User-oriented affective video content analysis

A. Hanjalic, Li-Qun Xu
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引用次数: 43

Abstract

The article looks into a new direction in multimedia content analysis: the extraction and modeling of the affective content of an arbitrary video. The affective content is viewed as the amount of feeling/emotion contained in and mediated by a video toward a viewer. The ability to automatically extract video content of this nature will lead to a high level of personalization in broadcast delivery to private users, as well as considerably broadening the possibilities of efficiently handling and presenting large amounts of audio-visual data stored in emerging video databases. The technique we have developed uses the so-called "dimensional approach to affect" concept underlined by psychophysiology studies. Our computational method sets to represent the affective content as feature points in the so-called 2D emotion space. We manage to obtain time curves that represent the two affect dimensions (arousal and valence) for a video, considered respectively, from low-level video characteristics. Combining the two time curves results in the so-called affect curve that is regarded as a reliable representation of transitions from one feeling to another along a video, as perceived by a viewer. We illustrate the success of our technique on excerpts taken from an action movie and a typical soccer game, respectively.
面向用户的情感视频内容分析
本文探讨了多媒体内容分析的一个新方向:对任意视频的情感内容进行提取和建模。情感内容被视为视频中包含的感觉/情绪的数量,并通过视频对观众进行调解。自动提取这种性质的视频内容的能力将导致向私人用户广播传送的高度个性化,并大大扩大有效处理和呈现存储在新兴视频数据库中的大量视听数据的可能性。我们开发的技术使用了心理生理学研究强调的所谓的“影响维度方法”概念。我们的计算方法将情感内容表示为所谓的二维情感空间中的特征点。我们设法从低级视频特征中获得分别代表视频的两个影响维度(唤醒和价)的时间曲线。将这两条时间曲线结合起来,就产生了所谓的影响曲线,它被认为是视频中从一种感觉过渡到另一种感觉的可靠表示,就像观众所感知的那样。我们分别用一部动作电影和一场典型的足球比赛的片段来说明我们技术的成功。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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