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.
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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. 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. For mobile robots to operate in compliance with human presence, interpreting the impact of human activities and responding constructively is a challenging goal. In this paper, we propose a generative approach for enhancing robot mapping and mobility in the presence of humans through a joint, probabilistic treatment of static and dynamic characteristics of indoor environments. Human spatial activity is explicitly exploited for the purpose of passage detection and space occupancy prediction while effectively discarding false positive human detections using prior map information. In turn, this allows the execution of plan trajectories within unexplored areas by using human presence for resolving the uncertainty or ambiguity that is due to dynamic events. A series of experiments with an indoor robot navigating in close human proximity within a multi-floor building demonstrate the effectiveness of our approach in realistic conditions. We study the problem of training sequential generative models for capturing coordinated multi-agent trajectory behavior, such as offensive basketball gameplay. When modeling such settings, it is often beneficial to design hierarchical models that can capture long-term coordination using intermediate variables. Furthermore, these intermediate variables should capture interesting high-level behavioral semantics in an interpretable and manipulatable way. We present a hierarchical framework that can effectively learn such sequential generative models. Our approach is inspired by recent work on leveraging programmatically produced weak labels, which we extend to the spatiotemporal regime. In addition to synthetic settings, we show how to instantiate our framework to effectively model complex interactions between basketball players and generate realistic multi-agent trajectories of basketball gameplay over long time periods. We validate our approach using both quantitative and qualitative evaluations, including a user study comparison conducted with professional sports analysts. Multi-person event recognition is a challenging task, often with many people active in the scene but only a small subset contributing to an actual event. In this paper, we propose a model which learns to detect events in such videos while automatically "attending" to the people responsible for the event. Our model does not use explicit annotations regarding who or where those people are during training and testing. In particular, we track people in videos and use a recurrent neural network (RNN) to represent the track features. We learn time-varying attention weights to combine these features at each time-instant. The attended features are then processed using another RNN for event detection classification. Since most video datasets with multiple people are restricted to a small number of videos, we also collected a new basketball dataset comprising 257 basketball games with 14K event annotations corresponding to 11 event classes. Our model outperforms state-of-the-art methods for both event classification and detection on this new dataset. Additionally, we show that the attention mechanism is able to consistently localize the relevant players. In a typical surveillance installation, a human operator has to constantly monitor a large array of video feeds for suspicious behaviour. As the number of cameras increases, information overload makes manual surveillance increasingly difficult, adding to other confounding factors such as human fatigue and boredom. The objective of an intelligent vision-based surveillance system is to automate the monitoring and event detection components of surveillance, alerting the operator only when unusual behaviour or other events of interest are detected. While most traditional methods for trajectory-based unusual behaviour detection rely on low-level trajectory features such as flow vectors or control points, this paper builds upon a recently introduced approach that makes use of higher-level features of intentionality. Individuals in the scene are modelled as intentional agents, and unusual behaviour is detected by evaluating the explicability of the agent's trajectory with respect to known spatial goals. The proposed method extends the original goal-based approach in three ways: first, the spatial scene structure is learned in a training phase; second, a region transition model is learned to describe normal movement patterns between spatial regions; and third, classification of trajectories in progress is performed in a probabilistic framework using particle filtering. Experimental validation on three published third-party datasets demonstrates the validity of the proposed approach. Compared to visual concepts such as actions, scenes and objects, complex event is a higher level abstraction of longer video sequences. For example, a "marriage proposal" event is described by multiple objects (e.g., ring, faces), scenes (e.g., in a restaurant, outdoor) and actions (e.g., kneeling down). The positive exemplars which exactly convey the precise semantic of an event are hard to obtain. It would be beneficial to utilize the related exemplars for complex event detection. However, the semantic correlations between related exemplars and the target event vary substantially as relatedness assessment is subjective. Two related exemplars can be about completely different events, e.g., in the TRECVID MED dataset, both bicycle riding and equestrianism are labeled as related to "attempting a bike trick" event. To tackle the subjectiveness of human assessment, our algorithm automatically evaluates how positive the related exemplars are for the detection of an event and uses them on an exemplar-specific basis. Experiments demonstrate that our algorithm is able to utilize related exemplars adaptively, and the algorithm gains good performance for complex event detection. We present a new representation and recognition method for human activities. An activity is considered to be composed of action threads, each thread being executed by a single actor. A single-thread action is represented by a stochastic finite automaton of event states, which are recognized from the characteristics of the trajectory and shape of moving blob of the actor using Bayesian methods. A multi-agent event is composed of several action threads related by temporal constraints. Multi-agent events are recognized by propagating the constraints and likelihood of event threads in a temporal logic network. We present results on real-world data and performance characterization on perturbed data. Objects in human environments support various functionalities which govern how people interact with their environments in order to perform tasks. In this work, we discuss how to represent and learn a functional understanding of an environment in terms of object affordances. Such an understanding is useful for many applications such as activity detection and assistive robotics. Starting with a semantic notion of affordances, we present a generative model that takes a given environment and human intention into account, and grounds the affordances in the form of spatial locations on the object and temporal trajectories in the 3D environment. The probabilistic model also allows uncertainties and variations in the grounded affordances. We apply our approach on RGB-D videos from Cornell Activity Dataset, where we first show that we can successfully ground the affordances, and we then show that learning such affordances improves performance in the labeling tasks. In active and assisted living environments, a major service that can be provided is the automated assessment of elderly people’s well-being. Therefore, activity recognition is required to detect what types of help disabled persons need to support them in their daily life activities. Unfortunately, it is still a difficult task to estimate the size of the required window for online sensor data streams to recognize a specific activity, especially when new sensor events are recorded. This paper proposes a windowing algorithm, which presents promising results to recognize complex human activities for multi-resident homes. The approach is based on the analysis of the sensor data to identify the best fitting sensors that should be considered in a specified window. Moreover, the second part of this paper proposes a set of different statistical spatio-temporal features to recognize human activities. In order to check the overall performance, this approach is tested using the CASAS data set and artificially generated laboratory data using our HBMS simulator. The results show high performance based on different evaluation metrics compared to other approaches. We believe that the proposed windowing approach provides a good approximation of the required window size in order to robustly detect human activities in comparison to other windowing approaches. The unprecedented amount of data from mobile phones creates new possibilities to analyze various aspects of human behavior. Over the last few years, much effort has been devoted to studying the mobility patterns of humans. In this paper we will focus on unusually large gatherings of people, i.e. unusual social events. We introduce the methodology of detecting such social events in massive mobile phone data, based on a Bayesian location inference framework. More specifically, we also develop a framework for deciding who is attending an event. We demonstrate the method on a few examples. Finally, we discuss some possible future approaches for event detection, and some possible analyses of the detected social events. Human action recognition from realistic videos plays a key role in multimedia event detection and understanding. In this paper, a novel Trajectory Based Covariance (TBC) descriptor is proposed, which is formulated along the dense trajectories. To map the descriptor matrix to vector space and trim out the redundancy of data, the TBC descriptor matrix is projected to Euclidean space by the Logarithm Principal Components Analysis (LogPCA). Our method is tested on the challenging Hollywood2 and TV Human Interaction datasets. Experimental results show that the proposed TBC descriptor outperforms three baseline descriptors (i.e., histogram of oriented gradient, histogram of optical flow and motion boundary histogram), and our method achieves better recognition performances than a number of state-of-the-art approaches. This paper presents a novel 3DOF pedestrian trajectory prediction approach for autonomous mobile service robots. While most previously reported methods are based on learning of 2D positions in monocular camera images, our approach uses range-finder sensors to learn and predict 3DOF pose trajectories (i.e. 2D position plus 1D rotation within the world coordinate system). Our approach, T-Pose-LSTM (Temporal 3DOF-Pose Long-Short-Term Memory), is trained using long-term data from real-world robot deployments and aims to learn context-dependent (environment- and time-specific) human activities. Our approach incorporates long-term temporal information (i.e. date and time) with short-term pose observations as input. A sequence-to-sequence LSTM encoder-decoder is trained, which encodes observations into LSTM and then decodes as predictions. For deployment, it can perform on-the-fly prediction in real-time. Instead of using manually annotated data, we rely on a robust human detection, tracking and SLAM system, providing us with examples in a global coordinate system. We validate the approach using more than 15K pedestrian trajectories recorded in a care home environment over a period of three months. The experiment shows that the proposed T-Pose-LSTM model advances the state-of-the-art 2D-based method for human trajectory prediction in long-term mobile robot deployments. Although basketball is a dualistic sport, with all players competing on both offense and defense, almost all of the sport's conventional metrics are designed to summarize offensive play. As a result, player valuations are largely based on offensive performances and to a much lesser degree on defensive ones. Steals, blocks and defensive rebounds provide only a limited summary of defensive effectiveness, yet they persist because they summarize salient events that are easy to observe. Due to the inefficacy of traditional defensive statistics, the state of the art in defensive analytics remains qualitative, based on expert intuition and analysis that can be prone to human biases and imprecision. Fortunately, emerging optical player tracking systems have the potential to enable a richer quantitative characterization of basketball performance, particularly defensive performance. Unfortunately, due to computational and methodological complexities, that potential remains unmet. This paper attempts to fill this void, combining spatial and spatio-temporal processes, matrix factorization techniques and hierarchical regression models with player tracking data to advance the state of defensive analytics in the NBA. Our approach detects, characterizes and quantifies multiple aspects of defensive play in basketball, supporting some common understandings of defensive effectiveness, challenging others and opening up many new insights into the defensive elements of basketball. This article reports the efforts of an elementary school teacher of Spanish as a second language to implement principles of dynamic assessment (DA) in her daily interactions with learners. DA is neither an assessment instrument nor a method of assessing but a framework for conceptualizing teaching and assessment as an integrated activity of understanding learner abilities by actively supporting their development (Poehner, 2008). DA is based on Vygotsky’s (1987) proposal of the zone of proximal development (ZPD), which underscores the developmental importance of providing appropriate support to learners to help them stretch beyond their independent performance. The particular approach to DA that the teacher followed reflected her interpretation of the ZPD as well as her knowledge of her instructional context and was arrived at through consultation with the present authors. In other words, her use of DA represents a unification of theory and practice, as advocated by Vygotsky, whereby theory offers a basis to guide practice but at the same time practice functions to refine and extend theory. Examples of the teacher’s interactions with learners in her classroom are discussed with regard to the opportunities for development they create. This paper presents a survey of trajectory-based activity analysis for visual surveillance. It describes techniques that use trajectory data to define a general set of activities that are applicable to a wide range of scenes and environments. Events of interest are detected by building a generic topographical scene description from underlying motion structure as observed over time. The scene topology is automatically learned and is distinguished by points of interest and motion characterized by activity paths. The methods we review are intended for real-time surveillance through definition of a diverse set of events for further analysis triggering, including virtual fencing, speed profiling, behavior classification, anomaly detection, and object interaction. 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. This paper presents a novel method for learning object manipulation such as rotating an object or placing one object on another. In this method, motions are learned using reference-point-dependent probabilistic models, which can be used for the generation and recognition of motions. The method estimates (i) the reference point, (ii) the intrinsic coordinate system type, which is the type of coordinate system intrinsic to a motion, and (iii) the probabilistic model parameters of the motion that is considered in the intrinsic coordinate system. Motion trajectories are modeled by a hidden Markov model (HMM), and an HMM-based method using static and dynamic features is used for trajectory generation. The method was evaluated in physical experiments in terms of motion generation and recognition. In the experiments, users demonstrated the manipulation of puppets and toys so that the motions could be learned. A recognition accuracy of 90 was obtained for a test set of motions performed by three subjects. Furthe... We consider the ‘group motion segmentation’ problem and provide a solution for it. The group motion segmentation problem aims at analyzing motion trajectories of multiple objects in video and finding among them the ones involved in a ‘group motion pattern’. This problem is motivated by and serves as the basis for the ‘multi-object activity recognition’ problem, which is currently an active research topic in event analysis and activity recognition. Specifically, we learn a Spatio-Temporal Driving Force Model to characterize a group motion pattern and design an approach for segmenting the group motion. We illustrate the approach using videos of American football plays, where we identify the offensive players, who follow an offensive motion pattern, from motions of all players in the field. Experiments using GaTech Football Play Dataset validate the effectiveness of the segmentation algorithm. 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.