This work explores the problem of exercise quality measurement since it is essential for effective management of diseases like cerebral palsy (CP). This work examines the assessment of quality of large amplitude movement (LAM) exercises designed to treat CP in an automated fashion. Exercise data was collected by trained participants to generate ideal examples to use as a positive samples for machine learning. Following that, subjects were asked to deliberately make subtle errors during the exercise, such as restricting movements, as is commonly seen in cases of patients suffering from CP. The quality measurement problem was then posed as a classification to determine whether an example exercise was either "good" or "bad". Popular machine learning techniques for classification, including support vector machines (SVM), single and doublelayered neural networks (NN), boosted decision trees, and dynamic time warping (DTW), were compared. The AdaBoosted tree performed best with an accuracy of 94.68 demonstrating the feasibility of assessing exercise quality.
, discuss an approach to assess coordinated human activity on the basis of trajectories @cite_6 . They considered basketball and developed a probabilistic method to detect key events.
@cite_6
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Most approaches to detection and classification of human activity deal with observing individual persons. However, people often tend to organize into groups to achieve certain goals, and human activity is sometimes more readily defined and observed in the context of whole group, where the activity is coordinated among its members. An excellent example of this are team sports, which can provide valuable test ground for development of methods for analysis of coordinated group activity. We used basketball play in this work and developed a probabilistic model of a team play, which is based on the detection of key events in the team behavior. The model is based on expert coach knowledge and has been used to assess the team performance in three different types of basketball offense, based on trajectories of all players, obtained by whole-body tracker. Results show that our high-level behaviour model may be used both for activity recognition and performance evaluation in certain basketball activities. Recent research has shown that surprisingly rich models of human behavior can be learned from GPS (positional) data. However, most research to date has concentrated on modeling single individuals or aggregate statistical properties of groups of people. Given noisy real-world GPS data, we—in contrast—consider the problem of modeling and recognizing activities that involve multiple related individuals playing a variety of roles. Our test domain is the game of capture the flag—an outdoor game that involves many distinct cooperative and competitive joint activities. We model the domain using Markov logic, a statistical relational language, and learn a theory that jointly denoises the data and infers occurrences of high-level activities, such as capturing a player. Our model combines constraints imposed by the geometry of the game area, the motion model of the players, and by the rules and dynamics of the game in a probabilistically and logically sound fashion. We show that while it may be impossible to directly detect a multi-agent activity due to sensor noise or malfunction, the occurrence of the activity can still be inferred by considering both its impact on the future behaviors of the people involved as well as the events that could have preceded it. We compare our unified approach with three alternatives (both probabilistic and nonprobabilistic) where either the denoising of the GPS data and the detection of the high-level activities are strictly separated, or the states of the players are not considered, or both. We show that the unified approach with the time window spanning the entire game, although more computationally costly, is significantly more accurate. In this paper, we present a novel approach of human activity prediction. Human activity prediction is a probabilistic process of inferring ongoing activities from videos only containing onsets (i.e. the beginning part) of the activities. The goal is to enable early recognition of unfinished activities as opposed to the after-the-fact classification of completed activities. Activity prediction methodologies are particularly necessary for surveillance systems which are required to prevent crimes and dangerous activities from occurring. We probabilistically formulate the activity prediction problem, and introduce new methodologies designed for the prediction. We represent an activity as an integral histogram of spatio-temporal features, efficiently modeling how feature distributions change over time. The new recognition methodology named dynamic bag-of-words is developed, which considers sequential nature of human activities while maintaining advantages of the bag-of-words to handle noisy observations. Our experiments confirm that our approach reliably recognizes ongoing activities from streaming videos with a high accuracy. In this paper, we describe a method to represent and discover adversarial group behavior in a continuous domain. In comparison to other types of behavior, adversarial behavior is heavily structured as the location of a player (or agent) is dependent both on their teammates and adversaries, in addition to the tactics or strategies of the team. We present a method which can exploit this relationship through the use of a spatiotemporal basis model. As players constantly change roles during a match, we show that employing a "role-based" representation instead of one based on player "identity" can best exploit the playing structure. As vision-based systems currently do not provide perfect detection tracking (e.g. missed or false detections), we show that our compact representation can effectively "denoise" erroneous detections as well as enabling temporal analysis, which was previously prohibitive due to the dimensionality of the signal. To evaluate our approach, we used a fully instrumented field-hockey pitch with 8 fixed high-definition (HD) cameras and evaluated our approach on approximately 200,000 frames of data from a state-of-the-art real-time player detector and compare it to manually labelled data. In order to track moving objects in long range against occlusion, interruption, and background clutter, this paper proposes a unified approach for global trajectory analysis. Instead of the traditional frame-by-frame tracking, our method recovers target trajectories based on a short sequence of video frames, e.g., 15 frames. We initially calculate a foreground map at each frame obtained from a state-of-the-art background model. An attribute graph is then extracted from the foreground map, where the graph vertices are image primitives represented by the composite features. With this graph representation, we pose trajectory analysis as a joint task of spatial graph partitioning and temporal graph matching. The task can be formulated by maximizing a posteriori under the Bayesian framework, in which we integrate the spatio-temporal contexts and the appearance models. The probabilistic inference is achieved by a data-driven Markov chain Monte Carlo algorithm. Given a period of observed frames, the algorithm simulates an ergodic and aperiodic Markov chain, and it visits a sequence of solution states in the joint space of spatial graph partitioning and temporal graph matching. In the experiments, our method is tested on several challenging videos from the public datasets of visual surveillance, and it outperforms the state-of-the-art methods. This paper presents a method to predict the future movements (location and gaze direction) of basketball players as a whole from their first person videos. The predicted behaviors reflect an individual physical space that affords to take the next actions while conforming to social behaviors by engaging to joint attention. Our key innovation is to use the 3D reconstruction of multiple first person cameras to automatically annotate each other's the visual semantics of social configurations. We leverage two learning signals uniquely embedded in first person videos. Individually, a first person video records the visual semantics of a spatial and social layout around a person that allows associating with past similar situations. Collectively, first person videos follow joint attention that can link the individuals to a group. We learn the egocentric visual semantics of group movements using a Siamese neural network to retrieve future trajectories. We consolidate the retrieved trajectories from all players by maximizing a measure of social compatibility---the gaze alignment towards joint attention predicted by their social formation, where the dynamics of joint attention is learned by a long-term recurrent convolutional network. This allows us to characterize which social configuration is more plausible and predict future group trajectories. We propose a probabilistic method for parsing a temporal sequence such as a complex activity defined as composition of sub-activities actions. The temporal structure of the high-level activity is represented by a string-length limited stochastic context-free grammar. Given the grammar, a Bayes network, which we term Sequential Interval Network (SIN), is generated where the variable nodes correspond to the start and end times of component actions. The network integrates information about the duration of each primitive action, visual detection results for each primitive action, and the activity's temporal structure. At any moment in time during the activity, message passing is used to perform exact inference yielding the posterior probabilities of the start and end times for each different activity action. We provide demonstrations of this framework being applied to vision tasks such as action prediction, classification of the high-level activities or temporal segmentation of a test sequence, the method is also applicable in Human Robot Interaction domain where continual prediction of human action is needed. This paper presents a method to predict the future movements (location and gaze direction) of basketball players as a whole from their first person videos. The predicted behaviors reflect an individual physical space that affords to take the next actions while conforming to social behaviors by engaging to joint attention. Our key innovation is to use the 3D reconstruction of multiple first person cameras to automatically annotate each others visual semantics of social configurations. We leverage two learning signals uniquely embedded in first person videos. Individually, a first person video records the visual semantics of a spatial and social layout around a person that allows associating with past similar situations. Collectively, first person videos follow joint attention that can link the individuals to a group. We learn the egocentric visual semantics of group movements using a Siamese neural network to retrieve future trajectories. We consolidate the retrieved trajectories from all players by maximizing a measure of social compatibility&#x2014;the gaze alignment towards joint attention predicted by their social formation, where the dynamics of joint attention is learned by a long-term recurrent convolutional network. This allows us to characterize which social configuration is more plausible and predict future group trajectories. Predicting human behavior from a small amount of training examples is a challenging machine learning problem. In this thesis, we introduce the principle of maximum causal entropy, a general technique for applying information theory to decision-theoretic, game-theoretic, and control settings where relevant information is sequentially revealed over time. This approach guarantees decision-theoretic performance by matching purposeful measures of behavior (Abbeel & Ng, 2004), and or enforces game-theoretic rationality constraints (Aumann, 1974), while otherwise being as uncertain as possible, which minimizes worst-case predictive log-loss (Grunwald & Dawid, 2003). We derive probabilistic models for decision, control, and multi-player game settings using this approach. We then develop corresponding algorithms for efficient inference that include relaxations of the Bellman equation (Bellman, 1957), and simple learning algorithms based on convex optimization. We apply the models and algorithms to a number of behavior prediction tasks. Specifically, we present empirical evaluations of the approach in the domains of vehicle route preference modeling using over 100,000 miles of collected taxi driving data, pedestrian motion modeling from weeks of indoor movement data, and robust prediction of game play in stochastic multi-player games. This paper addresses the challenge of recognizing behavior of groups of individuals in unconstraint surveillance environments. As opposed to approaches that rely on agglomerative or decisive hierarchical clustering techniques, we propose to recognize group interactions without making hard decisions about the underlying group structure. Instead we use a probabilistic grouping strategy evaluated from the pairwise spatial-temporal tracking information. A path-based grouping scheme determines a soft segmentation of groups and produces a weighted connection graph where its edges express the probability of individuals belonging to a group. Without further segmenting this graph, we show how a large number of low- and high-level behavior recognition tasks can be performed. Our work builds on a mature multi-camera multi-target person tracking system that operates in real-time. We derive probabilistic models to analyze individual track motion as well as group interactions. We show that the soft grouping can combine with motion analysis elegantly to robustly detect and predict group-level activities. Experimental results demonstrate the efficacy of our approach. We present a novel approach for real-time and proactive navigation in crowded environments such as event spaces and urban areas where many people are moving to their destinations simultaneously. Our challenge is to develop a real-time navigation system that enables movements of entire groups to be efficiently guided without causing congestion by making near-future predictions of people flow. Our approach tries to detect future congestion by using a spatio-temporal statistical method that predicts people flow. When future congestion is detected, our approach creates an optimal navigation plan based on "what-if" simulations, which accounts for the effect of total people flow change caused by navigation. We experimentally compare the spatio-temporal statistical method with the conventional matrix factorization based approach using a real data set. We also demonstrate the effectiveness of our navigation approach by computer simulation using artificial people-flow data. This paper is about detecting and segmenting interrelated events which occur in challenging videos with motion blur, occlusions, dynamic backgrounds, and missing observations. We argue that holistic reasoning about time intervals of events, and their temporal constraints is critical in such domains to overcome the noise inherent to low-level video representations. For this purpose, our first contribution is the formulation of probabilistic event logic (PEL) for representing temporal constraints among events. A PEL knowledge base consists of confidence-weighted formulas from a temporal event logic, and specifies a joint distribution over the occurrence time intervals of all events. Our second contribution is a MAP inference algorithm for PEL that addresses the scalability issue of reasoning about an enormous number of time intervals and their constraints in a typical video. Specifically, our algorithm leverages the spanning-interval data structure for compactly representing and manipulating entire sets of time intervals without enumerating them. Our experiments on interpreting basketball videos show that PEL inference is able to jointly detect events and identify their time intervals, based on noisy input from primitive-event detectors. We present a coherent, discriminative framework for simultaneously tracking multiple people and estimating their collective activities. Instead of treating the two problems separately, our model is grounded in the intuition that a strong correlation exists between a person's motion, their activity, and the motion and activities of other nearby people. Instead of directly linking the solutions to these two problems, we introduce a hierarchy of activity types that creates a natural progression that leads from a specific person's motion to the activity of the group as a whole. Our model is capable of jointly tracking multiple people, recognizing individual activities (atomic activities), the interactions between pairs of people (interaction activities), and finally the behavior of groups of people (collective activities). We also propose an algorithm for solving this otherwise intractable joint inference problem by combining belief propagation with a version of the branch and bound algorithm equipped with integer programming. Experimental results on challenging video datasets demonstrate our theoretical claims and indicate that our model achieves the best collective activity classification results to date. We present a new approach to recognizing events in videos. We first detect and track moving objects in the scene. Based on the shape and motion properties of these objects, we infer probabilities of primitive events frame-by-frame by using Bayesian networks. Composite events, consisting of multiple primitive events, over extended periods of time are analyzed by using a hidden, semi-Markov finite state model. This results in more reliable event segmentation compared to the use of standard HMMs in noisy video sequences at the cost of some increase in computational complexity. We describe our approach to reducing this complexity. We demonstrate the effectiveness of our algorithm using both real-world and perturbed data. We propose a novel model for the spatio-temporal clustering of trajectories based on motion, which applies to challenging street-view video sequences of pedestrians captured by a mobile camera. A key contribution of our work is the introduction of novel probabilistic region trajectories, motivated by the non-repeatability of segmentation of frames in a video sequence. Hierarchical image segments are obtained by using a state-of-the-art hierarchical segmentation algorithm, and connected from adjacent frames in a directed acyclic graph. The region trajectories and measures of confidence are extracted from this graph using a dynamic programming-based optimisation. Our second main contribution is a Bayesian framework with a twofold goal: to learn the optimal, in a maximum likelihood sense, Random Forests classifier of motion patterns based on video features, and construct a unique graph from region trajectories of different frames, lengths and hierarchical levels. Finally, we demonstrate the use of Isomap for effective spatio-temporal clustering of the region trajectories of pedestrians. We support our claims with experimental results on new and existing challenging video sequences. In this paper, we model multi-agent events in terms of a temporally varying sequence of sub-events, and propose a novel approach for learning, detecting and representing events in videos. The proposed approach has three main steps. First, in order to learn the event structure from training videos, we automatically encode the sub-event dependency graph, which is the learnt event model that depicts the conditional dependency between sub-events. Second, we pose the problem of event detection in novel videos as clustering the maximally correlated sub-events using normalized cuts. The principal assumption made in this work is that the events are composed of a highly correlated chain of sub-events that have high weights (association) within the cluster and relatively low weights (disassociation) between the clusters. The event detection does not require prior knowledge of the number of agents involved in an event and does not make any assumptions about the length of an event. Third, we recognize the fact that any abstract event model should extend to representations related to human understanding of events. Therefore, we propose an extension of CASE representation of natural languages that allows a plausible means of interface between users and the computer. We show results of learning, detection, and representation of events for videos in the meeting, surveillance, and railroad monitoring domains. This paper presents an approach to detect and track groups of people in video-surveillance applications, and to automatically recognize their behavior. This method keeps track of individuals moving together by maintaining a spacial and temporal group coherence. First, people are individually detected and tracked. Second, their trajectories are analyzed over a temporal window and clustered using the Mean-Shift algorithm. A coherence value describes how well a set of people can be described as a group. Furthermore, we propose a formal event description language. The group events recognition approach is successfully validated on 4 camera views from 3 datasets: an airport, a subway, a shopping center corridor and an entrance hall. In this paper we present an approach for classifying the activity performed by a group of people in a video sequence. This problem of group activity recognition can be addressed by examining individual person actions and their relations. Temporal dynamics exist both at the level of individual person actions as well as at the level of group activity. Given a video sequence as input, methods can be developed to capture these dynamics at both person-level and group-level detail. We build a deep model to capture these dynamics based on LSTM (long short-term memory) models. In order to model both person-level and group-level dynamics, we present a 2-stage deep temporal model for the group activity recognition problem. In our approach, one LSTM model is designed to represent action dynamics of individual people in a video sequence and another LSTM model is designed to aggregate person-level information for group activity recognition. We collected a new dataset consisting of volleyball videos labeled with individual and group activities in order to evaluate our method. Experimental results on this new Volleyball Dataset and the standard benchmark Collective Activity Dataset demonstrate the efficacy of the proposed models. For survival, a living agent (e.g., human in Fig. 1(a)) must have the ability to assess risk (1) by temporally anticipating accidents before they occur (Fig. 1(b)), and (2) by spatially localizing risky regions (Fig. 1(c)) in the environment to move away from threats. In this paper, we take an agent-centric approach to study the accident anticipation and risky region localization tasks. We propose a novel soft-attention Recurrent Neural Network (RNN) which explicitly models both spatial and appearance-wise non-linear interaction between the agent triggering the event and another agent or static-region involved. In order to test our proposed method, we introduce the Epic Fail (EF) dataset consisting of 3000 viral videos capturing various accidents. In the experiments, we evaluate the risk assessment accuracy both in the temporal domain (accident anticipation) and spatial domain (risky region localization) on our EF dataset and the Street Accident (SA) dataset. Our method consistently outperforms other baselines on both datasets. This paper presents a method to assess a basketball player's performance from his her first-person video. A key challenge lies in the fact that the evaluation metric is highly subjective and specific to a particular evaluator. We leverage the first-person camera to address this challenge. The spatiotemporal visual semantics provided by a first-person view allows us to reason about the camera wearer's actions while he she is participating in an unscripted basketball game. Our method takes a player's first-person video and provides a player's performance measure that is specific to an evaluator's preference. To achieve this goal, we first use a convolutional LSTM network to detect atomic basketball events from first-person videos. Our network's ability to zoom-in to the salient regions addresses the issue of a severe camera wearer's head movement in first-person videos. The detected atomic events are then passed through the Gaussian mixtures to construct a highly non-linear visual spatiotemporal basketball assessment feature. Finally, we use this feature to learn a basketball assessment model from pairs of labeled first-person basketball videos, for which a basketball expert indicates, which of the two players is better. We demonstrate that despite not knowing the basketball evaluator's criterion, our model learns to accurately assess the players in real-world games. Furthermore, our model can also discover basketball events that contribute positively and negatively to a player's performance.