Without using any pre-defined heuristics, we learn the relationship between player locations and corresponding camera configurations by crafting features which can be derived from noisy player tracking data, and employ a new calibration algorithm to estimate the pan-tilt-zoom configuration of a human operated broadcast camera at each video frame. Using this data, we train a regress or to predict the appropriate pan angle for new noisy input tracking data. We demonstrate our system on a high school basketball game. Our experiments show how our data-driven planning approach achieves superior performance to a state-of-the-art algorithm and does indeed mimic a human operator.
Peter Carr 0001
WACV2
2015 Family Member Identification from Photo Collections
abstract
Family photo collections often contain richer semantics than arbitrary images of people because families contain a handful of specific individuals who can be associated with certain social roles (e.g. father, mother, or child). As a result, family photo collections have unique challenges and opportunities for face recognition compared to random groups of photos containing people. We address the problem of unsupervised family member discovery: given a collection of family photos, we infer the size of the family, as well as the visual appearance and social role of each family member. As a result, we are able to recognize the same individual across many different photos. We propose an unsupervised EM-style joint inference algorithm with a probabilistic CRF that models identity and role assignments for all detected faces, along with associated pair wise relationships between them. Our experiments illustrate how joint inference of both identity and role (across all photos simultaneously) outperforms independent estimates of each. Joint inference also improves the ability to recognize the same individual across many different photos.
Qieyun Dai, Peter Carr 0001, Leonid Sigal, Derek Hoiem
WACV2
2014 Hybrid Stochastic / Deterministic Optimization for Tracking Sports Players and Pedestrians
Robert T. Collins, Peter Carr 0001
ECCV (2)2
2014 Large-Scale Analysis of Soccer Matches Using Spatiotemporal Tracking Data
abstract
Although the collection of player and ball tracking data is fast becoming the norm in professional sports, large-scale mining of such spatiotemporal data has yet to surface. In this paper, given an entire season's worth of player and ball tracking data from a professional soccer league (≈400,000,000 data points), we present a method which can conduct both individual player and team analysis. Due to the dynamic, continuous and multi-player nature of team sports like soccer, a major issue is aligning player positions over time. We present a "role-based" representation that dynamically updates each player's relative role at each frame and demonstrate how this captures the short-term context to enable both individual player and team analysis. We discover role directly from data by utilizing a minimum entropy data partitioning method and show how this can be used to accurately detect and visualize formations, as well as analyze individual player behavior.
Alina Bialkowski, Patrick Lucey, Peter Carr 0001, Yisong Yue, Sridha Sridharan, Iain A. Matthews
ICDM3
2014 Learning Fine-Grained Spatial Models for Dynamic Sports Play Prediction
abstract
We consider the problem of learning predictive models for in-game sports play prediction. Focusing on basketball, we develop models for anticipating near-future events given the current game state. We employ a latent factor modeling approach, which leads to a compact data representation that enables efficient prediction given raw spatiotemporal tracking data. We validate our approach using tracking data from the 2012-2013 NBA season, and show that our model can make accurate in-game predictions. We provide a detailed inspection of our learned factors, and show that our model is interpretable and corresponds to known intuitions of basketball game play.
Yisong Yue, Patrick Lucey, Peter Carr 0001, Alina Bialkowski, Iain A. Matthews
ICDM3
2014 Playing catch with robots: Incorporating social gestures into physical interactions
abstract
For compelling human-robot interaction, social gestures are widely believed to be important. This paper investigates the effects of adding gestures to a physical game between a human and a humanoid robot. Human participants repeatedly threw a ball to the robot, which attempted to catch it. If the catch was successful, the robot threw the ball back to the human. For half of the cases in which the catch was unsuccessful, the robot made a physical gesture, such as shrugging its shoulders, shaking its head, or throwing up its hands. In the other half of cases, no gestures were produced. We used questionnaires and smile detection to compare participants' feelings about the robot when it made gestures after failure versus when it did not. Participants smiled more and rated the robot as more engaging, responsive, and humanlike when it gestured. We conclude that social gesturing of a robot enhances physical interactions between humans and robots.
Elizabeth J. Carter, Michael N. Mistry, Peter Carr 0001, Brooke A. Kelly, Jessica K. Hodgins
RO-MAN3
2014 Predicting movie ratings from audience behaviors
abstract
We propose a method of representing audience behavior through facial and body motions from a single video stream, and use these features to predict the rating for feature-length movies. This is a very challenging problem as: i) the movie viewing environment is dark and contains views of people at different scales and viewpoints; ii) the duration of feature-length movies is long (80-120 mins) so tracking people uninterrupted for this length of time is still an unsolved problem; and iii) expressions and motions of audience members are subtle, short and sparse making labeling of activities unreliable. To circumvent these issues, we use an infrared illuminated test-bed to obtain a visually uniform input. We then utilize motion-history features which capture the subtle movements of a person within a pre-defined volume, and then form a group representation of the audience by a histogram of pair-wise correlations over a small-window of time. Using this group representation, we learn our movie rating classifier from crowd-sourced ratings collected by rottentomatoes.com and show our prediction capability on audiences from 30 movies across 250 subjects (> 50 hrs).
Rajitha Navarathna, Patrick Lucey, Peter Carr 0001, Elizabeth J. Carter, Sridha Sridharan, Iain A. Matthews
WACV3
2013 Tracking Sports Players with Context-Conditioned Motion Models
abstract
We employ hierarchical data association to track players in team sports. Player movements are often complex and highly correlated with both nearby and distant players. A single model would require many degrees of freedom to represent the full motion diversity and could be difficult to use in practice. Instead, we introduce a set of Game Context Features extracted from noisy detections to describe the current state of the match, such as how the players are spatially distributed. Our assumption is that players react to the current situation in only a finite number of ways. As a result, we are able to select an appropriate simplified affinity model for each player and time instant using a random decision forest based on current track and game context features. Our context-conditioned motion models implicitly incorporate complex inter-object correlations while remaining tractable. We demonstrate significant performance improvements over existing multi-target tracking algorithms on basketball and field hockey sequences several minutes in duration and containing 10 and 20 players respectively.
Jingchen Liu, Peter Carr 0001, Robert T. Collins, Yanxi Liu 0001
CVPR2
2013 Representing and Discovering Adversarial Team Behaviors Using Player Roles
abstract
In this paper, we describe a method to represent and discover adversarial group behavior in a continuous domain. In comparison to other types of behavior, adversarial behavior is heavily structured as the location of a player (or agent) is dependent both on their teammates and adversaries, in addition to the tactics or strategies of the team. We present a method which can exploit this relationship through the use of a spatiotemporal basis model. As players constantly change roles during a match, we show that employing a "role-based" representation instead of one based on player "identity" can best exploit the playing structure. As vision-based systems currently do not provide perfect detection/tracking (e.g. missed or false detections), we show that our compact representation can effectively "denoise" erroneous detections as well as enabling temporal analysis, which was previously prohibitive due to the dimensionality of the signal. To evaluate our approach, we used a fully instrumented field-hockey pitch with 8 fixed high-definition (HD) cameras and evaluated our approach on approximately 200,000 frames of data from a state-of-the-art real-time player detector and compare it to manually labelled data.
Patrick Lucey, Alina Bialkowski, Peter Carr 0001, Stuart Morgan, Iain A. Matthews, Yaser Sheikh
CVPR3
2013 Computational sports broadcasting: Automated director assistance for live sports
abstract
Live sports broadcast is seeing a large increase in the number of cameras used for filming. More cameras can provide better coverage of the field and a wider range of experiences for viewers. However, choosing optimal cameras for broadcast demands a high level of concentration, awareness and experience from sports broadcast directors. We present an automatic assistant to help select likely candidates from a large array of possible cameras. Sports directors can then choose the final broadcast camera from the reduced suggestion set. Our assistant uses both widely acknowledged cinematography guidelines for sports directing, as well as a data-driven approach that learns specific styles from directors.
Christine Chen, Oliver Wang, Simon Heinzle, Peter Carr 0001, Aljoscha Smolic, Markus Gross 0001
ICME4
2013 Assessing team strategy using spatiotemporal data
abstract
The "Moneyball" revolution coincided with a shift in the way professional sporting organizations handle and utilize data in terms of decision making processes. Due to the demand for better sports analytics and the improvement in sensor technology, there has been a plethora of ball and player tracking information generated within professional sports for analytical purposes. However, due to the continuous nature of the data and the lack of associated high-level labels to describe it - this rich set of information has had very limited use especially in the analysis of a team's tactics and strategy. In this paper, we give an overview of the types of analysis currently performed mostly with hand-labeled event data and highlight the problems associated with the influx of spatiotemporal data. By way of example, we present an approach which uses an entire season of ball tracking data from the English Premier League (2010-2011 season) to reinforce the common held belief that teams should aim to "win home games and draw away ones". We do this by: i) forming a representation of team behavior by chunking the incoming spatiotemporal signal into a series of quantized bins, and ii) generate an expectation model of team behavior based on a code-book of past performances. We show that home advantage in soccer is partly due to the conservative strategy of the away team. We also show that our approach can flag anomalous team behavior which has many potential applications.
Patrick Lucey, Dean Oliver, Peter Carr 0001, Joe Roth, Iain A. Matthews
KDD3
2013 Hybrid robotic/virtual pan-tilt-zom cameras for autonomous event recording
abstract
We present a method to generate aesthetic video from a robotic camera by incorporating a virtual camera operating on a delay, and a hybrid controller which uses feedback from both the robotic and virtual cameras. Our strategy employs a robotic camera to follow a coarse region-of-interest identified by a realtime computer vision system, and then resamples the captured images to synthesize the video that would have been recorded along a smooth, aesthetic camera trajectory. The smooth motion trajectory is obtained by operating the virtual camera on a short delay so that perfect knowledge of immediate future events is known. Previous autonomous camera installations have employed either robotic cameras or stationary wide-angle cameras with subregion cropping. Robotic cameras track the subject using realtime sensor data, and regulate a smoothness-latency trade-off through control gains. Fixed cameras post-process the data and suffer significant reductions in image resolution when the subject moves freely over a large area.
Peter Carr 0001, Michael N. Mistry, Iain A. Matthews
ACM Multimedia1
2013 One-man-band: a touch screen interface for producing live multi-camera sports broadcasts
abstract
Generating live broadcasts of sporting events requires a coordinated crew of camera operators, directors, and technical personnel to control and switch between multiple cameras to tell the evolving story of a game. In this paper, we present an unimodal interface concept that allows one person to cover live sporting action by controlling multiple cameras and and determining which view to broadcast. The interface exploits the structure of sports broadcasts which typically switch between a zoomed out game-camera view (which records the strategic team-level play), and a zoomed in iso-camera view (which captures the animated adversarial relations between opposing players). The operator simultaneously controls multiple pan-tilt-zoom cameras by pointing at a location on the touch screen, and selects which camera to broadcast using one or two points of contact. The image from the selected camera is superimposed on top of a wide-angle view captured from a context-camera which provides the operator with periphery information (which is useful for ensuring good framing while controlling the camera). We show that by unifying directorial and camera operation functions, we can achieve comparable broadcast quality to a multi-person crew, while reducing cost, logistical, and communication complexities.
Eric Foote, Peter Carr 0001, Patrick Lucey, Yaser Sheikh, Iain A. Matthews
ACM Multimedia2
2012 Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League
abstract
Real-world AI systems have been recently deployed which can automatically analyze the plan and tactics of tennis players. As the game-state is updated regularly at short intervals (i.e. point-level), a library of successful and unsuccessful plans of a player can be learnt over time. Given the relative strengths and weaknesses of a player’s plans, a set of proven plans or tactics from the library that characterize a player can be identified. For low-scoring, continuous team sports like soccer, such analysis for multi-agent teams does not exist as the game is not segmented into “discretized” plays (i.e. plans), making it difficult to obtain a library that characterizes a team’s behavior. Additionally, as player tracking data is costly and difficult to obtain, we only have partial team tracings in the form of ball actions which makes this problem even more difficult. In this paper, we propose a method to overcome these issues by representing team behavior via play-segments, which are spatio-temporal descriptions of ball movement over fixed windows of time. Using these representations we can characterize team behavior from entropy maps, which give a measure of predictability of team behaviors across the field. We show the efficacy and applicability of our method on the 2010-2011 English Premier League soccer data.
Patrick Lucey, Alina Bialkowski, Peter Carr 0001, Eric Foote, Iain A. Matthews
AAAI3
2012 Monocular Object Detection Using 3D Geometric Primitives
Peter Carr 0001, Yaser Sheikh, Iain A. Matthews
ECCV (1)1
2012 Point-less calibration: Camera parameters from gradient-based alignment to edge images
abstract
Point-based targets, such as checkerboards, are often not practical for outdoor camera calibration, as cameras are usually at significant heights requiring extremely large calibration patterns on the ground. Fortunately, it is possible to make use of existing non-point landmarks in the scene by formulating camera calibration in terms of image alignment. In this paper, we simultaneously estimate the camera intrinsic, extrinsic and lens distortion parameters directly by aligning to a planar schematic of the scene. For cameras with square pixels and known principal point, finding the parameters to such an image warp is equivalent to calibrating the camera. Overhead schematics of many environments resemble edge images. Edge images are difficult to align using image-based algorithms because both the image and its gradient are sparse. We employ a `long range' gradient which enables informative parameter updates at each iteration while maintaining a precise alignment measure. As a result, we are able to calibrate our camera models robustly using regular gradient-based image alignment, given an initial ground to image homography estimate.
Peter Carr 0001, Yaser Sheikh, Iain A. Matthews
WACV1
2009 Minimizing energy functions on 4-connected lattices using elimination
abstract
We describe an energy minimization algorithm for functions defined on 4-connected lattices, of the type usually encountered in problems involving images. Such functions are often minimized using graph-cuts/max-flow, but this method is only applicable to submodular problems. In this paper, we describe an algorithm that will solve any binary problem, irrespective of whether it is submodular or not, and for multilabel problems we use alpha-expansion. The method is based on the elimination algorithm, which eliminates nodes from the graph until the remaining function is submodular. It can then be solved using max-flow. Values of eliminated variables are recovered using back-substitution. We compare the algorithm's performance against alternative methods for solving non-submodular problems, with favourable results.
Peter Carr 0001, Richard I. Hartley
ICCV1
2009 Enforcing Monotonic Temporal Evolution in Dry Eye Images
Tamir Yedidya, Peter Carr 0001, Richard I. Hartley, Jean-Pierre Guillon
MICCAI (1)2