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Patrick Lucey

dblp:88/4594 · DBLP profile ↗
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40ranked-venue papers
10as first author
2since 2021 · last 2026
0009-0009-7864-3659ORCID · corroborated

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

Artificial intelligence and machine learning · 27 · 7 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 20 · 7 first-author · 1 since 2021Databases, data management, data science and information retrieval · 9 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-author

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
11 papers
Video understanding and tracking · 25% Reinforcement learning · 23% Multi-agent systems · 9%
Databases, data mining, and information retrieval
5 papers
Data mining · 97% Recommender systems · 3%
Computer graphics and multimedia
4 papers
Multimedia analysis and retrieval · 67% Visualization and visual analytics · 29% Multimedia systems and quality of experience · 4%
Interdisciplinary, comprehensive, and emerging computing
4 papers
Computational social science and digital humanities · 100%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 67% User interface design and tools · 33%

Topics — the 30 heaviest of 39, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational social science and digital humanities
sports analytics
1.042017
"The Leicester City Fairytale?": Utilizing New Soccer Analytics Tools to Compare Performance in the 15/16 & 16/17 EPL Seasons · KDD 2017
Not All Passes Are Created Equal: Objectively Measuring the Risk and Reward of Passes in Soccer from Tracking Data · KDD 2017
Predicting Serves in Tennis using Style Priors · KDD 2015
Data mining
spatiotemporal data mining
0.742016
Forecasting the Next Shot Location in Tennis Using Fine-Grained Spatiotemporal Tracking Data · IEEE Trans. Knowl. Data Eng. 2016
Large-Scale Analysis of Soccer Matches Using Spatiotemporal Tracking Data · ICDM 2014
Assessing team strategy using spatiotemporal data · KDD 2013
Data mining
sports analytics
0.742016
Forecasting the Next Shot Location in Tennis Using Fine-Grained Spatiotemporal Tracking Data · IEEE Trans. Knowl. Data Eng. 2016
Large-Scale Analysis of Soccer Matches Using Spatiotemporal Tracking Data · ICDM 2014
Assessing team strategy using spatiotemporal data · KDD 2013
Computer vision › 3D vision
camera calibration
0.412020
End-to-End Camera Calibration for Broadcast Videos · CVPR 2020
Computer vision › Video understanding and tracking › video analytics
sports video analysis
0.412020
End-to-End Camera Calibration for Broadcast Videos · CVPR 2020
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
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412019
Generating Multi-Agent Trajectories using Programmatic Weak Supervision · ICLR (Poster) 2019
Machine learning › Learning paradigms › weakly supervised learning
programmatic weak supervision
0.412019
Generating Multi-Agent Trajectories using Programmatic Weak Supervision · ICLR (Poster) 2019
Robotics › Motion planning and robot control
trajectory planning
0.412019
Generating Multi-Agent Trajectories using Programmatic Weak Supervision · ICLR (Poster) 2019
Machine learning › Generative modeling › variational autoencoder
conditional variational autoencoder
0.312018
Where Will They Go? Predicting Fine-Grained Adversarial Multi-agent Motion Using Conditional Variational Autoencoders · ECCV (11) 2018
Robotics › Autonomous driving › trajectory prediction
multi-agent trajectory prediction
0.312018
Where Will They Go? Predicting Fine-Grained Adversarial Multi-agent Motion Using Conditional Variational Autoencoders · ECCV (11) 2018
Machine learning › Reinforcement learning
imitation learning
0.312017
Coordinated Multi-Agent Imitation Learning · ICML 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
Multimedia analysis and retrieval › video analysis
spatiotemporal analysis
0.212016
Discovering Team Structures in Soccer from Spatiotemporal Data · IEEE Trans. Knowl. Data Eng. 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search
0.212015
Softstar: Heuristic-Guided Probabilistic Inference · NIPS 2015
Machine learning › Reinforcement learning › imitation learning › inverse reinforcement learning
inverse optimal control
0.212015
Softstar: Heuristic-Guided Probabilistic Inference · NIPS 2015
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.212015
Softstar: Heuristic-Guided Probabilistic Inference · NIPS 2015
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
probabilistic search
0.212015
Softstar: Heuristic-Guided Probabilistic Inference · NIPS 2015
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
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
Data mining
anomaly detection
0.212013
Assessing team strategy using spatiotemporal data · KDD 2013
User interface design and tools › natural user interface
touch screen interface
0.212013
One-man-band: a touch screen interface for producing live multi-camera sports broadcasts · ACM Multimedia 2013
Computer vision › Face, body and person analysis › facial expression analysis
facial expression recognition
0.112012
Improved facial expression recognition via uni-hyperplane classification · CVPR 2012
Computer vision › Video understanding and tracking › video analytics › behavior analysis › human behavior analysis
group behavior analysis
0.112012
Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League · AAAI 2012
Machine learning › Reinforcement learning
policy learning
0.112017
Coordinated Multi-Agent Imitation Learning · ICML 2017
Machine learning › Probabilistic and Bayesian machine learning › structured models
graphical models
0.112016
Forecasting the Next Shot Location in Tennis Using Fine-Grained Spatiotemporal Tracking Data · IEEE Trans. Knowl. Data Eng. 2016
Data mining
clustering
0.112014
Large-Scale Analysis of Soccer Matches Using Spatiotemporal Tracking Data · ICDM 2014

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

multimodal fusion · 0.9long-term context modeling · 0.9templating · 0.7hashing · 0.7computer vision · 0.7alignment · 0.7machine learning · 0.6probabilistic graphical model · 0.5model adaptation · 0.5style prior · 0.4probabilistic modeling · 0.4spatial transformer network · 0.4homography estimation · 0.4programmatic weak supervision · 0.4role-based representation · 0.4pan-tilt-zoom camera control · 0.3conditional variational autoencoder · 0.3unsupervised structure learning · 0.3
YearPublicationVenuePosition
2026 Multimodal transformer-diffusion framework for large-scale reconstruction of soccer tracking data
Harry Hughes, Patrick Lucey, Michael Horton 0001, Harshala Gammulle, Clinton Fookes, Sridha Sridharan
Comput. Vis. Image Underst.2
2025 Event2Tracking: Reconstructing Multi-Agent Soccer Trajectories Using Long-Term Multimodal Context
abstract
Soccer is a rich testbed for studying multi-agent adversarial systems. In this work we focus on the task of reconstructing the noisy trajectories of soccer agents (players and the ball). Previous works that model the behaviours of agents in soccer are limited in two respects: (i) they only focus on short-term context windows (less than or equal to 10 seconds) which are not suitable for reconstructing trajectories impacted by long-term noise, and (ii) they exclusively rely on trajectory context, and do not leverage soccer's auxiliary data streams that can provide additional context. Our Event2Tracking model addresses these limitations. First, our architecture models soccer's long-term structure by processing long-term trajectories (60 seconds in duration). Secondly, our architecture is multimodal. Specifically, it fuses soccer tracking data with event data (which specifies the high-level semantic events that transpire in a game), providing rich context that cannot strictly be inferred from the raw trajectories. We evaluate our method empirically using a reconstruction loss metric. Compared to state-of-the-art approaches, our method substantially improves the accuracy of the ball's and players' reconstructed trajectories.
Harry Hughes, Michael Horton 0001, Xinyu Wei 0004, Harshala Gammulle, Clinton Fookes, Sridha Sridharan, Patrick Lucey
AAAI7
2020 End-to-End Camera Calibration for Broadcast Videos
abstract
The increasing number of vision-based tracking systems deployed in production have necessitated fast, robust camera calibration. In the domain of sport, the majority of current work focuses on sports where lines and intersections are easy to extract, and appearance is relatively consistent across venues. However, for more challenging sports like basketball, those techniques are not sufficient. In this paper, we propose an end-to-end approach for single moving camera calibration across challenging scenarios in sports. Our method contains three key modules: 1) area-based court segmentation, 2) camera pose estimation with embedded templates, 3) homography prediction via a spatial transform network (STN). All three modules are connected, enabling end-to-end training. We evaluate our method on a new college basketball dataset and demonstrate state of the art performance in variable and dynamic environments. We also validate our method on the World Cup 2014 dataset to show its competitive performance against the state-of-the-art methods. Lastly, we show that our method is two orders of magnitude faster than the previous state of the art on both datasets.
Long Sha, Jennifer A. Hobbs, Panna Felsen, Xinyu Wei 0004, Patrick Lucey, Sujoy Ganguly
CVPR5
2019 Generating Multi-Agent Trajectories using Programmatic Weak Supervision
Eric Zhan, Stephan Zheng, Yisong Yue, Long Sha, Patrick Lucey
ICLR (Poster)5
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.3
2018 Where Will They Go? Predicting Fine-Grained Adversarial Multi-agent Motion Using Conditional Variational Autoencoders
Panna Felsen, Patrick Lucey, Sujoy Ganguly
ECCV (11)2
2018 Large-Scale Adversarial Sports Play Retrieval with Learning to Rank
abstract
As teams of professional leagues are becoming more and more analytically driven, the interest in effective data management and access of sports plays has dramatically increased. In this article, we present a retrieval system that can quickly find the most relevant plays from historical games given an input query. To search through a large number of games at an interactive speed, our system is built upon a distributed framework so that each query-result pair is evaluated in parallel. We also propose a pairwise learning to rank approach to improve search ranking based on users’ clickthrough behavior. The similarity metric in training the rank function is based on automatically learnt features from a convolutional autoencoder. Finally, we showcase the efficacy of our learning to rank approach by demonstrating rank quality in a user study.
Mingyang Di, Diego Klabjan, Long Sha, Patrick Lucey
ACM Trans. Knowl. Discov. Data4
2018 Interactive Sports Analytics: An Intelligent Interface for Utilizing Trajectories for Interactive Sports Play Retrieval and Analytics
abstract
Analytics in professional sports has experienced a dramatic growth in the last decade due to the wide deployment of player and ball tracking systems in team sports, such as basketball and soccer. With the massive amount of fine-grained data being generated, new data-points are being generated, which can shed light on player and team performance. However, due to the complexity of plays in continuous sports, these data-points often lack the specificity and context to enable meaningful retrieval and analytics. In this article, we present an intelligent human--computer interface that utilizes trajectories instead of words, which enables specific play retrieval in sports. Various techniques of alignment, templating, and hashing were utilized by our system and they are tailored to multi-agent scenario so that interactive speeds can be achieved. We conduct a user study to compare our method to the conventional keywords-based system and the results show that our method significantly improves the retrieval quality. We also show how our interface can be utilized for broadcast purposes, where a user can draw and interact with trajectories on a broadcast view using computer vision techniques. Additionally, we show that our method can also be used for interactive analytics of player performance, which enables the users to move players around and see how performance changes as a function of position and proximity to other players.
Long Sha, Patrick Lucey, Yisong Yue, Xinyu Wei 0004, Jennifer A. Hobbs, Charlie Rohlf, Sridha Sridharan
ACM Trans. Comput. Hum. Interact.2
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
ICML4
2017 Not All Passes Are Created Equal: Objectively Measuring the Risk and Reward of Passes in Soccer from Tracking Data
abstract
In soccer, the most frequent event that occurs is a pass. For a trained eye, there are a myriad of adjectives which could describe this event (e.g., "majestic pass", "conservative" to "poor-ball"). However, as these events are needed to be coded live and in real-time (most often by human annotators), the current method of grading passes is restricted to the binary labels 0 (unsuccessful) or 1 (successful). Obviously, this is sub-optimal because the quality of a pass needs to be measured on a continuous spectrum (i.e., 0 to 100%) and not a binary value. Additionally, a pass can be measured across multiple dimensions, namely: i) risk -- the likelihood of executing a pass in a given situation, and ii) reward -- the likelihood of a pass creating a chance. In this paper, we show how we estimate both the risk and reward of a pass across two seasons of tracking data captured from a recent professional soccer league with state-of-the-art performance, then showcase various use cases of our deployed passing system.
Paul Power, Héctor Ruiz, Xinyu Wei 0004, Patrick Lucey
KDD4
2017 "The Leicester City Fairytale?": Utilizing New Soccer Analytics Tools to Compare Performance in the 15/16 & 16/17 EPL Seasons
abstract
The last two years have been somewhat of a rollercoaster for English Premier League (EPL) team Leicester City. In the 2015/16 season, against all odds and logic, they won the league to much fan-fare. Fast-forward nine months later, and they are battling relegation. What could describe this fluctuating form? As soccer is a very complex and strategic game, common statistics (e.g., passes, shots, possession) do not really tell the full story on how a team succeeds and fails. However, using machine learning tools and a plethora of data, it is now possible to obtain some insights into how a team performs. To showcase the utility of these new tools (i.e., expected goal value, expected save value, strategy-plots and passing quality measures), we first analyze the EPL 2015/16 season which a specific emphasis on the champions Leicester City, and then compare it to the current one. Finally, we show how these features can be used to predict future performance.
Héctor Ruiz, Paul Power, Xinyu Wei 0004, Patrick Lucey
KDD4
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
IUI2
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.2
2016 Forecasting the Next Shot Location in Tennis Using Fine-Grained Spatiotemporal Tracking Data
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. Despite the high-level of accuracy of the tracking systems and the sheer volume of spatiotemporal data they generate, the use of this data for player performance analysis and prediction has been lacking. In this research, we use ball and player tracking data from “Hawk-Eye” to discover unique player styles and predict within-point events. We move beyond current analysis that only incorporates coarse match statistics (i.e., serves, winners, number of shots, and volleys) and use spatial and temporal information which better characterizes the tactics and tendencies of each player. Using a probabilistic graphical model, we are able to model player behaviors which enables us to: 1) find the factors such as location and speed of the incoming shot which are most conducive to a player hitting a winner (i.e., “sweet-spot”) or cause an error, and 2) do “live in-point” prediction - based on the shots being played during a rally we estimate the probability of the outcome (e.g., winner, continuation, or error) and the location of the next shot. As player behavior depends on the opponent, we use model adaptation to enhance our prediction. We show the utility of our approach by analyzing the play of Djokovic, Nadal, and Federer at the 2012 Australian Tennis Open.
Xinyu Wei 0004, Patrick Lucey, Stuart Morgan, Sridha Sridharan
IEEE Trans. Knowl. Data Eng.2
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
KDD2
2015 Softstar: Heuristic-Guided Probabilistic Inference
abstract
Recent machine learning methods for sequential behavior prediction estimate the motives of behavior rather than the behavior itself. This higher-level abstraction improves generalization in different prediction settings, but computing predictions often becomes intractable in large decision spaces. We propose the Softstar algorithm, a softened heuristic-guided search technique for the maximum entropy inverse optimal control model of sequential behavior. This approach supports probabilistic search with bounded approximation error at a significantly reduced computational cost when compared to sampling based methods. We present the algorithm, analyze approximation guarantees, and compare performance with simulation-based inference on two distinct complex decision tasks.
Mathew Monfort, Brenden M. Lake, Brian D. Ziebart, Patrick Lucey, Josh Tenenbaum
NIPS4
2014 Forecasting Events Using an Augmented Hidden Conditional Random Field
Xinyu Wei 0004, Patrick Lucey, Stephen Vidas, Stuart Morgan, Sridha Sridharan
ACCV (4)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
ICDM2
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
ICDM2
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
WACV2
2014 Understanding and analyzing a large collection of archived swimming videos
abstract
In elite sports, nearly all performances are captured on video. Despite the massive amounts of video that has been captured in this domain over the last 10-15 years, most of it remains in an “unstructured” or “raw” form, meaning it can only be viewed or manually annotated/tagged with higher-level event labels which is time consuming and subjective. As such, depending on the detail or depth of annotation, the value of the collected repositories of archived data is minimal as it does not lend itself to large-scale analysis and retrieval. One such example is swimming, where each race of a swimmer is captured on a camcorder and in-addition to the split-times (i.e., the time it takes for each lap), stroke rate and stroke-lengths are manually annotated. In this paper, we propose a vision-based system which effectively “digitizes” a large collection of archived swimming races by estimating the location of the swimmer in each frame, as well as detecting the stroke rate. As the videos are captured from moving hand-held cameras which are located at different positions and angles, we show our hierarchical-based approach to tracking the swimmer and their different parts is robust to these issues and allows us to accurately estimate the swimmer location and stroke rates.
Long Sha, Patrick Lucey, Sridha Sridharan, Stuart Morgan, Dave Pease
WACV2
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
CVPR1
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
KDD1
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 Multimedia3
2013 Multiple cameras for audio-visual speech recognition in an automotive environment
Rajitha Navarathna, David Dean, Sridha Sridharan, Patrick Lucey
Comput. Speech Lang.4
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
AAAI1
2012 Improved facial expression recognition via uni-hyperplane classification
abstract
Large margin learning approaches, such as support vector machines (SVM), have been successfully applied to numerous classification tasks, especially for automatic facial expression recognition. The risk of such approaches however, is their sensitivity to large margin losses due to the influence from noisy training examples and outliers which is a common problem in the area of affective computing (i.e., manual coding at the frame level is tedious so coarse labels are normally assigned). In this paper, we leverage the relaxation of the parallel-hyperplanes constraint and propose the use of modified correlation filters (MCF). The MCF is similar in spirit to SVMs and correlation filters, but with the key difference of optimizing only a single hyperplane. We demonstrate the superiority of MCF over current techniques on a battery of experiments.
Sien W. Chew, Simon Lucey, Patrick Lucey, Sridha Sridharan, Jeff F. Conn
CVPR3
2012 Painful monitoring: Automatic pain monitoring using the UNBC-McMaster shoulder pain expression archive database
Patrick Lucey, Jeffrey F. Cohn, Kenneth M. Prkachin, Patricia E. Solomon, Sien W. Chew, Iain A. Matthews
Image Vis. Comput.1
2012 In the Pursuit of Effective Affective Computing: The Relationship Between Features and Registration
abstract
For facial expression recognition systems to be applicable in the real world, they need to be able to detect and track a previously unseen person's face and its facial movements accurately in realistic environments. A highly plausible solution involves performing a "dense" form of alignment, where 60-70 fiducial facial points are tracked with high accuracy. The problem is that, in practice, this type of dense alignment had so far been impossible to achieve in a generic sense, mainly due to poor reliability and robustness. Instead, many expression detection methods have opted for a "coarse" form of face alignment, followed by an application of a biologically inspired appearance descriptor such as the histogram of oriented gradients or Gabor magnitudes. Encouragingly, recent advances to a number of dense alignment algorithms have demonstrated both high reliability and accuracy for unseen subjects [e.g., constrained local models (CLMs)]. This begs the question: Aside from countering against illumination variation, what do these appearance descriptors do that standard pixel representations do not? In this paper, we show that, when close to perfect alignment is obtained, there is no real benefit in employing these different appearance-based representations (under consistent illumination conditions). In fact, when misalignment does occur, we show that these appearance descriptors do work well by encoding robustness to alignment error. For this work, we compared two popular methods for dense alignment-subject-dependent active appearance models versus subject-independent CLMs-on the task of action-unit detection. These comparisons were conducted through a battery of experiments across various publicly available data sets (i.e., CK+, Pain, M3, and GEMEP-FERA). We also report our performance in the recent 2011 Facial Expression Recognition and Analysis Challenge for the subject-independent task.
Sien W. Chew, Patrick Lucey, Simon Lucey, Jason M. Saragih, Jeffrey F. Cohn, Iain A. Matthews, Sridha Sridharan
IEEE Trans. Syst. Man Cybern. Part B2
2011 Person-independent facial expression detection using Constrained Local Models
abstract
In automatic facial expression detection, very accurate registration is desired which can be achieved via a deformable model approach where a dense mesh of 60-70 points on the face is used, such as an active appearance model (AAM). However, for applications where manually labeling frames is prohibitive, AAMs do not work well as they do not generalize well to unseen subjects. As such, a more coarse approach is taken for person-independent facial expression detection, where just a couple of key features (such as face and eyes) are tracked using a Viola-Jones type approach. The tracked image is normally post-processed to encode for shift and illumination invariance using a linear bank of filters. Recently, it was shown that this preprocessing step is of no benefit when close to ideal registration has been obtained. In this paper, we present a system based on the Constrained Local Model (CLM) method which is a generic or person-independent face alignment algorithm which gains high accuracy. We show these results against the LBP feature extraction on the CK+ and GEMEP-FERA datasets.
Sien W. Chew, Patrick Lucey, Simon Lucey, Jason M. Saragih, Jeffrey F. Cohn, Sridha Sridharan
FG2
2011 Painful data: The UNBC-McMaster shoulder pain expression archive database
abstract
A major factor hindering the deployment of a fully functional automatic facial expression detection system is the lack of representative data. A solution to this is to narrow the context of the target application, so enough data is available to build robust models so high performance can be gained. Automatic pain detection from a patient's face represents one such application. To facilitate this work, researchers at McMaster University and University of Northern British Columbia captured video of participant's faces (who were suffering from shoulder pain) while they were performing a series of active and passive range-of-motion tests to their affected and unaffected limbs on two separate occasions. Each frame of this data was AU coded by certified FACS coders, and self-report and observer measures at the sequence level were taken as well. This database is called the UNBC-McMaster Shoulder Pain Expression Archive Database. To promote and facilitate research into pain and augment current datasets, we have publicly made available a portion of this database which includes: (1) 200 video sequences containing spontaneous facial expressions, (2) 48,398 FACS coded frames, (3) associated pain frame-by-frame scores and sequence-level self-report and observer measures, and (4) 66-point AAM landmarks. This paper documents this data distribution in addition to describing baseline results of our AAM/SVM system. This data will be available for distribution in March 2011.
Patrick Lucey, Jeffrey F. Cohn, Kenneth M. Prkachin, Patricia E. Solomon, Iain A. Matthews
FG1
2011 Can Audio-Visual Speech Recognition Outperform Acoustically Enhanced Speech Recognition in Automotive Environment?
abstract
The use of visual features in the form of lip movements to improve the performance of acoustic speech recognition has been shown to work well, particularly in noisy acoustic conditions.However, whether this technique can outperform speech recognition incorporating well-known acoustic enhancement techniques, such as spectral subtraction, or multi-channel beamforming is not known.This is an important question to be answered especially in an automotive environment, for the design of an efficient human-vehicle computer interface.We perform a variety of speech recognition experiments on a challenging automotive speech dataset and results show that synchronous HMM-based audio-visual fusion can outperform traditional single as well as multi-channel acoustic speech enhancement techniques.We also show that further improvement in recognition performance can be obtained by fusing speech-enhanced audio with the visual modality, demonstrating the complementary nature of the two robust speech recognition approaches.
Rajitha Navarathna, Tristan Kleinschmidt, David Dean, Sridha Sridharan, Patrick Lucey
INTERSPEECH5
2011 Sparse Temporal Representations for Facial Expression Recognition
Sien W. Chew, Rajib Rana, Patrick Lucey, Simon Lucey, Sridha Sridharan
PSIVT (2)3
2011 Automatically Detecting Pain in Video Through Facial Action Units
abstract
In a clinical setting, pain is reported either through patient self-report or via an observer. Such measures are problematic as they are: 1) subjective, and 2) give no specific timing information. Coding pain as a series of facial action units (AUs) can avoid these issues as it can be used to gain an objective measure of pain on a frame-by-frame basis. Using video data from patients with shoulder injuries, in this paper, we describe an active appearance model (AAM)-based system that can automatically detect the frames in video in which a patient is in pain. This pain data set highlights the many challenges associated with spontaneous emotion detection, particularly that of expression and head movement due to the patient's reaction to pain. In this paper, we show that the AAM can deal with these movements and can achieve significant improvements in both the AU and pain detection performance compared to the current-state-of-the-art approaches which utilize similarity-normalized appearance features only.
Patrick Lucey, Jeffrey F. Cohn, Iain A. Matthews, Simon Lucey, Sridha Sridharan, Jessica Howlett, Kenneth M. Prkachin
IEEE Trans. Syst. Man Cybern. Part B1
2008 Cascading appearance-based features for visual speaker verification
abstract
The cascading appearance-based (CAB) feature extraction technique has established itself as the state of the art in extracting dynamic visual speech features for speech recognition. In this paper, we will focus on investigating the effectiveness of this technique for the related speaker verification application. By investigating the speaker verification ability of each stage of the cascade we will demonstrate that the same steps taken to reduce static speaker and environmental information for the speech recognition application also provide similar improvements for speaker recognition. These results suggest that visual speaker recognition can improve considerable when conducted solely through a consideration of the dynamic speech information rather than the static appearance of the speaker's mouth region.
David Dean, Sridha Sridharan, Patrick Lucey
INTERSPEECH3
2008 Continuous pose-invariant lipreading
abstract
In audio-visual automatic speech recognition (AVASR), no research to date has been conducted into the problem of recognising visual speech whilst the speaker is moving their head. In this paper, we extend our current system to deal with this task, which we entitle continuous pose-invariant lipreading. By developing an AVASR system which can deal with such a scenario, we believe we are making the system effectively "real-world" as it requires little cooperation from the user and as such can be used in a host of realistic applications (e.g. mobile phones, in-vehicles etc.). In this proof of concept paper, we show via our experiments on the CUAVE database, that recognising visual speech whilst a speaker is moving their head during the utterance is feasible.
Patrick Lucey, Sridha Sridharan, David Dean
INTERSPEECH1
2008 Comparing object alignment algorithms with appearance variation: Forward-additive vs inverse-composition
abstract
A common problem that affects object alignment algorithms is when they have to deal with objects with unseen intra-class appearance variation. Several variants based on gradient-decent algorithms, such as the Lucas-Kanade (or forward-additive) and inverse-compositional algorithms, have been proposed to deal with this issue by solving for both alignment and appearance simultaneously. In [1], Baker and Matthews showed that without appearance variation, the inverse-compositional (IC) algorithm was theoretically and empirically equivalent to the forward-additive (FA) algorithm, whilst achieving significant improvement in computational efficiency. With appearance variation, it would be intuitive that a similar benefit of the IC algorithm would be experienced over the FA counterpart. However, to date no such comparison has been performed. In this paper we remedy this situation by performing such a comparison. In this comparison we show that the two algorithms are not equivalent due to the inclusion of the appearance variation parameters. Through a number of experiments on the MultiPIE face database, we show that we can gain greater refinement using the FA algorithm due to it being a truer solution than the IC approach.
Patrick Lucey, Simon Lucey, Mark Cox, Sridha Sridharan, Jeffrey F. Cohn
MMSP1
2007 Fused HMM-adaptation of multi-stream HMMs for audio-visual speech recognition
abstract
A technique known as fused hidden Markov models (FHMMs) was recently proposed as an alternative multi-stream modelling technique for audio-visual speaker recognition. In this paper we show that for audio-visual speech recognition (AVSR), FHMMs can be adopted as a novel method of training synchronous MSHMMs. MSHMMs, as proposed by several authors for use in AVSR, are jointly trained on both the audio and visual modalities. In contrast our proposed FHMM adaptation method can be used to adapt the multi-stream models from single-stream audio HMMs, and in the process, better model the video speech in the final model when compared to jointly-trained MSHMMs. By experiments conducted on the XM2VTS database we show that the improved video performance of the FHMM-adapted MSHMMs results in an improvement in AVSR performance over jointly-trained MSHMMs at all levels of audio noise, and provide significant advantage in high noise environments.
David Dean, Patrick Lucey, Sridha Sridharan, Tim Wark
INTERSPEECH2
2007 A unified approach to multi-pose audio-visual ASR
abstract
The vast majority of studies in the field of audio-visual automatic speech recognition (AVASR) assumes frontal images of a speaker's face, but this cannot always be guaranteed in practice. Hence our recent research efforts have concentrated on extracting visual speech information from non-frontal faces, in particular the profile view. The introduction of additional views to an AVASR system increases the complexity of the system, as it has to deal with the different visual features associated with the various views. In this paper, we propose the use of linear regression to find a transformation matrix based on synchronous frontal and profile visual speech data, which is used to normalize the visual speech in each viewpoint into a single uniform view. In our experiments for the task of multi-speaker lipreading, we show that this "pose-invariant" technique reduces train/test mismatch between visual speech features of different views, and is of particular benefit when there is more training data for one viewpoint over another (e.g. frontal over profile).
Patrick Lucey, Gerasimos Potamianos, Sridha Sridharan
INTERSPEECH1
2006 Lipreading Using Profile Versus Frontal Views
abstract
Visual information from a speaker's mouth region is known to improve automatic speech recognition robustness. However, the vast majority of audio-visual automatic speech recognition (AVASR) studies assume frontal images of the speaker's face. In contrast, this paper investigates extracting visual speech information from the speaker's profile view, and, to our knowledge, constitutes the first real attempt to attack this problem. As with any AVASR system, the overall recognition performance depends heavily on the visual front end. This is especially the case with profile-view data, as the facial features are heavily compacted compared to the frontal scenario. In this paper, we particularly describe our visual front end approach, and report experiments on a multi-subject, small-vocabulary, bimodal, multi-sensory database that contains synchronously captured audio with frontal and profile face video. Our experiments show that AVASR is possible from profile views with moderate performance degradation compared to frontal video data
Patrick Lucey, Gerasimos Potamianos
MMSP1