Demo Data from SIGIR 2026 / reviewers in the wild / expert
Marko Linna
dblp:169/1152
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
1 paper |
Video understanding and tracking · 77% Representation and self-supervised learning · 23% | |
| Computer graphics and multimedia
1 paper |
Multimedia analysis and retrieval · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Video understanding and tracking
action recognition |
0.3 | 1 | 2018 | Summarization of User-Generated Sports Video by Using Deep Action Recognition Features · IEEE Trans. Multim. 2018 |
Multimedia analysis and retrieval
video summarization |
0.3 | 1 | 2018 | Summarization of User-Generated Sports Video by Using Deep Action Recognition Features · IEEE Trans. Multim. 2018 |
Machine learning › Representation and self-supervised learning › representation learning › feature extraction
deep feature extraction |
0.1 | 1 | 2018 | Summarization of User-Generated Sports Video by Using Deep Action Recognition Features · IEEE Trans. Multim. 2018 |
Methods — techniques the papers use, named apart from their topics
deep neural network · 0.7action recognition features · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Summarization of User-Generated Sports Video by Using Deep Action Recognition FeaturesabstractAutomatically generating a summary of a sports video poses the challenge of detecting interesting moments, or highlights, of a game. Traditional sports video summarization methods leverage editing conventions of broadcast sports video that facilitate the extraction of high-level semantics. However, user-generated videos are not edited and, thus, traditional methods are not suitable to generate a summary. In order to solve this problem, this paper proposes a novel video summarization method that uses players' actions as a cue to determine the highlights of the original video. A deep neural-network-based approach is used to extract two types of action-related features and to classify video segments into interesting or uninteresting parts. The proposed method can be applied to any sports in which games consist of a succession of actions. Especially, this paper considers the case of Kendo (Japanese fencing) as an example of a sport to evaluate the proposed method. The method is trained using Kendo videos with ground truth labels that indicate the video highlights. The labels are provided by annotators possessing a different experience with respect to Kendo to demonstrate how the proposed method adapts to different needs. The performance of the proposed method is compared with several combinations of different features, and the results show that it outperforms previous summarization methods. Antonio Tejero-de-Pablos, Yuta Nakashima, Tomokazu Sato, Naokazu Yokoya, Marko Linna, Esa Rahtu |
IEEE Trans. Multim. | 5 |
| 2015 | Online Face Recognition System Based on Local Binary Patterns and Facial Landmark Tracking
Marko Linna, Juho Kannala, Esa Rahtu |
ACIVS | 1 |