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Actions as space-time shapes

by Lena Gorelick, Moshe Blank, Eli Shechtman, Michal Irani, Ronen Basri - IN ICCV , 2005
"... Human action in video sequences can be seen as silhouettes of a moving torso and protruding limbs undergoing articulated motion. We regard human actions as three-dimensional shapes induced by the silhouettes in the space-time volume. We adopt a recent approach [14] for analyzing 2D shapes and genera ..."
Abstract - Cited by 651 (4 self) - Add to MetaCart
Human action in video sequences can be seen as silhouettes of a moving torso and protruding limbs undergoing articulated motion. We regard human actions as three-dimensional shapes induced by the silhouettes in the space-time volume. We adopt a recent approach [14] for analyzing 2D shapes

Recognizing action at a distance

by Alexei A. Efros, Alexander C. Berg, Greg Mori, Jitendra Malik - PROCEEDINGS OF THE IEEE INTERNATIONAL CONFERENCE ON COMPUTER VISION , 2003
"... Our goal is to recognize human actions at a distance, at resolutions where a whole person may be, say, 30 pixels tall. We introduce a novel motion descriptor based on optical flow measurements in a spatio-temporal volume for each stabilized human figure, and an associated similarity measure to be us ..."
Abstract - Cited by 504 (20 self) - Add to MetaCart
-temporal motion descriptor. To classify the action being performed by a human figure in a query sequence, we retrieve nearest neighbor(s) from a database of stored, annotated video sequences. We can also use these retrieved exemplars to transfer 2D/3D skeletons onto the figures in the query sequence, as well

Digital Game-Based Learning

by Marc Prensky
"... [Green and Bavelier, 2003] has grabbed national attention for suggesting that playing “action ” video and computer games has the positive effect of enhancing students ’ visual selective attention. But that finding is just one small part of a more important message that all parents and educators need ..."
Abstract - Cited by 539 (0 self) - Add to MetaCart
[Green and Bavelier, 2003] has grabbed national attention for suggesting that playing “action ” video and computer games has the positive effect of enhancing students ’ visual selective attention. But that finding is just one small part of a more important message that all parents and educators

Recognizing human actions: A local SVM approach

by Christian Schüldt, Ivan Laptev, Barbara Caputo - In ICPR , 2004
"... Local space-time features capture local events in video and can be adapted to the size, the frequency and the velocity of moving patterns. In this paper we demonstrate how such features can be used for recognizing complex motion patterns. We construct video representations in terms of local space-ti ..."
Abstract - Cited by 758 (20 self) - Add to MetaCart
-time features and integrate such representations with SVM classification schemes for recognition. For the purpose of evaluation we introduce a new video database containing 2391 sequences of six human actions performed by 25 people in four different scenarios. The presented results of action recognition justify

Learning realistic human actions from movies

by Ivan Laptev, Marcin Marszałek, Cordelia Schmid, Benjamin Rozenfeld - IN: CVPR. , 2008
"... The aim of this paper is to address recognition of natural human actions in diverse and realistic video settings. This challenging but important subject has mostly been ignored in the past due to several problems one of which is the lack of realistic and annotated video datasets. Our first contribut ..."
Abstract - Cited by 738 (48 self) - Add to MetaCart
The aim of this paper is to address recognition of natural human actions in diverse and realistic video settings. This challenging but important subject has mostly been ignored in the past due to several problems one of which is the lack of realistic and annotated video datasets. Our first

Analysis, Modeling and Generation of Self-Similar VBR Video Traffic

by Mark Garrett, Walter Willinger , 1994
"... We present a detailed statistical analysis of a 2-hour long empirical sample of VBR video. The sample was obtained by applying a simple intraframe video compression code to an action movie. The main findings of our analysis are (1) the tail behavior of the marginal bandwidth distribution can be accu ..."
Abstract - Cited by 548 (6 self) - Add to MetaCart
We present a detailed statistical analysis of a 2-hour long empirical sample of VBR video. The sample was obtained by applying a simple intraframe video compression code to an action movie. The main findings of our analysis are (1) the tail behavior of the marginal bandwidth distribution can

attention among experienced action video-game

by Takashi Obana, Maria Kozhevnikov
"... effects of action video-game playing on visuospatial processing efficiency and ..."
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effects of action video-game playing on visuospatial processing efficiency and

Unsupervised learning of human action categories using spatial-temporal words

by Juan Carlos Niebles, Hongcheng Wang, Li Fei-fei - In Proc. BMVC , 2006
"... Imagine a video taken on a sunny beach, can a computer automatically tell what is happening in the scene? Can it identify different human activities in the video, such as water surfing, people walking and lying on the beach? To automatically classify or localize different actions in video sequences ..."
Abstract - Cited by 494 (8 self) - Add to MetaCart
Imagine a video taken on a sunny beach, can a computer automatically tell what is happening in the scene? Can it identify different human activities in the video, such as water surfing, people walking and lying on the beach? To automatically classify or localize different actions in video sequences

the case of action video game players

by C. S. Green, D. Bavelier , 2005
"... Here, we demonstrate that action video game play enhances subjects ’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling ..."
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Here, we demonstrate that action video game play enhances subjects ’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near

Playing an action video game reduces gender differences in spatial cognition.

by Jing Feng , Ian Spence , Jay Pratt - Psychological Science, , 2007
"... ABSTRACT-We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention and ..."
Abstract - Cited by 105 (2 self) - Add to MetaCart
ABSTRACT-We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention
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