Social
Game Retrieval from Unstructured Videos
Ping Wang Gregory D. Abowd James M. Rehg
Project description Publications Dataset Acknowledgements
Contact
Examples of the mined patterns from social games
Project description
Video-based behaviors, especially
social interactions, are widely analyzed in screenings and diagnosis of
developmental disorders, as well as studies on child development. Existing
methods rely on human's frame-by-frame tagging and editing of video content,
which is time-consuming and labor-intensive. Automatic retrieval of social
games is a logical first step towards automatic analysis of social interactions
for three reasons. First, these games typically arise between 8 and 12 months
of age, when infants have not yet achieved full mobility, making it easier to
monitor the game with a single relatively-stationary camera. Second, many
infant social games such as peek-a-boo and so-big are characterized principally
by gross motor movements. Third, these games are fairly structured interactions
and they typically follow a regular turn-taking pattern. It suggests that
analysis of repetitive patterns of gross motion in video could be sufficient to
identify the instances of social games in a video collection, and distinguish
social games from other video content.
Selected
results
Publications
1.
Quasi-Periodic
Event Analysis for Social Game Retrieval, Ping Wang, Gregory D. Abowd
and James M. Rehg, in Proceedings of IEEE International Conference on Computer
Vision, Kyoto, Japan, 2009. [Oral presentation, acceptance rate 3.6%]
2.
Automatic
Retrieval of Mother-Infant Social Games from Unstructured Videos, Ping Wang, James M. Rehg,
Gregory D. Abowd and Rosa I. Arriaga, International Meeting for Autism Research
(IMFAR), 2009. [Poster presentation]
Data
Please
email me your contact information (email address, name and research institute)
if you need data 2 and 3. Thanks!
1.
Social games
from YouTube (1 pattycake, 3 peek-a-boo). Download
2.
Children’s play
in a laboratory setting.
b.
Resolution of
160-by-90. This is the resolution we used
in our experiments for ICCV ‘09. Download
3.
Home movies. The videos are of resolution 720 by 480. In our experiments, we used a
reduced resolution of 180 by 120. Download
(2.56 GB)
Acknowledgements
We thank our collaborators from the autism
research community. This work was supported in part by Children’s Healthcare of
Atlanta, an award from the Microsoft Research program in Intelligent Systems for Assisted Cognition, and Google Research.
Dr. Opal Ousley,
Emory Autism Center
|
Dr. Agata Rozga,
Georgia State University
|
Marcus Autism
Center
|
Contact
pingwang at gatech.edu
Last
updated on 12/11/2009