Summarization of User-Generated Sports Video

 

Research  

 

GTI Data   

 

Open databases created and software developed by the GTI and supplemental material to papers.  

 

Databases  


SportCLIP (2025): Multi-sport dataset for text-guided video summarization.
Ficosa (2024):
The FNTVD dataset has been generated using the Ficosa's recording car.
MATDAT (2023):  More than 90K labeled images of martial arts tricking.
SEAW – DATASET (2022): 3 stereoscopic contents in 4K resolution at 30 fps.
UPM-GTI-Face dataset (2022): 11 different subjects captured in 4K, under 2 scenarios, and 2 face mask conditions.
LaSoDa (2022): 60 annotated images from soccer matches in five stadiums with different characteristics and light conditions.
PIROPO Database (2021):People in Indoor ROoms with Perspective and Omnidirectional cameras.
EVENT-CLASS (2021): High-quality 360-degree videos in the context of tele-education.
Parking Lot Occupancy Database (2020)
Nighttime Vehicle Detection database (NVD) (2019)
Hand gesture dataset (2019): Multi-modal Leap Motion dataset for Hand Gesture Recognition.
ViCoCoS-3D (2016): VideoConference Common Scenes in 3D.
LASIESTA database (2016): More than 20 sequences to test moving object detection and tracking algorithms.
Hand gesture database (2015): Hand-gesture database composed by high-resolution color images acquired with the Senz3D sensor.
HRRFaceD database (2014):Face database composed by high resolution images acquired with Microsoft Kinect 2 (second generation).
Lab database (2012): Set of 6 sequences to test moving object detection strategies.
Vehicle image database (2012)More than 7000 images of vehicles and roads.           

 

Software  


Empowering Computer Vision in Higher Education(2024)A Novel Tool for Enhancing Video Coding Comprehension.
Engaging students in audiovisual coding through interactive MATLAB GUIs (2024)

TOP-Former: A Multi-Agent Transformer Approach for the Team Orienteering Problem (2023)

Solving Routing Problems for Multiple Cooperative Unmanned Aerial Vehicles using Transformer Networks (2023)
Vision Transformers and Traditional Convolutional Neural Networks for Face Recognition Tasks (2023)
Faster GSAC-DNN (2023): A Deep Learning Approach to Nighttime Vehicle Detection Using a Fast Grid of Spatial Aware Classifiers.
SETForSeQ (2020): Subjective Evaluation Tool for Foreground Segmentation Quality. 
SMV Player for Oculus Rift (2016)

Bag-D3P (2016): 
Face recognition using depth information. 
TSLAB (2015): 
Tool for Semiautomatic LABeling.   
 

   

Supplementary material  


Soccer line mark segmentation and classification with stochastic watershed transform (2022)
A fully automatic method for segmentation of soccer playing fields (2022)
Grass band detection in soccer images for improved image registration (2022)
Evaluating the Influence of the HMD, Usability, and Fatigue in 360VR Video Quality Assessments (2020)
Automatic soccer field of play registration (2020)   
Augmented reality tool for the situational awareness improvement of UAV operators (2017)
Detection of static moving objects using multiple nonparametric background-foreground models on a Finite State Machine (2015)
Real-time nonparametric background subtraction with tracking-based foreground update (2015)  
Camera localization using trajectories and maps (2014)

 

                                                                                                                                                                                                                             
 
                                                                   
 
                                                                                                                                                             
 
      

 

 

Summarization of User-Generated Sports Video by Using Deep Action Recognition Features

On December 14th at 12:00, Virtual seminar.

Marcos de Rodrigo, researcher at the GTI, delivered a virtual seminar on the paper “Summarization of User-Generated Sports Video by Using Deep Action Recognition Features" authored by A. Tejero-de-Pablos, Y. Nakashima, T. Sato, N. Yokoya, M. Linna, and E. Rahtu et al. published in IEEE Transactions on Multimedia on August 2018.

Abstract

Automatically generating a summary of a sports video poses the challenge of detecting interesting moments, or highlights, of a game. Traditional sports video summarization methods leverage editing conventions of broadcast sports video that facilitate the extraction of high-level semantics. However, user-generated videos are not edited and, thus, traditional methods are not suitable to generate a summary. In order to solve this problem, this paper proposes a novel video summarization method that uses players' actions as a cue to determine the highlights of the original video. A deep neural-network-based approach is used to extract two types of action-related features and to classify video segments into interesting or uninteresting parts. The proposed method can be applied to any sports in which games consist of a succession of actions. Especially, this paper considers the case of Kendo (Japanese fencing) as an example of a sport to evaluate the proposed method. The method is trained using Kendo videos with ground truth labels that indicate the video highlights. The labels are provided by annotators possessing a different experience with respect to Kendo to demonstrate how the proposed method adapts to different needs. The performance of the proposed method is compared with several combinations of different features, and the results show that it outperforms previous summarization methods.