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Cong Ye 1, Steve Maddock 1 and Frances Babbage 2 1 Department of Computer Science 2 School of English Literature, Language and Linguistics The University of Sheffield
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Video can be used to provide a record of a theatre performance Complex environment Automatic labelling of this video is difficult Manually annotation with semantic labels to support further computer-based study Aim: Label the three-dimensional (3D) movement of the actors, both in terms of their pose and stage use http://commons.wikimedia.org/wiki/File:C%2 7etait_mieux_avant.jpg
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HumanEva video data (Sigal et al., 2010) Multiview video of single person movements Baseline automatic skeleton fitting algorithm Ground-truth provided by optical motion capture Labelling 1 in 10 frames from 393 frames of video data for a jogging motion Two experiments One untimed – compare with Sigal et al One timed – comparison of effect of different starting poses for labelling a single frame
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Multiview video is mapped as texture walls according to the orientation of the cameras Moveable camera and texture walls Users manipulate skeleton from any viewpoint Mouse input to alter joints
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Experiment 1: Results of untimed labelling vs. baseline algorithm Video num3D error(mm)Standard Deviation Single video183.116.1 Multiview video371.010.3 Sigal et al (2010) baseline algorithm 482 Untimed Single video vs. multiview video Compare labelled skeleton joint centre positions with ground- truth data Final error is average of all errors in all frames Compare with baseline algorithm (Sigal et al, 2010)
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Experiment 2: Results of timed labelling Time(min)3D error(mm)Standard Deviation A. Initial pose8580.811.4 B. Incremental pose4681.916.5 Multiview video Timed A: Initial pose – reuse initial default pose to start labelling process for each frame B: Incremental pose – start with pose from last frame labelled
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Our 3D labelling approach is comparable in accuracy to Sigal et al’s (2010) automatic baseline algorithm Manual labelling is laborious. Efficiency improvements: Inverse Kinematics Pose prediction Alternative interfaces Sketch-based control of skeleton pose Use of a 3D depth camera (Kinect) for pose creation Next Step: Data capture of a real performance
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