text: Activity analysis in which multiple people interact across a large space is challenging due to the interplay of individual actions and collective group dynamics. We propose an end-to-end approach for learning person trajectory representations for group activity analysis. The learned representations encode rich spatio-temporal dependencies and capture useful motion patterns for recognizing individual events, as well as characteristic group dynamics that can be used to identify groups from their trajectories alone. We develop our deep learning approach in the context of team sports, which provide well-defined sets of events (e.g. pass, shot) and groups of people (teams). Analysis of events and team formations using NHL hockey and NBA basketball datasets demonstrate the generality of our approach.
  @cite_28: Multiperson action recognition requires models of structured interaction between people and objects in the world. This paper demonstrates how highly structured, multiperson action can be recognized from noisy perceptual data using visually grounded goal-based primitives and low-order temporal relationships that are integrated in a probabilistic framework.The representation, which is motivated by work in model-based object recognition and probabilistic plan recognition, makes four principal assumptions: (1) the goals of individual agents are natural atomic representational units for specifying the temporal relationships between agents engaged in group activities, (2) a high-level description of temporal structure of the action using a small set of low-order temporal and logical constraints is adequate for representing the relationships between the agent goals for highly structured, multiagent action recognition, (3) Bayesian networks provide a suitable mechanism for integrating multiple sources of uncertain visual perceptual feature evidence, and (4) an automatically generated Bayesian network can be used to combine uncertain temporal information and compute the likelihood that a set of object trajectory data is a particular multiagent action.The recognition method is tested using a database of American football play descriptions and manually acquired but noisy player trajectories. The strengths and limitations of the system are discussed and compared with other multiagent recognition algorithms.
  @cite_26: We present a system which takes as input a video stream obtained from an airborne moving platform and produces an analysis of the behavior of the moving objects in the scene. To achieve this functionality, our system relies on two modular blocks. The first one detects and tracks moving regions in the sequence. It uses a set of features at multiple scales to stabilize the image sequence, that is, to compensate for the motion of the observer, then extracts regions with residual motion and uses an attribute graph representation to infer their trajectories. The second module takes as input these trajectories, together with user-provided information in the form of geospatial context and goal context to instantiate likely scenarios. We present details of the system, together with results on a number of real video sequences and also provide a quantitative analysis of the results.
summary: Classic examples in the vision literature include Intille and Bobick @cite_28 who analyzed American football plays based on trajectory inputs. M ' @cite_26 utilized relative positioning between key elements in a scene, such as vehicles and checkpoints, to recognize activities.