This paper presents an effective approach for detecting abandoned luggage in surveillance videos. We combine short-and long-term background models to extract foreground objects, where each pixel in an input image is classified as a 2-bit code. Subsequently, we introduce a framework to identify static foreground regions based on the temporal transition of code patterns, and to determine whether the candidate regions contain abandoned objects by analyzing the back-traced trajectories of luggage owners. The experimental results obtained based on video images from 2006 Performance Evaluation of Tracking and Surveillance and 2007 Advanced Video and Signal-based Surveillance databases show that the proposed approach is effective for detecting abandoned luggage, and that it outperforms previous methods. Index Terms-Abandoned luggage detection, abandoned object detection, short-term background model, long-term background model, object detection and tracking, visual surveillance.
In this paper, we propose a human-marionette interaction system based on a human action recognition approach for applications to interactive artistic puppetry and a mimicking-marionette game. We developed an intelligent marionette called "imarionette" that is controlled by a sophisticated control device to achieve various human actions. Moreover, we utilized an action recognition approach to enable the i-marionette to learn and recognize complex dance movements. The idea of artistic puppetry is to present a conflict scenario between two different cultural worlds: the performer is active and represents the culture of modern technology based in the real world. In contrast, the imarionette represents traditional culture and is passive and based in a virtual world. The active performer guides the passive imarionette to form a space-time connection between the real world and the virtual world. The i-marionette mimics the performer's action, while the performer also mimics the imarionette's action. The performance represents an artistic conception in which humans invent technology and the imarionette is manipulated by human control. However, in this interactive circle, the human is implicitly affected by the imarionette. In our mimicking-marionette game, a player mimics the i-marionette's action. Subsequently, our human action recognition system measures the action similarity between the player and the i-marionette, and our system provides a similarity score.
KeywordsHuman action recognition, interactive art, interactive game. Figure 1. Interactive Artistic Puppetry: Performer was guiding the i-marionette from the virtual world to the real world.
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