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John S. Zelek

Publications and source records attributed to John S. Zelek.

23 records · Page 2Linked to original sources

POPCat: Propagation of particles for complex annotation tasks

Novel dataset creation for all multi-object tracking, crowd-counting, and industrial-based videos is arduous and time-consuming when faced with a unique class that densely populates a video sequence. We propose a time efficient method called POPCat that exploits the multi-target and temporal features of video data to produce a semi-supervised pipeline for segmentation or box-based video annotation. The method retains the accuracy level associated with human level annotation while generating a large volume of semi-supervised annotations for greater generalization. The method capitalizes on temporal features through the use of a particle tracker to expand the domain of human-provided target points. This is done through the use of a particle tracker to reassociate the initial points to a set of images that follow the labeled frame. A YOLO model is then trained with this generated data, and then rapidly infers on the target video. Evaluations are conducted on GMOT-40, AnimalTrack, and Visdrone-2019 benchmarks. These multi-target video tracking/detection sets contain multiple similar-looking targets, camera movements, and other features that would commonly be seen in "wild" situations. We specifically choose these difficult datasets to demonstrate the efficacy of the pipeline and for comparison purposes. The method applied on GMOT-40, AnimalTrack, and Visdrone shows a margin of improvement on recall/mAP50/mAP over the best results by a value of 24.5%/9.6%/4.8%, -/43.1%/27.8%, and 7.5%/9.4%/7.5% where metrics were collected.

cs.CV↗

Multi Player Tracking in Ice Hockey with Homographic Projections

Multi Object Tracking (MOT) in ice hockey pursues the combined task of localizing and associating players across a given sequence to maintain their identities. Tracking players from monocular broadcast feeds is an important computer vision problem offering various downstream analytics and enhanced viewership experience. However, existing trackers encounter significant difficulties in dealing with occlusions, blurs, and agile player movements prevalent in telecast feeds. In this work, we propose a novel tracking approach by formulating MOT as a bipartite graph matching problem infused with homography. We disentangle the positional representations of occluded and overlapping players in broadcast view, by mapping their foot keypoints to an overhead rink template, and encode these projected positions into the graph network. This ensures reliable spatial context for consistent player tracking and unfragmented tracklet prediction. Our results show considerable improvements in both the IDsw and IDF1 metrics on the two available broadcast ice hockey datasets.

cs.CV↗

Causal Discovery from Sparse Time-Series Data Using Echo State Network

Causal discovery between collections of time-series data can help diagnose causes of symptoms and hopefully prevent faults before they occur. However, reliable causal discovery can be very challenging, especially when the data acquisition rate varies (i.e., non-uniform data sampling), or in the presence of missing data points (e.g., sparse data sampling). To address these issues, we proposed a new system comprised of two parts, the first part fills missing data with a Gaussian Process Regression, and the second part leverages an Echo State Network, which is a type of reservoir computer (i.e., used for chaotic system modelling) for Causal discovery. We evaluate the performance of our proposed system against three other off-the-shelf causal discovery algorithms, namely, structural expectation-maximization, sub-sampled linear auto-regression absolute coefficients, and multivariate Granger Causality with vector auto-regressive using the Tennessee Eastman chemical dataset; we report on their corresponding Matthews Correlation Coefficient(MCC) and Receiver Operating Characteristic curves (ROC) and show that the proposed system outperforms existing algorithms, demonstrating the viability of our approach to discover causal relationships in a complex system with missing entries.

cs.LG↗

Evaluating deep tracking models for player tracking in broadcast ice hockey video

Tracking and identifying players is an important problem in computer vision based ice hockey analytics. Player tracking is a challenging problem since the motion of players in hockey is fast-paced and non-linear. There is also significant player-player and player-board occlusion, camera panning and zooming in hockey broadcast video. Prior published research perform player tracking with the help of handcrafted features for player detection and re-identification. Although commercial solutions for hockey player tracking exist, to the best of our knowledge, no network architectures used, training data or performance metrics are publicly reported. There is currently no published work for hockey player tracking making use of the recent advancements in deep learning while also reporting the current accuracy metrics used in literature. Therefore, in this paper, we compare and contrast several state-of-the-art tracking algorithms and analyze their performance and failure modes in ice hockey.

cs.CV↗

Ice hockey player identification via transformers and weakly supervised learning

Identifying players in video is a foundational step in computer vision-based sports analytics. Obtaining player identities is essential for analyzing the game and is used in downstream tasks such as game event recognition. Transformers are the existing standard in Natural Language Processing (NLP) and are swiftly gaining traction in computer vision. Motivated by the increasing success of transformers in computer vision, in this paper, we introduce a transformer network for recognizing players through their jersey numbers in broadcast National Hockey League (NHL) videos. The transformer takes temporal sequences of player frames (also called player tracklets) as input and outputs the probabilities of jersey numbers present in the frames. The proposed network performs better than the previous benchmark on the dataset used. We implement a weakly-supervised training approach by generating approximate frame-level labels for jersey number presence and use the frame-level labels for faster training. We also utilize player shifts available in the NHL play-by-play data by reading the game time using optical character recognition (OCR) to get the players on the ice rink at a certain game time. Using player shifts improved the player identification accuracy by 6%.

cs.CV↗