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Min-Chun Hu 0001

dblp:23/9516 · also Anita Min-Chun Hu, Min-Chun Tien 0001 · DBLP profile ↗
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84ranked-venue papers
9as first author
34since 2021 · last 2026
0000-0003-1917-2155ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 70 · 7 first-author · 27 since 2021Databases, data management, data science and information retrieval · 13 · 1 first-author · 9 since 2021Artificial intelligence and machine learning · 10 · 1 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-authorSystems, architecture and hardware · 2 · 2 since 2021Computer networks · 1 · 1 since 2021

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.

Human-computer interaction and pervasive computing
13 papers
Immersive interaction · 36% Health and well-being technologies · 17% Haptics and multimodal interaction · 14%
Artificial intelligence
9 papers
Video understanding and tracking · 32% 3D vision · 32% Vision and language · 17%
Computer graphics and multimedia
15 papers
Virtual and augmented reality · 27% Multimedia analysis and retrieval · 23% Visual content generation and editing · 12%

Topics — the 30 heaviest of 58, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
1.332024
VisionCoach: Design and Effectiveness Study on VR Vision Training for Basketball Passing · IEEE Trans. Vis. Comput. Graph. 2024
Improve the Decision-making Skill of Basketball Players by an Action-aware VR Training System · VR 2019
Does Virtual Odor Representation Influence the Perception of Olfactory Intensity and Directionality in VR? · VR 2021
Health and well-being technologies › physical activity
sports training
1.232024
BetterSight: Immersive Vision Training for Basketball Players · ACM Multimedia 2022
Improve the Decision-making Skill of Basketball Players by an Action-aware VR Training System · VR 2019
VisionCoach: Design and Effectiveness Study on VR Vision Training for Basketball Passing · IEEE Trans. Vis. Comput. Graph. 2024
Computer vision › Vision and language › vision-language model
multimodal large language model
0.912025
CoachMe: Decoding Sport Elements with a Reference-Based Coaching Instruction Generation Model · ACL (1) 2025
Learning and educational technologies › skill acquisition
motor skill learning
0.912025
Bridging Coaching Knowledge and AI Feedback to Enhance Motor Learning in Basketball Shooting Mechanics Through a Knowledge-Based SOP Framework · CHI 2025
Computer vision › Video understanding and tracking › video analytics
sports video analysis
0.822025
ScoreActuary: Hoop-Centric Trajectory-Aware Network for Fine-Grained Basketball Shot Analysis · ACM Multimedia 2022
CoachMe: Decoding Sport Elements with a Reference-Based Coaching Instruction Generation Model · ACL (1) 2025
Immersive interaction
virtual reality training
0.812024
VisionCoach: Design and Effectiveness Study on VR Vision Training for Basketball Passing · IEEE Trans. Vis. Comput. Graph. 2024
Computer vision › 3D vision › 3d scene modeling › scene representation
neural scene representation
0.712023
Scalable Spatial Memory for Scene Rendering and Navigation · AAAI 2023
Computer vision › Video understanding and tracking › motion analysis
trajectory analysis
0.612022
ScoreActuary: Hoop-Centric Trajectory-Aware Network for Fine-Grained Basketball Shot Analysis · ACM Multimedia 2022
Virtual and augmented reality › virtual environment
immersive training
0.612022
Feasibility Study on Virtual Reality Based Basketball Tactic Training · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › virtual reality
VR content creation
0.612022
GetWild: A VR Editing System with AI-Generated 3D Object and Terrain · ACM Multimedia 2022
Computer vision › 3D vision
novel view synthesis
0.512021
STR-GQN: Scene Representation and Rendering for Unknown Cameras Based on Spatial Transformation Routing · ICCV 2021
Haptics and multimodal interaction
multimodal perception
0.512021
Does Virtual Odor Representation Influence the Perception of Olfactory Intensity and Directionality in VR? · VR 2021
Haptics and multimodal interaction › olfactory interfaces
olfactory display
0.512021
Does Virtual Odor Representation Influence the Perception of Olfactory Intensity and Directionality in VR? · VR 2021
Multimedia analysis and retrieval
sports video analysis
0.332012
Robust Camera Calibration and Player Tracking in Broadcast Basketball Video · IEEE Trans. Multim. 2011
WOW: wild-open warning for broadcast basketball video based on player trajectory · ACM Multimedia 2009
Tennis Real Play · IEEE Trans. Multim. 2012
Audio and music processing › music information retrieval
beat tracking
0.212015
B-box Mixer: An Interactive UI for Generating B-box Music · ACM Multimedia 2015
Audio and music processing › music information retrieval
tempo estimation
0.212015
B-box Mixer: An Interactive UI for Generating B-box Music · ACM Multimedia 2015
Computer vision › Face, body and person analysis › facial behavior analysis
facial dynamics
0.212014
Eat as much as you can: a kinect-based facial rehabilitation game based on mouth and tongue movements · ACM Multimedia 2014
Computer vision › Image recognition and object detection
object recognition
0.212014
Learning and Recognition of On-Premise Signs From Weakly Labeled Street View Images · IEEE Trans. Image Process. 2014
Games and playful interaction › serious games
rehabilitation game
0.212014
Eat as much as you can: a kinect-based facial rehabilitation game based on mouth and tongue movements · ACM Multimedia 2014
Computer vision › Video understanding and tracking › action recognition
human action recognition
0.222012
Human action recognition and retrieval using sole depth information · ACM Multimedia 2012
Actions speak louder than words: searching human action video based on body movement · ACM Multimedia 2012
Multimedia analysis and retrieval
video retrieval
0.222012
Actions speak louder than words: searching human action video based on body movement · ACM Multimedia 2012
Human action recognition and retrieval using sole depth information · ACM Multimedia 2012
Interaction techniques and input › post-WIMP interaction
embodied interaction
0.212022
Feasibility Study on Virtual Reality Based Basketball Tactic Training · IEEE Trans. Vis. Comput. Graph. 2022
Computational photography and imaging › image display
image projection
0.212013
Rectangling Stereographic Projection for Wide-Angle Image Visualization · ICCV 2013
Rendering
image-based rendering
0.112012
Tennis Real Play · IEEE Trans. Multim. 2012
Computational photography and imaging
camera calibration
0.112011
Robust Camera Calibration and Player Tracking in Broadcast Basketball Video · IEEE Trans. Multim. 2011
Multimedia analysis and retrieval
video content analysis
0.112011
Robust Camera Calibration and Player Tracking in Broadcast Basketball Video · IEEE Trans. Multim. 2011
Computational photography and imaging › depth of field
depth-of-field rendering
0.112009
Interactive background blurring · ACM Multimedia 2009
Image and video processing
image matting
0.112009
Interactive background blurring · ACM Multimedia 2009
Multimedia analysis and retrieval › multimedia analysis › multimedia content description
semantic annotation
0.112009
Sports wizard: sports video browsing based on semantic concepts and game structure · ACM Multimedia 2009
Multimedia analysis and retrieval
video annotation
0.112009
Sports wizard: sports video browsing based on semantic concepts and game structure · ACM Multimedia 2009

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

subjective measurement · 1.1multi-camera human tracking · 1.1interactive visualization · 1.1game mechanics · 1.1reference-based generation · 0.9knowledge-based SOP framework · 0.9eye tracking · 0.8between-subject study · 0.8reinforcement learning · 0.7memory network · 0.7camera projection and back-projection · 0.7trajectory-aware network · 0.6sketch-to-terrain · 0.6object detector · 0.6image-to-3d · 0.6gesture and speech interaction · 0.6gaze analysis · 0.6depth descriptor · 0.6
YearPublicationVenuePosition
2026 Defect image generation using diffusion model for defect detection augmentation
abstract
Automated visual inspection is critical for quality control in industrial manufacturing, yet training robust defect detection models is often hindered by the scarcity of defective samples. To address this challenge, we introduce a diffusion-based data augmentation framework capable of generating diverse and realistic synthetic defect images. Our method personalizes a text-to-image Latent Diffusion Model using DreamBooth, introducing a spatially weighted loss that forces the model to prioritize learning specific defect characteristics without attempting to reconstruct the non-defective background. To synthesize new data, we utilize Differential Diffusion to generate the learned defects onto defect-free images, eliminating boundary artifacts. We systematically evaluate the efficacy of our generated data on downstream supervised defect detection and localization tasks in two practical scenarios: as a complete substitute for real defect data and as a complement to it. Extensive experiments on the MVTec-AD dataset and a real-world industrial dataset demonstrate that our synthetic defects significantly boost downstream task performance. Furthermore, ablation studies confirm that these performance gains are robust and architecture-agnostic across various detectors.
Herman Prawiro, Ching-Yeh Chiang, Nien-Yi Jan, Kai-Lin Yang, Yi-Rong Lin, Yung-Hui Li, Tse-Yu Pan, Min-Chun Hu 0001
Multim. Tools Appl.8
2025 CoachMe: Decoding Sport Elements with a Reference-Based Coaching Instruction Generation Model
abstract
Wei-Hsin Yeh, Yu-An Su, Chih-Ning Chen, Yi-Hsueh Lin, Calvin Ku, Wenhsin Chiu, Min-Chun Hu, Lun-Wei Ku. Proceedings of the 63rd Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2025.
Wei-Hsin Yeh, Yu-An Su, Chih-Ning Chen, Yi-Hsueh Lin, Calvin Ku, Wenhsin Chiu, Min-Chun Hu 0001, Lun-Wei Ku
ACL (1)7
2025 Bridging Coaching Knowledge and AI Feedback to Enhance Motor Learning in Basketball Shooting Mechanics Through a Knowledge-Based SOP Framework
Jian-Jia Weng, Calvin Ku, Jo-Chien Wang, Chih-Jen Cheng, Tica Lin, Yu-An Su, Tsung-Hsun Tsai, You-Yi Lin, Lun-Wei Ku, Hung-Kuo Chu, Min-Chun Hu 0001
CHI11
2025 Cross-Layer Cache Aggregation for Token Reduction in Ultra-Fine-Grained Image Recognition
abstract
Ultra-fine-grained image recognition (UFGIR) is a challenging task that involves classifying images within a macro-category. While traditional FGIR deals with classifying different species, UFGIR goes beyond by classifying sub-categories within a species such as cultivars of a plant. In recent times the usage of Vision Transformer-based backbones has allowed methods to obtain outstanding recognition performances in this task but this comes at a significant cost in terms of computation specially since this task significantly benefits from incorporating higher resolution images. Therefore, techniques such as token reduction have emerged to reduce the computational cost. However, dropping tokens leads to loss of essential information for fine-grained categories, specially as the token keep rate is reduced. Therefore, to counteract the loss of information brought by the usage of token reduction we propose a novel Cross-Layer Aggregation Classification Head and a Cross-Layer Cache mechanism to recover and access information from previous layers in later locations. Extensive experiments covering more than 2000 runs across diverse settings including 5 datasets, 9 backbones, 7 token reduction methods, 5 keep rates, and 2 image sizes demonstrate the effectiveness of the proposed plug-and-play modules and allow us to push the boundaries of accuracy vs cost for UFGIR by reducing the kept tokens to extremely low ratios of up to 10% while maintaining a competitive accuracy to state-of-the-art models. Code is available at: https://github.com/arkel23/CLCA
Edwin Arkel Rios, Jansen Christopher Yuanda, Vincent Leon Ghanz, Cheng-Wei Yu, Bo-Cheng Lai, Min-Chun Hu 0001
ICASSP6
2025 Global-Local Similarity for Efficient Fine-Grained Image Recognition with Vision Transformers
abstract
Fine-Grained recognition involves the classification of images from subordinate macro-categories, and it is challenging due to small inter-class differences. To overcome this, most methods perform discriminative feature selection enabled by a feature extraction backbone followed by a high-level feature refinement step. Recently, many studies have shown the potential behind vision transformers as a backbone for fine-grained recognition, but their usage of its attention mechanism to select discriminative tokens can be computationally expensive. In this work, we propose a novel and computationally inexpensive metric to identify discriminative regions in an image. We compare the similarity between the global representation of an image given by the CLS token, a learnable token used by transformers for classification, and the local representation of individual patches. We select the regions with the highest similarity to obtain crops, which are forwarded through the same transformer encoder. Finally, high-level features of the original and cropped representations are further refined together in order to make more robust predictions. We demonstrate the effectiveness of our proposed method through comprehensive experiments, obtaining superior accuracy across multiple datasets. Code and checkpoints are available at: https://github.com/arkel23/GLSim.
Edwin Arkel Rios, Min-Chun Hu 0001, Bo-Cheng Lai
ISCAS2
2025 Badminton Footwork Practice via an Immersive Virtual Reality System
Duen-Chian Jheng, Bill Louis Harchan, Berenika Nawoja Kostka de Sztemberg, Jen-Hao Hsu, Min-Chun Hu 0001
MMM (5)5
2025 Fine-grained Stroke Recognition in Broadcast Table Tennis Videos with ATDT
abstract
This study introduces an automated system for fine-grained stroke recognition in broadcast table tennis videos, designed to address challenges in manual annotation and tactical analysis during international competitions. The proposed framework integrates an Adaptive Temporal Difference Model with a Transformer Encoder (ATDT), leveraging a combination of Temporal Difference Networks (TDN) and Temporal Adaptive Modules (TAM) to enhance spatial and temporal feature extraction. To enhance feature discriminability, we employ supervised contrastive learning, which promotes better representation learning for fine-grained action recognition. The system is divided into two primary modules: the Action Segmentation Module (ASM) and the Action Recognition Module (ARM). ASM precisely identifies the start and end times of each stroke action by incorporating ball trajectory analysis to identify precise hit timings and placements. The precise segmentation facilitates the subsequent ARM to implement a three-stage recognition process: forehand and backhand classification, group-based classification, and intra-group action classification. This hierarchical approach improves the system’s ability to differentiate between subtle stroke variations, even under the constraints of low-resolution broadcast footage. To validate the framework, the MISTT dataset was collected, comprising 3,618 stroke action clips from 18 international matches, with professional player annotations. The proposed ATDT model outperformed existing methods, achieving a top-1 accuracy improvement of 18% for forehand strokes and 25.58% for backhand strokes compared to baseline models. Moreover, our automatic annotation system takes only 1/30 of the time compared to the manual annotation process, demonstrating its efficiency.
Tang-Chen Chang, Duen-Chian Jheng, Hsuan-Ya Liang, Bill Louis Harchan, Pu Ching, Tsung-Hsun Tsai, Chih-Yi Chang, Te-Cheng Wu, Yung-Hui Li, Tse-Yu Pan, Hung-Kuo Chu, Min-Chun Hu 0001
ACM Trans. Multim. Comput. Commun. Appl.12
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
2024 Where Are Biases? Adversarial Debiasing with Spurious Feature Visualization
Chi-Yu Chen, Pu Ching, Pei-Hsin Huang, Min-Chun Hu 0001
MMM (1)4
2024 Panelformer: Sewing Pattern Reconstruction from 2D Garment Images
abstract
In this paper, we present a novel approach for reconstructing garment sewing patterns from 2D garment images. Our method addresses the challenge of handling occlusion in 2D images by leveraging the symmetric and correlated nature of garment panels. We introduce a transformer-based deep neural network called Panelformer that learns the parametric space of garment sewing patterns. The network comprises two components: the panel transformer and the stitch predictor. The panel transformer estimates the parametric panel shapes, including the occluded panels, by learning from the visible ones. The stitch predictor determines the stitching information among the predicted panels, enabling the reconstruction of the complete garment. To mitigate the overfitting problem caused by strong panel correlations, we propose two tailor-made data augmentation techniques: panel masking and garment mixing. These techniques generate a wider variety of panel combinations, enhancing the model’s robustness and generalization capability. We evaluate the effectiveness of Panelformer using a synthetic dataset with diverse garment types. The experimental results demonstrate that our method outperforms competing baselines and achieves comparable performance to NeuralTailor, which operates on 3D point cloud data. This validates the efficacy of our approach in the context of garment sewing pattern reconstruction. By utilizing 2D images as input, our method expands the potential applications of garment modeling and offers easy accessibility to end users. Our code is available online1.
Cheng-Hsiu Chen, Jheng-Wei Su, Min-Chun Hu 0001, Chih-Yuan Yao, Hung-Kuo Chu
WACV3
2024 VisionCoach: Design and Effectiveness Study on VR Vision Training for Basketball Passing
abstract
Vision Training is important for basketball players to effectively search for teammates who has wide-open opportunities to shoot, observe the defenders around the wide-open teammates and quickly choose a proper way to pass the ball to the most suitable one. We develop an immersive virtual reality (VR) system called VisionCoach to simulate the player's viewing perspective and generate three designed systematic vision training tasks to benefit the cultivating procedure. By recording the player's eye gazing and dribbling video sequence, the proposed system can analyze the vision-related behavior to understand the training effectiveness. To demonstrate the proposed VR training system can facilitate the cultivation of vision ability, we recruited 14 experienced players to participate in a 6-week between-subject study, and conducted a study by comparing the most frequently used 2D vision training method called Vision Performance Enhancement (VPE) program with the proposed system. Qualitative experiences and quantitative training results are reported to show that the proposed immersive VR training system can effectively improve player's vision ability in terms of gaze behavior and dribbling stability. Furthermore, training in the VR-VisionCoach Condition can transfer the learned abilities to real scenario more easily than training in the 2D-VPE Condition.
Pin-Xuan Liu, Tse-Yu Pan, Hsin-Shih Lin, Hung-Kuo Chu, Min-Chun Hu 0001
IEEE Trans. Vis. Comput. Graph.5
2023 Scalable Spatial Memory for Scene Rendering and Navigation
abstract
Neural scene representation and rendering methods have shown promise in learning the implicit form of scene structure without supervision. However, the implicit representation learned in most existing methods is non-expandable and cannot be inferred online for novel scenes, which makes the learned representation difficult to be applied across different reinforcement learning (RL) tasks. In this work, we introduce Scene Memory Network (SMN) to achieve online spatial memory construction and expansion for view rendering in novel scenes. SMN models the camera projection and back-projection as spatially aware memory control processes, where the memory values store the information of the partial 3D area, and the memory keys indicate the position of that area. The memory controller can learn the geometry property from observations without the camera's intrinsic parameters and depth supervision. We further apply the memory constructed by SMN to exploration and navigation tasks. The experimental results reveal the generalization ability of our proposed SMN in large-scale scene synthesis and its potential to improve the performance of spatial RL tasks.
Wen-Cheng Chen, Chu-Song Chen, Walon Wei-Chen Chiu, Min-Chun Hu 0001
AAAI4
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
2023 Domain Invariant Vision Transformer Learning for Face Anti-spoofing
abstract
Existing face anti-spoofing (FAS) models have achieved high performance on specific datasets. However, for the application of real-world systems, the FAS model should generalize to the data from unknown domains rather than only achieve good results on a single baseline. As vision transformer models have demonstrated astonishing performance and strong capability in learning discriminative information, we investigate applying transformers to distinguish the face presentation attacks over unknown domains. In this work, we propose the Domain-invariant Vision Transformer (DiVT) for FAS, which adopts two losses to improve the generalizability of the vision transformer. First, a concentration loss is employed to learn a domain-invariant representation that aggregates the features of real face data. Second, a separation loss is utilized to union each type of attack from different domains. The experimental results show that our proposed method achieves state-of-the-art performance on the protocols of domain-generalized FAS tasks. Compared to previous domain generalization FAS models, our proposed method is simpler but more effective.
Chen-Hao Liao, Wen-Cheng Chen, Hsuan-Tung Liu, Yi-Ren Yeh, Min-Chun Hu 0001, Chu-Song Chen
WACV5
2023 Img2Logo: Generating Golden Ratio Logos from Images
abstract
Abstract Logos are one of the most important graphic design forms that use an abstracted shape to clearly represent the spirit of a community. Among various styles of abstraction, a particular golden‐ratio design is frequently employed by designers to create a concise and regular logo. In this context, designers utilize a set of circular arcs with golden ratios (i.e., all arcs are taken from circles whose radii form a geometric series based on the golden ratio) as the design elements to manually approximate a target shape. This error‐prone process requires a large amount of time and effort, posing a significant challenge for design space exploration. In this work, we present a novel computational framework that can automatically generate golden ratio logo abstractions from an input image. Our framework is based on a set of carefully identified design principles and a constrained optimization formulation respecting these principles. We also propose a progressive approach that can efficiently solve the optimization problem, resulting in a sequence of abstractions that approximate the input at decreasing levels of detail. We evaluate our work by testing on images with different formats including real photos, clip arts, and line drawings. We also extensively validate the key components and compare our results with manual results by designers to demonstrate the effectiveness of our framework. Moreover, our framework can largely benefit design space exploration via easy specification of design parameters such as abstraction levels, golden circle sizes, etc.
Kai-Wen Hsiao, Yongliang Yang 0002, Yung-Chih Chiu, Min-Chun Hu 0001, Chih-Yuan Yao, Hung-Kuo Chu
Comput. Graph. Forum4
2022 Learning Robust Latent Space of Basketball Player Trajectories for Tactics Analysis
abstract
Tactic analysis of trajectory data plays an important role in the field of sports science. However, the tactical labels of trajectories are usually insufficient, which limits the deep models to learn the general concept of tactics. In this work, we combine the recurrent variational autoencoder with attention module to learn a robust latent space of the basketball offensive trajectories without the need of labeled data. The learned latent space can be further applied to advanced tasks such as supervised tactics classification, unsupervised tactics clustering, and defensive trajectory generation. The experimental results show that our proposed model achieves better or competitive performance than the previous methods. Furthermore, our proposed model is the first one that focuses on zero-shot tactics clustering and the performance even outperforms the previous methods with supervised and unsupervised settings, which shows the promise of tactics analysis for trajectories in the case of limited labeled data.
Yang-Sheng Chao, Wen-Cheng Chen, Jain-Wei Peng, Min-Chun Hu 0001
ICME4
2022 Monocular 3D Human Pose Estimation with Domain Feature Alignment and Self Training
abstract
Despite great success in 3D monocular human pose estimation, the progress of accurate prediction for unseen poses or complex backgrounds is still limited due to the lack of labeled data. In this paper, we use synthetically generated images with 3D ground truth and unlabelled real data to address this domain gap challenge. Unlike recent works that apply the adversarial loss to their models, we propose a novel domain feature alignment method (DFA) that avoids the disadvantages of unstable training and wrong alignment. In addition, our method leverages self-training with data enhancement to create robust pseudo-labels for real data. The experimental results show the effectiveness of combining self-training with our DFA method on Human 3.6M testing data without using any 3D ground truth real data.
Yan-Hong Zhang, Calvin Ku, Min-Chun Hu 0001, Hung-Kuo Chu
ICME3
2022 Anime Character Recognition using Intermediate Features Aggregation
abstract
In this work we study the problem of anime character recognition. Anime, refers to animation produced within Japan and work derived or inspired from it. We propose a novel Intermediate Features Aggregation classification head, which helps smooth the optimization landscape of Vision Transformers (ViTs) by adding skip connections between intermediate layers and the classification head, thereby improving relative classification accuracy by up to 28%. The proposed model, named as Animesion, is the first end-to-end framework for large-scale anime character recognition. We conduct extensive experiments using a variety of classification models, including CNNs and self-attention based ViTs. We also adapt its multimodal variation Vision-Language Transformer (ViLT), to incorporate external tag data for classification, without additional multimodal pre-training. Through our results we obtain new insights into the effects of how hyperparameters such as input sequence length, mini-batch size, and variations on the architecture, affect the transfer learning performance of Vi(L)Ts.
Edwin Arkel Rios, Min-Chun Hu 0001, Bo-Cheng Lai
ISCAS2
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 ScoreActuary: Hoop-Centric Trajectory-Aware Network for Fine-Grained Basketball Shot Analysis
abstract
We propose a fine-grained basketball shot analysis system called ScoreActuary to analyze the players' shot events, which can be applied to game analysis, player training, and highlight generation. Given a basketball video as input, our system first detects/segments shot candidates and then analyzes "Shot Type", "Shot Result", and "Ball Status" of each shot candidate in real-time. Our approach is composed of a customized object detector and a trajectory-aware network to learn the information of ball trajectory. Compared to the existing methods that analyze basketball shots, our algorithm can better handle videos with arbitrary camera movements while improving the accuracy. To the best of our knowledge, this work is the first system that can analyze fine-grained shot events accurately in real basketball games with arbitrary camera movements.
Ting-Yang Kao, Tse-Yu Pan, Chen-Ni Chen, Tsung-Hsun Tsai, Hung-Kuo Chu, Min-Chun Hu 0001
ACM Multimedia6
2022 BetterSight: Immersive Vision Training for Basketball Players
abstract
Vision training is important for athletes and is key to win a sports game. Traditional vision training methods are suitable for sports that focus only on the ball. For basketball, however, players need to observe multiple moving objects (i.e., ball and players) concurrently on a large court. We propose BetterSight, an immersive vision training system for basketball that not only trains the vision of the player but also requires the player to dribble the ball stably, mimicking the situation in a real basketball game. BetterSight is composed of an Interaction Module (IM), a Training Content Generation Module (TCGM), and an Analysis Module (AM). IM allows the trainee to interact with the system more intuitively based on gesture and speech rather than the controller. TCGM simulates the training scenarios based on the training configurations selected by the trainee. AM collects the video sequences capturing the trainee and the trainee's eye movements during the training phase, and then analyzes the trainee's gaze, dribbling movements, and number of dribbles. The analyzed data can be used to evaluate the training effectiveness of using the proposed BetterSight.
Pin-Xuan Liu, Tse-Yu Pan, Hsin-Shih Lin, Hung-Kuo Chu, Min-Chun Hu 0001
ACM Multimedia5
2022 StimulusLoop: Game-Actuated Mutuality Artwork for Evoking Affective State
abstract
As transmission technology has advanced, large-scale media data is delivered to users. However, machines may collect user behavior while users are receiving messages and analyze how to stimulate users' senses to grab more attention. To demonstrate the relationship between machines and users, we propose a game-actuated mutuality artwork, StimulusLoop. We design the visualization to present the users' behavior and affective state and design the game mechanics that one participant throws the dart to change the video watched by the other participant. The interactions between two participants form a game loop, and different kinds of messages passing between the two participants are visualized as mutuality artwork.
Tai-Chen Tsai, Tse-Yu Pan, Min-Chun Hu 0001, Ya-Lun Tao
ACM Multimedia3
2022 GetWild: A VR Editing System with AI-Generated 3D Object and Terrain
abstract
3D environment artists typically use 2D screens and 3D modeling software to achieve their creation. However, creating 3D content using 2D tools is counterintuitive. Moreover, the process would be inefficient for junior artists in the absence of a reference. We develop a system called GetWild, which employs artificial intelligence (AI) models to generate the prototype of 3D objects/terrain and allows users to further edit the generated content in the virtual space. With the aid of AI, the user can capture an image to obtain a rough 3D object model, or start with drawing simple sketches representing the river, the mountain peak and the mountain ridge to create a 3D terrain prototype. Further, the virtual reality (VR) technique is used to provide an immersive design environment and intuitive interaction (such as painting, sculpturing, coloring, and transformation) for users to edit the generated prototypes. Compared with the existing 3D modeling software and systems, the proposed VR editing system with AI-generated 3D objects/terrain provides a more efficient way for the user to create virtual artwork.
Shing Ming Wong, Chien-Wen Chen, Tse-Yu Pan, Hung-Kuo Chu, Min-Chun Hu 0001
ACM Multimedia5
2022 An imitation learning framework for generating multi-modal trajectories from unstructured demonstrations
Jain-Wei Peng, Min-Chun Hu 0001, Wei-Ta Chu
Neurocomputing2
2022 A Hierarchical Hand Gesture Recognition Framework for Sports Referee Training-Based EMG and Accelerometer Sensors
abstract
To cultivate professional sports referees, we develop a sports referee training system, which can recognize whether a trainee wearing the Myo armband makes correct judging signals while watching a prerecorded professional game. The system has to correctly recognize a set of gestures related to official referee's signals (ORSs) and another set of gestures used to intuitively interact with the system. These two gesture sets involve both large motion and subtle motion gestures, and the existing sensor-based methods using handcrafted features do not work well on recognizing all kinds of these gestures. In this work, deep belief networks (DBNs) are utilized to learn more representative features for hand gesture recognition, and selective handcrafted features are combined with the DBN features to achieve more robust recognition results. Moreover, a hierarchical recognition scheme is designed to first recognize the input gesture as a large or subtle motion gesture, and the corresponding classifiers for large motion gestures and subtle motion gestures are further used to obtain the final recognition result. Moreover, the Myo armband consists of eight-channel surface electromyography (sEMG) sensors and an inertial measurement unit (IMU), and these heterogeneous signals can be fused to achieve better recognition accuracy. We take basketball as an example to validate the proposed training system, and the experimental results show that the proposed hierarchical scheme considering DBN features of multimodality data outperforms other methods.
Tse-Yu Pan, Wan-Lun Tsai, Chen-Yuan Chang, Chung-Wei Yeh, Min-Chun Hu 0001
IEEE Trans. Cybern.5
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
2022 Feasibility Study on Virtual Reality Based Basketball Tactic Training
abstract
In this article, a VR-based basketball training system comprising a standalone VR device and a tablet is proposed. The system is intended to improve the ability of players to understand offensive tactics and practice these tactics correctly. We compare the training effectiveness of various degrees of immersion, including a conventional basketball tactic board, a 2D monitor, and virtual reality. A multi-camera-based human tracking system was designed and built around a real-world basketball court to record and analyze the running trajectory of each player during tactical execution. The accuracy of the running path and hesitation time at each tactical step were evaluated for each participant. Furthermore, we assessed several subjective measurements, including simulator sickness, presence, and sport imagery ability, to conduct a more comprehensive exploration of the feasibility of the proposed VR framework for basketball tactics training. The results indicate that the proposed system is useful for learning complex tactics. Furthermore, high VR immersion training improves athletes' abilities with regards to strategic imagery.
Wan-Lun Tsai, Tse-Yu Pan, Min-Chun Hu 0001
IEEE Trans. Vis. Comput. Graph.3
2021 STR-GQN: Scene Representation and Rendering for Unknown Cameras Based on Spatial Transformation Routing
abstract
Geometry-aware modules are widely applied in recent deep learning architectures for scene representation and rendering. However, these modules require intrinsic camera information that might not be obtained accurately. In this paper, we propose a Spatial Transformation Routing (STR) mechanism to model the spatial properties without applying any geometric prior. The STR mechanism treats the spatial transformation as the message passing process, and the relation between the view poses and the routing weights is modeled by an end-to-end trainable neural network. Besides, an Occupancy Concept Mapping (OCM) framework is proposed to provide explainable rationals for scene-fusion processes. We conducted experiments on several datasets and show that the proposed STR mechanism improves the performance of the Generative Query Network (GQN). The visualization results reveal that the routing process can pass the observed information from one location of some view to the associated location in the other view, which demonstrates the advantage of the proposed model in terms of spatial cognition.
Wen-Cheng Chen, Min-Chun Hu 0001, Chu-Song Chen
ICCV2
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
2021 Does Virtual Odor Representation Influence the Perception of Olfactory Intensity and Directionality in VR?
abstract
Introducing olfactory display in the virtual reality (VR) system brings the immersive experience to new heights. However, it is intractable to simulate olfactory features (such as the intensity and the direction) with multiple levels. Visual stimuli have been proved to dominate human perception among multiple sensors in virtual environments. If visual stimuli can be used to guide the olfactory sense in VR, the design of the olfactory display can be simpler but still able to provide olfactory experience with more diversity. To understand the visual-olfactory effect on different olfactory characteristics, a portable olfactory display that can control the intensity and direction of odors was developed. An experimental study was conducted to investigate cross-modal human perception, i.e. how the visually virtual odor representation in VR influences human perception of real odor produced by the proposed olfactory display. The results showed that the perception of odor intensity and directionality can be modulated by visually virtual odor representation.
Shou-En Tsai, Wan-Lun Tsai, Tse-Yu Pan, Chia-Ming Kuo, Min-Chun Hu 0001
VR5
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
2020 Framework Design for Multiplayer Motion Sensing Game in Mixture Reality
Chih-Yao Chang, Bo-I Chuang, Chi-Chun Hsia, Wen-Cheng Chen, Min-Chun Hu 0001
MMM (2)5
2020 An Empirical Study of Emotion Recognition from Thermal Video Based on Deep Neural Networks
abstract
Emotion recognition is a crucial problem in affective computing. Most of previous works utilized facial expression from visible spectrum data to solve emotion recognition task. Thermal videos provide temperature measurement of human body over time, which can be used to recognize affective states by learning its temporal pattern. In this paper, we conduct comparative experiments to study the effectiveness of the existing deep neural networks when applied to emotion recognition task from thermal video. We analyze the effect of various approaches for frame sampling in video, temporal aggregation between frames, and different convolutional neural network architectures. To the best of our knowledge, we are the first w ork t o c onduct s tudy on emotion recognition from thermal video based on deep neural networks. Our work can provide preliminary study to design new methods for emotion recognition in thermal domain.
Herman Prawiro, Tse-Yu Pan, Min-Chun Hu 0001
VCIP3
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
2019 Improve the Decision-making Skill of Basketball Players by an Action-aware VR Training System
abstract
Decision-making is an essential part in basketball offenses. In this paper, we proposed a basketball offensive decision-making VR training system. During the training, the trainee can intuitively interact with the system by wearing a motion capture suit and be trained in different virtual defensive scenarios designed by professional coaches. The system will recognize the offensive action performed by the user and provide correct suggestions when he/she makes a bad offensive decision. We compared the effectiveness of the training protocols by using conventional tactics board and the proposed VR system. Furthermore, we investigated the influence of using prerecorded 360-degree panorama video and computer simulated virtual content to create immersive training environment.
Wan-Lun Tsai, Li-Wen Su, Tsai-Yen Ko, Cheng-Ta Yang, Min-Chun Hu 0001
VR5
2019 Furniture style compatibility recommendation with cross-class triplet loss
Tse-Yu Pan, Yi-Zhu Dai, Min-Chun Hu 0001, Wen-Huang Cheng
Multim. Tools Appl.3
2018 Syncgan: Synchronize the Latent Spaces of Cross-Modal Generative Adversarial Networks
abstract
Generative adversarial network (GAN) has achieved impressive success on cross-domain generation, but it faces difficulty in cross-modal generation due to the lack of a common distribution between heterogeneous data. Most existing methods of conditional based cross-modal GANs adopt the strategy of one-directional transfer and have achieved preliminary success on text-to-image transfer. Instead of learning the transfer between different modalities, we aim to learn a synchronous latent space representing the cross-modal common concept. A novel network component named synchronizer is proposed in this work to judge whether the paired data is synchronous/corresponding or not, which can constrain the latent space of generators in the GANs. Our GAN model, named as SyncGAN, can successfully generate synchronous data (e.g., a pair of image and sound) from identical random noise. For transforming data from one modality to another, we recover the latent code by inverting the mappings of a generator and use it to generate data of different modality. In addition, the proposed model can achieve semi-supervised learning, which makes our model more flexible for practical applications.
Wen-Cheng Chen, Chien-Wen Chen, Min-Chun Hu 0001
ICME3
2018 Session details: Open Source Software Competition
Min-Chun Hu 0001
ACM Multimedia1
2018 Ontlus: 3D Content Collaborative Creation via Virtual Reality
Chien-Wen Chen, Jain-Wei Peng, Chia-Ming Kuo, Min-Chun Hu 0001, Yuan-Chi Tseng
MMM (2)4
2018 A lightweight and efficient system for tracking handheld objects in virtual reality
abstract
While the content of virtual reality (VR) has grown explosively in recent years, the advance of designing user-friendly control interfaces in VR still remains a slow pace. The most commonly used device, such as gamepad or controller, has fixed shape and weight, and thus can not provide realistic haptic feedback when interacting with virtual objects in VR. In this work, we present a novel and lightweight tracking system in the context of manipulating handheld objects in VR. Specifically, our system can effortlessly synchronize the 3D pose of arbitrary handheld objects between the real world and VR in realtime performance. The tracking algorithm is simple, which delicately leverages the power of Leap Motion and IMU sensor to respectively track object's location and orientation. We demonstrate the effectiveness of our system with three VR applications use pencil, ping-pong paddle, and smartphone as control interfaces to provide users more immersive VR experience.
Ya-Kuei Chang, Jui-Wei Huang, Chien-Hua Chen, Chien-Wen Chen, Jain-Wei Peng, Min-Chun Hu 0001, Chih-Yuan Yao, Hung-Kuo Chu
VRST6
2018 Local Binary Pattern Circuit Generator With Adjustable Parameters for Feature Extraction
abstract
In the field of computer vision, local binary pattern (LBP) is one of the most popular feature extraction method and has been used in many object detection frameworks. To efficiently extract LBP features in high-resolution images, hardware architecture is needed to disperse CPU burden and to improve the entire object detection performance. In this paper, a hardware implementation of an approximated LBP method with adjustable parameters is introduced. For simulation, Taiwan Semiconductor Manufacturing Company$0.18~\mu \text{m}$technology is used to implement the LBP hardware, and the hardware can achieve 500 MHz with lower gate count than previous study. The proposed LBP circuit is applied to the pedestrian classification application and the evaluation results show that the approximated LBP values generated by our circuit can achieve comparable classification accuracy with the primitive LBP method. Additionally, the proposed LBP hardware provides adjustable parameters to fit different applications while requires fewer hardware costs as compared with the existing work.
Min-Chun Hu 0001, Kiat Siong Ng, Pei-Yin Chen, Yu-Jung Hsiao, Cheng-Hsien Li
IEEE Trans. Intell. Transp. Syst.1
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
2017 A Sensor-Based Official Basketball Referee Signals Recognition System Using Deep Belief Networks
Chung-Wei Yeh, Tse-Yu Pan, Min-Chun Hu 0001
MMM (1)3
2017 Localization of Acupoints using Augmented Reality
abstract
An augmented reality (AR) system for acupuncture points localization is implemented on an Android smartphone. The user can utilize such a system to locate the relevant acupuncture point for the purpose of symptom relief (e.g. through acupressure).
Yi-Zhang Chen, Corky Maigre, Min-Chun Hu 0001, Kun-Chan Lan
MMSys3
2017 Recognition of Easily-confused TCM Herbs Using Deep Learning
abstract
Chinese herbal medicine (CHM) plays an important role of treatment in traditional Chinese medicine (TCM). Traditionally, CHM is used to restore the balance of the body for sick people and maintain health for common people. However, lack of the knowledge of the herbs may cause misuse of the herbs. In this demo, we will present a real-time smartphone application, which can not only recognize easily-confused herb based on Convolutional Neural Network (CNN), but also provide relevant information about the detected herbs. Our Chinese herb recognition system is implemented on a cloud server and can be used by the client user via smartphone. The recognition system is evaluated by 5-fold cross validation method and the accuracy is around 96%, which is adequate for real-world use.
Juei-Chun Weng, Min-Chun Hu 0001, Kun-Chan Lan
MMSys2
2016 Tongue fur detection on the smartphone
abstract
Tongue fur is an important objective basis for clinical diagnosis and treatment in western medicine and tongue diagnosis for Chinese medicine. Given the high penetration and built-in sensors of smartphones, and the need for continuous monitoring of health conditions, we propose an automatic tongue diagnosis framework on smartphone. However, tongue images taken by smartphone are quite different in color due to various lighting conditions, so we have to solve this problem to detect the correct tongue furs. In previous work mentioned that their tongue diagnosis systems are set up in a constrained well-controlled environment (e.g. with fixed lighting condition), but we purpose to let users make tongue diagnosis with their own smartphones no matter where they are. Therefore, we provide a way to detect tongue furs under different lighting conditions (e.g. fluorescent, halogen, and incandescent illuminant) by the combination of series methods: 1. Lighting condition estimation, 2. Tongue image color correction 3. Tongue fur (white fur) detection. We use the SVM to estimate the lighting condition and do the color correction with the corresponding correction matrix for current lighting condition. After getting the corrected tongue images, we use the detection model training by SVM to detect the white fur region in corrected tongue images. In this thesis, we propose a lighting condition estimation method according to color difference of tongue images taken with and without flash on the smartphone under different lighting condition; we also verify that it need to search corresponding parameter of correction matrix for color correction depend on different lighting condition; finally, we observe that the overlap rate of corrected tongue images for Hal. and Inc. lighting has been clearly upgraded with our correction parameter and the white fur can be identify if the overlap rate of corrected tongue images exceed 60%.
Ming-Hsun Cheng, Min-Chun Hu 0001, Kun-Chan Lan
BIBM2
2016 On-premise signs detection and recognition using fully convolutional networks
abstract
Convolutional neural network has been recently studied and used in many object recognition tasks. In this work, we employ fully convolutional networks (FCNs) to recognize On-Premise Signs (OPS) in real scene. This technology is capable of being utilized in many camera-enabled devices like smart phones to develop practical commercial applications. The fully convolutional network technique is used to train a model to infer whether a street view image contains a specific OPS and where the OPS locates in the input image. Furthermore, to improve the detection performance, data augmentation approaches are applied in our work, and the experiment results show our model outperforms the previous tasks.
Yong-Xiang Wang, Chih-Hsin Hsueh, Hung-Yi Loo, Min-Chun Hu 0001
ICME4
2016 Immersive virtual reality with multimodal interaction and streaming technology
abstract
In this demo, we present an immersive virtual reality (VR) system which integrates multimodal interaction sensors (i.e., smartphone, Kinect v2, and Myo armband) and streaming technology to improve the VR experience. The integrated system solves the common problems in most VR systems: (1) the very limited playing area due to transmission cable between computer and display/interaction devices, and (2) non-intuitive way of controlling virtual objects. We use Unreal Engine 4 to develop an immersive VR game with 6 interactive levels to demonstrate the feasibility of our system. In the game, the user not only can freely walk within a large playing area surrounded by multiple Kinect sensors but also select the virtual objects to grab and throw with the Myo armband. The experiment shows that our idea is workable for VR experience.
Wan-Lun Tsai, You-Lun Hsu, Chi-Po Lin, Chen-Yu Zhu, Min-Chun Hu 0001
ICMI6
2016 Locality Constrained Sparse Representation for Cat Recognition
Shintami Chusnul Hidayati, Wen-Huang Cheng, Min-Chun Hu 0001, Kai-Lung Hua
MMM (2)4
2016 Photo sundial: Estimating the time of capture in consumer photos
Tsung-Hung Tsai, Wei-Cih Jhou, Wen-Huang Cheng, Min-Chun Hu 0001, I-Chao Shen, Tekoing Lim, Kai-Lung Hua, Ahmed Ghoneim, M. Anwar Hossain 0001, Shintami Chusnul Hidayati
Neurocomputing4
2015 B-box Mixer: An Interactive UI for Generating B-box Music
abstract
B-box is a form of vocal percussion that imitates rhythms in various types of sound, especially musical instruments. As b-box becoming popular, more and more people want to learn b-box and make their own b-box music. However, not everyone has the talent for generating harmonic b-box music. In this work, we develop an interactive system which helps the user easily compose b-box music given two inputs: an unaccompanied vocal song and a piece of b-box rhythm. The audio signals of the two inputs are analyzed and adaptively matched on the basis of their beats. The state of the art beat detection technique does not perform well on vocal songs. Hence, we propose to partition the song into short segments and estimate the average tempo for each segment so that the adjustment of tempo will not be affected too much by the wrongly detected beats. With the proposed system, people who love b-box or are not familiar with b-box can enjoy producing their own b-box music.
Yi-Zhu Dai, Ting-Chia Lee, Xin-Yu Kuo, Tse-Yu Pan, Min-Chun Hu 0001
ACM Multimedia5
2015 VRank: Voting system on Ranking model for human age estimation
abstract
Ranking algorithms have proven the potential for human age estimation. Currently, a common paradigm is to compare the input face with reference faces of known age to generate a ranking relation whereby the first-rank reference is exploited for labeling the input face. In this paper, we proposed a framework to improve upon the typical ranking model, called Voting system on Ranking model (VRank), by leveraging relational information (comparative relations, i.e. if the input face is younger or older than each of the references) to make a more robust estimation. Our approach has several advantages: firstly, comparative relations can be explicitly involved to benefit the estimation task; secondly, few incorrect comparisons will not influence much the accuracy of the result, making this approach more robust than the conventional approach; finally, we propose to incorporate the deep learning architecture for training, which extracts robust facial features for increasing the effectiveness of classification. In comparison to the best results from the state-of-the-art methods, the VRank showed a significant outperformance on all the benchmarks, with a relative improvement of 5.74% ~ 69.45% (FG-NET), 19.09% ~ 68.71% (MORPH), and 0.55% ~ 17.73% (IoG).
Tekoing Lim, Kai-Lung Hua, Hong-Cyuan Wang, Kai-Wen Zhao, Min-Chun Hu 0001, Wen-Huang Cheng
MMSP5
2015 Efficient human detection in crowded environment
Min-Chun Hu 0001, Wen-Huang Cheng, Chuan-Shen Hu, Ja-Ling Wu, Jhe-Wei Li
Multim. Syst.1
2015 Real-Time Human Movement Retrieval and Assessment With Kinect Sensor
abstract
The difficulty of vision-based posture estimation is greatly decreased with the aid of commercial depth camera, such as Microsoft Kinect. However, there is still much to do to bridge the results of human posture estimation and the understanding of human movements. Human movement assessment is an important technique for exercise learning in the field of healthcare. In this paper, we propose an action tutor system which enables the user to interactively retrieve a learning exemplar of the target action movement and to immediately acquire motion instructions while learning it in front of the Kinect. The proposed system is composed of two stages. In the retrieval stage, nonlinear time warping algorithms are designed to retrieve video segments similar to the query movement roughly performed by the user. In the learning stage, the user learns according to the selected video exemplar, and the motion assessment including both static and dynamic differences is presented to the user in a more effective and organized way, helping him/her to perform the action movement correctly. The experiments are conducted on the videos of ten action types, and the results show that the proposed human action descriptor is representative for action video retrieval and the tutor system can effectively help the user while learning action movements.
Min-Chun Hu 0001, Chi-Wen Chen, Wen-Huang Cheng, Che-Han Chang, Jui-Hsin Lai, Ja-Ling Wu
IEEE Trans. Cybern.1
2015 Efficient QR Code Beautification With High Quality Visual Content
abstract
Quick response (QR) code is generally used for embedding messages such that people can conveniently use mobile devices to capture the QR code and acquire information through a QR code reader. In the past, the design of QR code generators only aimed to achieve high decodability and the produced QR codes usually look like random black-and-white patterns without visual semantics. In recent years, researchers have been tried to endow the QR code with aesthetic elements and QR code beautification has been formulated as an optimization problem that minimizes the visual perception distortion subject to acceptable decoding rate. However, the visual quality of the QR code generated by existing methods still leaves much to be desired. In this work, we propose a two-stage approach to generate QR code with high quality visual content. In the first stage, a baseline QR code with reliable decodability but poor visual quality is first synthesized based on the Gauss-Jordan elimination procedure. In the second stage, a rendering mechanism is designed to improve the visual quality while avoiding affecting the decodability of the QR code. The experimental results show that the proposed method substantially enhances the appearance of the QR code and the processing complexity is near real-time.
Shih-Syun Lin, Min-Chun Hu 0001, Chien-Han Lee, Tong-Yee Lee
IEEE Trans. Multim.2
2014 Eat as much as you can: a kinect-based facial rehabilitation game based on mouth and tongue movements
abstract
In this demo, we present a Kinect-based interactive game which provides patients of facial palsy with a better and more fun way to perform facial physical therapy. By letting the user get scores when he/she bites or licks the virtual foods falling from the sky, the game goads the user into exercising their facial muscles. A robust bite action detector and an efficient tip-of-tongue locating method are developed to realize this game. Based on the head pose estimated by the depth clue, we classify the face orientation and locate the mouth region in each frame. The movements of lips are measured to detect the bite action, and different strategies are designed to more accurately detect the tip-of-tongue for various face orientations. The experimental results show that our method can be successfully applied to different users.
Yong-Xiang Wang, Li-Yun Lo, Min-Chun Hu 0001
ACM Multimedia3
2014 TravelBuddy: Interactive Travel Route Recommendation with a Visual Scene Interface
Cheng-Yao Fu, Min-Chun Hu 0001, Jui-Hsin Lai, Hsuan Wang, Ja-Ling Wu
MMM (1)2
2014 Who's the Best Charades Player? Mining Iconic Movement of Semantic Concepts
Yung-Huan Hsieh, Shintami Chusnul Hidayati, Wen-Huang Cheng, Min-Chun Hu 0001, Kai-Lung Hua
MMM (1)4
2014 Semantic Based Background Music Recommendation for Home Videos
Yin-Tzu Lin, Tsung-Hung Tsai, Min-Chun Hu 0001, Wen-Huang Cheng, Ja-Ling Wu
MMM (2)3
2014 Learning and Recognition of On-Premise Signs From Weakly Labeled Street View Images
abstract
Camera-enabled mobile devices are commonly used as interaction platforms for linking the user's virtual and physical worlds in numerous research and commercial applications, such as serving an augmented reality interface for mobile information retrieval. The various application scenarios give rise to a key technique of daily life visual object recognition. On-premise signs (OPSs), a popular form of commercial advertising, are widely used in our living life. The OPSs often exhibit great visual diversity (e.g., appearing in arbitrary size), accompanied with complex environmental conditions (e.g., foreground and background clutter). Observing that such real-world characteristics are lacking in most of the existing image data sets, in this paper, we first proposed an OPS data set, namely OPS-62, in which totally 4649 OPS images of 62 different businesses are collected from Google's Street View. Further, for addressing the problem of real-world OPS learning and recognition, we developed a probabilistic framework based on the distributional clustering, in which we proposed to exploit the distributional information of each visual feature (the distribution of its associated OPS labels) as a reliable selection criterion for building discriminative OPS models. Experiments on the OPS-62 data set demonstrated the outperformance of our approach over the state-of-the-art probabilistic latent semantic analysis models for more accurate recognitions and less false alarms, with a significant 151.28% relative improvement in the average recognition rate. Meanwhile, our approach is simple, linear, and can be executed in a parallel fashion, making it practical and scalable for large-scale multimedia applications.
Tsung-Hung Tsai, Wen-Huang Cheng, Chuang-Wen You, Min-Chun Hu 0001, Arvin Wen Tsui, Heng-Yu Chi
IEEE Trans. Image Process.4
2013 Rectangling Stereographic Projection for Wide-Angle Image Visualization
abstract
This paper proposes a new projection model for mapping a hemisphere to a plane. Such a model can be useful for viewing wide-angle images. Our model consists of two steps. In the first step, the hemisphere is projected onto a swung surface constructed by a circular profile and a rounded rectangular trajectory. The second step maps the projected image on the swung surface onto the image plane through the perspective projection. We also propose a method for automatically determining proper parameters for the projection model based on image content. The proposed model has several advantages. It is simple, efficient and easy to control. Most importantly, it makes a better compromise between distortion minimization and line preserving than popular projection models, such as stereographic and Pannini projections. Experiments and analysis demonstrate the effectiveness of our model.
Che-Han Chang, Min-Chun Hu 0001, Wen-Huang Cheng, Yung-Yu Chuang
ICCV2
2013 Human Action Search Based on Dynamic Shape Volumes
Hong-Ming Chen, Wen-Huang Cheng, Min-Chun Hu 0001, Yan-Ching Lin, Yung-Huan Hsieh
MMM (2)3
2012 Action tutor: real-time exemplar-based sequential movement assessment with kinect sensor
abstract
With the aid of depth camera, such as Microsoft Kinect, the difficulty of vision-based posture estimation is greatly decreased, and human action analysis has achieved a wide range of applications. However, there is still much to do to develop effective movement assessment technique, which bridges the results of human posture estimation and the understanding of human action performance. In this work, we propose an action tutor system which enables the user to interactively retrieve the learning exemplar of the target action movement and to immediately acquire motion instructions while learning it in front of the Kinect. In the retrieval stage, non-linear time warping algorithms are designed to retrieve video segments similar to the query movement roughly performed by the user. In the learning stage, the user learns according to the selected video exemplar, and the motion assessment including both static and dynamic differences is presented to the user in a more effective and organized way, helping him/her to perform the action movement correctly.
Chi-Wen Chen, Min-Chun Hu 0001, Wen-Huang Cheng, Che-Han Chang, Jui-Hsin Lai, Ja-Ling Wu
ACM Multimedia2
2012 Human action recognition and retrieval using sole depth information
abstract
Observing the widespread use of Kinect-like depth cameras, in this work, we investigate into the problem of using sole depth data for human action recognition and retrieval in videos. We proposed the use of simple depth descriptors without learning optimization to achieve promising performances as compatible to those of the leading methods based on color images and videos, and can be effectively applied for real-time applications. Because of the infrared nature of depth cameras, the proposed approach will be especially useful under poor lighting conditions, e.g. the surveillance environments without sufficient lighting. Meanwhile, we proposed a large Depth-included Human Action video dataset, namely DHA, which contains 357 videos of performed human actions belonging to 17 categories. To the best of our knowledge, the DHA is one of the largest depth-included video datasets of human actions.
Yan-Ching Lin, Min-Chun Hu 0001, Wen-Huang Cheng, Yung-Huan Hsieh, Hong-Ming Chen
ACM Multimedia2
2012 Actions speak louder than words: searching human action video based on body movement
abstract
Human action video search is a frequent demand in multimedia applications, and conventional video search schemes based on keywords usually fail to correctly find relevant videos due to noisy video tags. Observing the widespread use of Kinect-like depth cameras, we propose to search human action videos by directly performing the target action with body movements. Human actions are captured by Kinect and the recorded depth information is utilized to measure the similarity between the query action and each human action video in the database. We use representative depth descriptors without learning optimization to achieve real-time and promising performance as compatible as those of the leading methods based on color images and videos. Meanwhile, a large Depth-included Human Action video dataset, namely DHA, is collected to prove the effectiveness of the proposed video search system.
Yan-Ching Lin, Min-Chun Hu 0001, Wen-Huang Cheng, Yung-Huan Hsieh, Hong-Ming Chen
ACM Multimedia2
2012 Gait-Based Action Recognition via Accelerated Minimum Incremental Coding Length Classifier
Hung-Wei Lin, Min-Chun Hu 0001, Ja-Ling Wu
MMM2
2012 Tennis Real Play
abstract
Tennis Real Play (TRP) is an interactive tennis game system constructed with models extracted from videos of real matches. The key techniques proposed for TRP include player modeling and video-based player/court rendering. For player model creation, we propose the process for database normalization and the behavioral transition model of tennis players, which might be a good alternative for motion capture in the conventional video games. For player/court rendering, we propose the framework for rendering vivid game characters and providing the real-time ability. We can say that image-based rendering leads to a more interactive and realistic rendering. Experiments show that video games with vivid viewing effects and characteristic players can be generated from match videos without much user intervention. Because the player model can adequately record the ability and condition of a player in the real world, it can then be used to roughly predict the results of real tennis matches in the next days. The results of a user study reveal that subjects like the increased interaction, immersive experience, and enjoyment from playing TRP.
Jui-Hsin Lai, Chieh-Li Chen, Po-Chen Wu, Chieh-Chi Kao, Min-Chun Hu 0001, Shao-Yi Chien
IEEE Trans. Multim.5
2011 Interactive digital scrapbook generation for travel photos based on design principles of typography
abstract
To facilitate the photo management and sharing tasks, many application tools have been developed to generate pleasant photo slideshows, collages, or scrapbooks by applying simple templates/layouts and visual effects. In this work, we propose a convenient digital scrapbook generating system for travel photos, named as IS-Scrapbook, which keeps the virtues while dismisses the drawbacks of conventional digital photo presentation styles. The IS-Scrapbook system has three friendly attributes compared to other photo presentation tools. First, aiming to attract the audience, we highlight objects more meaningful or familiar to the viewer, e.g. the landmark and the protagonist in the photos. Second, five basic design principles of typography, i.e. proximity, contrast, balance, color harmony and repetition, are applied to produce more vivacious layouts. Third, the system automatically generates a digital scrapbook with a default layout, and the user can further adjust photo positions and enrich each page by sketching or inserting dialog bubbles with the aid of the developed user interface. User study shows that the proposed work enhances the experiences of photo browsing and gives a brand-new way of photo sharing.
Jung-Yu Yeh, Min-Chun Hu 0001, Wen-Huang Cheng, Ja-Ling Wu
ACM Multimedia2
2011 Robust Camera Calibration and Player Tracking in Broadcast Basketball Video
abstract
With the growth of fandom population, a considerable amount of broadcast sports videos have been recorded, and a lot of research has focused on automatically detecting semantic events in the recorded video to develop an efficient video browsing tool for a general viewer. However, a professional sportsman or coach wonders about high level semantics in a different perspective, such as the offensive or defensive strategy performed by the players. Analyzing tactics is much more challenging in a broadcast basketball video than in other kinds of sports videos due to its complicated scenes and varied camera movements. In this paper, by developing a quadrangle candidate generation algorithm and refining the model fitting score, we ameliorate the court-based camera calibration technique to be applicable to broadcast basketball videos. Player trajectories are extracted from the video by a CamShift-based tracking method and mapped to the real-world court coordinates according to the calibrated results. The player position/trajectory information in the court coordinates can be further analyzed for professional-oriented applications such as detecting wide open event, retrieving target video clips based on trajectories, and inferring implicit/explicit tactics. Experimental results show the robustness of the proposed calibration and tracking algorithms, and three practicable applications are introduced to address the applicability of our system.
Min-Chun Hu 0001, Ming-Hsiu Chang, Ja-Ling Wu, Lin Chi
IEEE Trans. Multim.1
2009 Billiards wizard: A tutoring system for broadcasting nine-ball billiards videos
abstract
In this work, we propose a framework to build a billiards tutoring system based on broadcasting nine-ball video analysis. A robust table detection module is developed by mapping the displayed video frames to a predefined billiard table model. In addition, we detect balls and trace their positions at every time instant. The real-world spatial relationships between the table and the balls are used to provide the aiming and position play suggestions. Ball position information is also utilized to distinguish each play into corresponding event by a rule-based method. The experimental results are encouraging and are more comprehensive than existing works of billiards video analysis.
Chen-Wei Chou, Min-Chun Hu 0001, Ja-Ling Wu
ICASSP2
2009 Real-time Gender Classification from Human Gait for Arbitrary View Angles
abstract
In this paper, we investigate an important but understudied problem, gender classification from human gaits. And we have proved the ability of using GEI (Gait Energy Image) as a representation of human gait for arbitrary view angles. Using GEI as a discriminative feature, we construct angle classifiers and gender classifiers from different approaches. Experiments show that our system achieved a good performance in real-time and is able to be applied to real-world application.
Ping-Chieh Chang, Min-Chun Hu 0001, Ja-Ling Wu, Chuan-Shen Hu
ISM2
2009 WOW: wild-open warning for broadcast basketball video based on player trajectory
abstract
In basketball games, wild-open means that there is an offensive player not well defended by his/her opponents. The occurrence of wild-open usually implies the existence of a successful offense tactic. In this paper, a Wild-Open Warning (WOW) system is designed to assist basketball coaches/players in revealing possible tactics of their opponents through watching the broadcast game videos. The system automatically extracts semantic objects such as the court and the players in the video, and calibrates the players' positions to the real-world court coordinates. A robust and efficient algorithm for court detection and camera calibration is proposed for basketball videos. Wild-open is detected when the position of an offensive player satisfies three predefined criteria. In the mean time, the system will mark the wild-open players to warn the viewers such that they should keep attention to certain players.
Ming-Hsiu Chang, Min-Chun Hu 0001, Ja-Ling Wu
ACM Multimedia2
2009 Sports wizard: sports video browsing based on semantic concepts and game structure
abstract
A convenient video browsing system for popular sports such as baseball, tennis and billiards is proposed in this work. A sports video is automatically segmented into video clips and annotated with semantic concepts in terms of event type. For sports with specific game structure, e.g. baseball and tennis, we further analyze the entire video of the match with the aid of caption information, webcast information, and the domain knowledge of the corresponding sport. Each segmented video clip with semantic annotation is then mapped to a certain part of the game structure. Finally, the proposed system, name as Sports Wizard, provides a favorable way for the user to browse sports videos based on semantic concepts or game structure.
Min-Chun Hu 0001, Yin-Tzu Lin, Ja-Ling Wu
ACM Multimedia1
2009 Interactive background blurring
abstract
Photographers usually take a shallow focus image to highlight the main subject in the picture and blur the distractions in the background region. Softening these distractions can not only produce special vision effect but also keep the privacy for people in the background. In this work, we develop a brand new defocusing algorithm to simulate the blur effect in the background caused by a wide aperture camera. We also design an easy-to-use interactive interface for user to segment foreground/background objects, adjust the depth of field for images, and assign camera settings. Techniques including lazy snapping, alpha matting, depth information generation and defocusing are integrated in the system. The experimental results show the effectiveness of the proposed methodology.
Chih-Yu Yan, Min-Chun Hu 0001, Ja-Ling Wu
ACM Multimedia2
2009 Physics-based ball tracking and 3D trajectory reconstruction with applications to shooting location estimation in basketball video
Hua-Tsung Chen, Min-Chun Hu 0001, Yi-Wen Chen, Wen-Jiin Tsai, Suh-Yin Lee
J. Vis. Commun. Image Represent.2
2008 Event detection in tennis matches based on video data mining
abstract
This paper proposes a mining-based method to achieve event detection for broadcasting tennis videos. Utilizing visual and aural information, we extract some high-level features to describe video segments. The audiovisual features are further transformed to symbolic streams and an efficient mining technique is applied to derive all frequent patterns that characterize tennis events. After mining, we categorize frequent patterns into several kinds of events and therefore achieve event detection for tennis videos by checking the correspondence between mined patterns and events. The experimental results show that the proposed approach is a promising way to detect events in broadcasting tennis video.
Min-Chun Hu 0001, Yi-Tang Wang, Chen-Wei Chou, Kuei-Yi Hsieh, Wei-Ta Chu, Ja-Ling Wu
ICME1
2008 SheepDog: group and tag recommendation for flickr photos by automatic search-based learning
abstract
Online photo albums have been prevalent in recent years and have resulted in more and more applications developed to provide convenient functionalities for photo sharing. In this paper, we propose a system named SheepDog to automatically add photos into appropriate groups and recommend suitable tags for users on Flickr. We adopt concept detection to predict relevant concepts of a photo and probe into the issue about training data collection for concept classification. From the perspective of gathering training data by web searching, we introduce two mechanisms and investigate their performances of concept detection. Based on some existing information from Flickr, a ranking-based method is applied not only to obtain reliable training data, but also to provide reasonable group/tag recommendations for input photos. We evaluate this system with a rich set of photos and the results demonstrate the effectiveness of our work.
Hong-Ming Chen, Ming-Hsiu Chang, Ping-Chieh Chang, Min-Chun Hu 0001, Winston H. Hsu, Ja-Ling Wu
ACM Multimedia4
2008 Video-based CPR analysis system
abstract
In this paper, we propose a system for automatically detecting cardiopulmonary resuscitation (CPR) events and analyzing CPR qualities in surveillance videos. The system is further applied to the training of healthcare providers in the emergency room. Instructors could more efficiently evaluate the CPR quality performed by a medical team with the aid of our system. We extract motion vectors in all image blocks, and take motion information as a clue to classify video sequences into CPR and non-CPR segments based on Support Vector Machine (SVM). We further analyze several indicators of CPR quality and attach CPR information to the video. In order not to infringe the privacy of the patient, we apply a mosaic mechanism to mask the skin color regions of the patient. Our system has been applied to several simulated CPR video sequences and the results show acceptable accuracy in CPR detection and CPR information measurement.
Yi-Tang Wang, Min-Chun Hu 0001, Ja-Ling Wu, Chih-Wei Yang, Matthew Huei-Ming Ma
ACM Multimedia2
2007 Shot Classification of Basketball Videos and its Application in Shooting Position Extraction
abstract
In this paper, we propose a system that can automatically segment a basketball video into several clips on the basis of a GOP-based scene change detection method. The length of each clip and the number of dominant color pixels of each frame are used to classify shots into close-up view, medium view, and full court view. Full court view shots are chosen to do advanced analyses such as ball tracking and parameter extracting for the transformation from a 3D real-world court to a 2D image. After that, we map points in the 2D image to the corresponding coordinates in a real-world court by some physical properties of the 3D shooting trajectory, and compute the statistics of all shooting positions. Eventually we can obtain the information about the most possible shooting positions of a professional basketball team, which is useful for opponents to adopt appropriate defense tactics.
Min-Chun Hu 0001, Hua-Tsung Chen, Yi-Wen Chen, Ming-Ho Hsiao, Suh-Yin Lee
ICASSP (1)1