Min-Chun Hu 0001

dblp:23/9516 · also Anita Min-Chun Hu, Min-Chun Tien 0001 · DBLP profile ↗
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13ranked-venue papers in the field
1as first author
9since 2021 · last 2024
0000-0003-1917-2155ORCID · verified

Domains — venue-derived; a paper can count in several

Information Retrieval & Web Search · 6 (1 first)Other / Interdisciplinary · 4Big Data, Cloud & Distributed Data Systems · 2Data Mining & Knowledge Discovery · 1
YearPublicationVenuePosition
2024 Description-Driven Audiovisual Embedding Space Learning for Enhanced Movie Understanding
abstract
With the rise of video streaming platforms, the number of videos has significantly increased, making auto movie tagging essential for better search and personalized recommendations.This paper presents a novel multimodal learning approach that not only aligns visual and auditory cues temporally and enhances their interrelation but also leverages movie descriptions and genre information to strengthen audiovisual feature extraction.Our approach has shown competitive results across nine tasks in the Long Video Understanding (LVU) benchmark, showing notable improvements in predicting directors, genres, and writers, thereby demonstrating its effectiveness in movie understanding and suitability for auto-tagging.
Shao-Hung Wu, Hung-Chang Huang, Min-Chun Hu 0001, Tse-Yu Pan
MMAsia4
2023 SOFA: Style-based One-shot 3D Facial Animation Driven by 2D landmarks
abstract
We propose a 2D landmark-driven 3D facial animation framework trained without the need of 3D facial dataset. Our method decomposes the 3D facial avatar into geometry and texture. Given 2D landmarks as input, our models learn to estimate the parameters of FLAME and transfer the target texture into different facial expressions. The experiments show that our method achieves remarkable results. Using 2D landmarks as input data, our method has the potential to be deployed in a scenario that suffered from obtaining full RGB facial images (e.g., occluded by VR Head-mounted Display).
Pu Ching, Hung-Kuo Chu, Min-Chun Hu 0001
ICMR3
2023 Offensive Tactics Recognition in Broadcast Basketball Videos Based on 2D Camera View Player Heatmaps
abstract
It is essential for sports teams to review their offensive and defensive tactical execution performance as well as understand their opponents’ tactics in order to identify effective counterattack strategies. This study focuses on basketball offensive tactics recognition based on 2D camera view heatmaps. Most of the current tactics recognition methods learn the spatiotemporal correlation of players based on top-view trajectory information. To obtain correct top-view player trajectories, robust camera calibration and player tracking techniques are indispensable. However, for broadcast videos having large camera movement, serious player occlusions, and similar players’ jerseys, it is quite challenging to obtain accurate camera parameters and player tracking results, resulting in poor tactical analysis performance. Instead of applying camera calibration and player tracking, this study attempts to design a tactics recognition method that directly predicts the tactics class from 2D camera-view player heatmaps in the inference phase. Our proposed method uses a recurrent convolutional neural network with coordinate embedding to directly identify the tactics. Moreover, an auxiliary top-view player trajectory reconstruction module is added in the training phase to acquire better latent codes to represent the tactics. The experimental results show that for both supervised and unsupervised settings, our proposed method achieves comparable accuracy to the current tactics classification methods that rely on perfect top-view trajectory input.
subst Nico, Tse-Yu Pan, Herman Prawiro, Jain-Wei Peng, Wen-Cheng Chen, Hung-Kuo Chu, Min-Chun Hu 0001
ICMR7
2023 OmniScorer: Real-Time Shot Spot Analysis for Court View Basketball Videos
abstract
We propose a real-time shot spot analysis system specifically designed for basketball videos captured from a court view perspective, even in the presence of camera movements such as panning, zooming-in, and zooming-out. Our method consists of two stages: the first stage focuses on identifying the precise frame of the shot, while the second stage predicts the shot event category (i.e., 3-point shot, 2-point shot, or free-throw) and localizes the shot spot from a top-view perspective. Compared to existing end-to-end methods for shot event prediction, our method offers significant advantages. It effectively mitigates the overfitting problem and demonstrates superior performance in predicting 3-point shot and free-throw events. To the best of our knowledge, this work is the first real-time system capable of accurately localizing shot spots in basketball games captured by a moving camera with a court view.
Yen-Pin Cheng, Tsung-Hsun Tsai, Tai-Chen Tsai, Yi-Hsuan Chiu, Hung-Kuo Chu, Min-Chun Hu 0001
MMAsia6
2023 Efficient Hand Gesture Recognition using Multi-Task Multi-Modal Learning and Self-Distillation
abstract
In this paper, we propose a lightweight model for hand gesture recognition using an RGB camera. The proposed model enables recognition of first-person hand gestures using a single camera and achieves near-real-time computational performance on both high-end and low-end computing devices. The proposed framework utilizes multi-task multi-modal learning and self-distillation to deal with the challenges in hand gesture recognition. We integrate additional modalities (depth) and a future prediction mechanism to enhance the model’s ability to learn spatio-temporal information. Furthermore, we employ self-distillation to compress the model, achieving a balance between accuracy and computational efficiency. We compared the proposed hand gesture recognition model with the state-of-the-art method, and our model outperforms the SOTA by 0.88% and 3.52% on the EgoGesture and NVGesture datasets, respectively. In terms of computational efficiency, our model takes only 161ms in average to recognize a gesture on a device with low-end GPUs (NVIDIA Jetson TX2), which is acceptable for interaction in XR applications.
Jie-Ying Li, Herman Prawiro, Chia-Chen Chiang, Hsin-Yu Chang, Tse-Yu Pan, Chih-Tsun Huang, Min-Chun Hu 0001
MMAsia7
2022 MMArt-ACM 2022: 5th Joint Workshop on Multimedia Artworks Analysis and Attractiveness Computing in Multimedia
abstract
In addition to classical art types like paintings and sculptures, new types of artworks emerge following the advancement of deep learning, social platforms, media capturing devices, and media processing tools. Large volumes of machine-/user-generated content or professionally-edited content are shared and disseminated on the Web. Novel multimedia artworks, therefore, emerge rapidly in the era of social media and big data. The ever-increasing amount of illustrations/comics/animations on this platform gives rise to challenges of automatic classification, indexing, and retrieval that have been studied widely in other areas but not necessarily for this emerging type of artwork. In addition to objective entities like objects, events, and scenes, studies of cognitive properties emerge. Among various kinds of computational cognitive analyses, we focus on attractiveness analysis in this workshop. The topics of the accepted papers cover the affective analysis of texts, images, and music. The actual MMArt-ACM 2022 Proceedings are available at: https://dl.acm.org/citation.cfm?id=3512730.
Naoko Nitta, Min-Chun Hu 0001, Kensuke Tobitani
ICMR2
2022 Instant Basketball Defensive Trajectory Generation
abstract
Tactic learning in virtual reality (VR) has been proven to be effective for basketball training. Endowed with the ability of generating virtual defenders in real time according to the movement of virtual offenders controlled by the user, a VR basketball training system can bring more immersive and realistic experiences for the trainee. In this article, an autoregressive generative model for instantly producing basketball defensive trajectory is introduced. We further focus on the issue of preserving the diversity of the generated trajectories. A differentiable sampling mechanism is adopted to learn the continuous Gaussian distribution of player position. Moreover, several heuristic loss functions based on the domain knowledge of basketball are designed to make the generated trajectories assemble real situations in basketball games. We compare the proposed method with the state-of-the-art works in terms of both objective and subjective manners. The objective manner compares the average position, velocity, and acceleration of the generated defensive trajectories with the real ones to evaluate the fidelity of the results. In addition, more high-level aspects such as the empty space for offender and the defensive pressure of the generated trajectory are also considered in the objective evaluation. As for the subjective manner, visual comparison questionnaires on the proposed and other methods are thoroughly conducted. The experimental results show that the proposed method can achieve better performance than previous basketball defensive trajectory generation works in terms of different evaluation metrics.
Wen-Cheng Chen, Wan-Lun Tsai, Huan-Hua Chang, Min-Chun Hu 0001, Wei-Ta Chu
ACM Trans. Intell. Syst. Technol.4
2021 MMArt-ACM'21: International Joint Workshop on Multimedia Artworks Analysis and Attractiveness Computing in Multimedia 2021
abstract
The International Joint Workshop on Multimedia Artworks Analysis and Attractiveness Computing in Multimedia (MMArt-ACM) solicits contributions on methodology advancement and novel applications of multimedia artworks and attractiveness computing that emerge in the era of big data and social media. The topics of the accepted papers cover an analytic topic on comic contents understanding to generative topics on image synthesis and conversion. The actual MMArt-ACM'21 Proceedings are available at: https://dl.acm.org/doi/proceedings/10.1145/3460426.
Min-Chun Hu 0001, Ichiro Ide, Kensuke Tobitani
ICMR1
2021 Semi-supervised Many-to-many Music Timbre Transfer
abstract
This work presents a music timbre transfer model that aims to transfer the style of a music clip while preserving the semantic content. Compared to the existing music timbre transfer models, our model can achieve many-to-many timbre transfer between different instruments. The proposed method is based an autoencoder framework, which comprises two pretrained encoders trained in a supervised manner and one decoder trained in an unsupervised manner. To learn more representative features for the encoders, we produced a parallel dataset, called MI-Para, which is synthesized from MIDI files and digital audio workstations (DAW). Both the objective and the subjective evaluation results showed the effectiveness of the proposed framework. To scale up the application scenario, we also demonstrate that our model can achieve style transfer by training in a semi-supervised manner with a smaller parallel dataset.
Yu-Chen Chang, Wen-Cheng Chen, Min-Chun Hu 0001
ICMR3
2020 Emotion Recognition from Galvanic Skin Response Signal Based on Deep Hybrid Neural Networks
abstract
Emotion reacts human beings' physiological and psychological status. Galvanic Skin Response (GSR) can reveal the electrical characteristics of human skin and is widely used to recognize the presence of emotion. In this work, we propose an emotion recognition frame-work based on deep hybrid neural networks, in which 1D CNN and Residual Bidirectional GRU are employed for time series data analysis. The experimental results show that the proposed method can outperform other state-of-the-art methods. In addition, we port the proposed emotion recognition model on Raspberry Pi and design a real-time emotion interaction robot to verify the efficiency of this work.
Imam Yogie Susanto, Tse-Yu Pan, Chien-Wen Chen, Min-Chun Hu 0001, Wen-Huang Cheng
ICMR4
2020 An autoregressive generation model for producing instant basketball defensive trajectory
abstract
Learning basketball tactic via virtual reality environment requires real-time feedback to improve the realism and interactivity. For example, the virtual defender should move immediately according to the player's movement. In this paper, we proposed an autoregressive generative model for basketball defensive trajectory generation. To learn the continuous Gaussian distribution of player position, we adopt a differentiable sampling process to sample the candidate location with a standard deviation loss, which can preserve the diversity of the trajectories. Furthermore, we design several additional loss functions based on the domain knowledge of basketball to make the generated trajectories match the real situation in basketball games. The experimental results show that the proposed method can achieve better performance than previous works in terms of different evaluation metrics.
Huan-Hua Chang, Wen-Cheng Chen, Wan-Lun Tsai, Min-Chun Hu 0001, Wei-Ta Chu
MMAsia4
2019 Robust Basketball Player Tracking Based on a Hybrid Detection Grouping Framework for Overlapping Cameras
abstract
We propose a robust basketball player tracking framework for multi-cameras which have high portion of overlapping with each other and are set at human height. A novel detection grouping method is proposed to more correctly merge the projected detection results. Instead of using linear motion assumption to predict the human motion, we applied a regional consistency assumption to calculate the motion affinity. Further-more, we design a one-to-one clustering method to associate the most matching tracklets together using correlation values between tracklets and generate final trajectory results. Since there is no public labeled overlapping cross-cameras basketball dataset, we collected our own dataset, MISBasketball, and labeled the ground truth to evaluate the proposed tracking framework.
Kuan-Hsien Wu, Wan-Lun Tsai, Tse-Yu Pan, Min-Chun Hu 0001
IEEE BigData4
2017 Deep model style: Cross-class style compatibility for 3D furniture within a scene
abstract
Harmonizing the style of all the furniture placed within a constrained space/scene has been regarded as one of the most important tasks in interior design. Most previous style analysis works measure the style similarity or compatibility of the objects based on predefined geometric features extracted from 3D models. However, “style” is a high-level semantic concept, which is difficult to be described explicitly by handcrafted geometric features. Deep neural network has been claimed to have more powerful ability to mimic the perception of human visual cortex. Therefore, in this work we utilize Triplet Convolutional Neural Network (Triplet CNN) to analyze style compatibility between 3D furniture models of different classes (e.g., a table and a lamp). It should be noted that analyzing the style compatibility between two or more furniture of different classes is quite difficult, as the given furniture may have distinctive structures or geometric elements. We conducted experiments based on a collected dataset containing 420 textured 3D furniture models. A group of raters were recruited from Amazon Mechanical Turk (AMT) to evaluate the comparative suitability of paired models within the dataset. The experimental results reveal that the proposed furniture style compatibility method based on deep learning is better than the state-of-the-art method and can be used for furniture recommendation.
Tse-Yu Pan, Yi-Zhu Dai, Wan-Lun Tsai, Min-Chun Hu 0001
IEEE BigData4