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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Introducing Ontological Realism for Semi-Supervised Detection and Annotation of Operationally Significant Activity in Surveillance Videos</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Werner Ceusters</string-name>
          <email>ceusters@buffalo.edu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jason Corso</string-name>
          <email>jcorso@buffalo.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yun Fu</string-name>
          <email>yunfu@buffalo.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michalis Petropoulos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Venkat Krovi</string-name>
          <email>vkrovi@buffalo.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science and Engineering, University at Buffalo</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Mechanical and Aerospace Engineering, University at Buffalo</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Ontology Research Group, NYS Center of Excellence in Bioinformatics &amp; Life Sciences</institution>
          ,
          <addr-line>701 Ellicott Street, Buffalo NY</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2010</year>
      </pub-date>
      <abstract>
        <p>As part of DARPA's Mind's Eye program, a video-analysis software platform able to detect operationally significant activity in videos is being developed. The goal is to describe such activity semi-automatically in terms of verb phrases mapped to a realism-based ontology that can be used to infer and even predict further activities that are not directly visible. We describe how Region Connection Calculus and its derivative, Motion Class Calculus, can be used together to link the spatiotemporal changes that pixel-aggregates undergo in video-displays to the corresponding changes of the objects in reality that were recorded and to linguistic descriptions thereof. We discuss how Ontological Realism can be used as a safeguard to drawing such correspondences naively.</p>
      </abstract>
      <kwd-group>
        <kwd>ontological realism</kwd>
        <kwd>video analysis</kwd>
        <kwd>activity detection</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        Automatic video-understanding is a relatively new field for which the research agenda
has been set only fairly recently. Cetin identified in 2005 two grand challenges for
video-analysis: the first was to develop applications that allow a natural high-level
interaction with multimedia databases; the second was finding adequate algorithms
for detecting and interpreting humans and human behavior in videos containing also
audio and text information [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Early successes have focused on particular
subproblems, such as face detection [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        State of the art systems are capable of detecting instances of objects – sometimes
referred to as ‘the nouns’ of the scene – among few hundreds of object classes [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and
contests such as the PASCAL Challenge annually pit the world’s best object detection
methods on novel datasets [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Now, however, a more elusive problem presents itself:
finding the ‘verbs’ of the scene. As Biederman stated nearly 30 years ago: specifying
not only the elements in an image but also the manner in which they are interacting
and relating to one another is integral to full image understanding [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. However,
recognizing human actions, especially with a view to understanding their underlying
motivation, has proved to be an extremely challenging task. This is because (1)
behavior is the result of a complex combination of coordinated actions, (2) motion
and behavior are described linguistically at a wide variety of spatiotemporal scales,
and most importantly (3) the unambiguous extraction of intent from motion alone can
never be achieved due to the significant dependence upon contextual knowledge.
      </p>
      <p>
        Solving these problems, specifically in the context of surveillance, is the objective
of DARPA’s Mind’s Eye program which seeks to embed in a smart camera sufficient
visual intelligence to detect, interpolate and even predict activities in an area of
observation and, as a specific requirement, to describe these activities in terms of
‘verbs’ (Table 1) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>As successful proposers to this program, our answer is ISTARE: a platform which
will suitably represent articulated motion in a three-layer hierarchical dynamical
graphical model consisting of (1) a lowest level of representation formed by points,
lines and regions in their spatiotemporal context, (2) a mid-level capturing the
spatiotemporal coherence inherent in the appearance, structure and motions of the atoms in
the lower level, and (3) generalizations of the reusable mid-level parts into full objects
and activities at the high-level (Fig.1). Part of that platform is an ontology which
grounds the models with proper semantics thereby driving both learning and
inference. A human-in-the-loop is the bridge between models and symbolic
representations in case of ambiguities. But rather than requiring laborious annotation
in such case, the human simply needs to answer yes/no questions generated by our
methods.</p>
      <p>
        In this communication, we describe our strategy to make the ISTARE approach in
general, and the computational structures resulting from automated video analysis and
annotation within the ISTARE platform specifically, compatible with ongoing
research in the field. Using Motion Classes (MC) as an example, we demonstrate how
Ontological Realism is an important building block in this endeavor and how it is able
to tie the various pieces – reality, spatiotemporal models and linguistic descriptions –
together.
Several formalisms have been introduced to represent and reason with actions. The
basic elements of situation calculus [
        <xref ref-type="bibr" rid="ref7 ref8">7-8</xref>
        ] are: (1) actions that can be performed in the
world, (2) fluents that describe the state of the world, each fluent thus being the
representation of some property, and (3) situations, a situation being ‘a complete state
of the universe at an instant of time’ [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], a position which is also maintained in fluent
calculus [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Event calculus does without situations, and uses only actions and
fluents, whereby the latter are functions – rather than predicates as is the case in
situation calculus – which can be used in predicates such as HoldsAt to state at what
time which fluents hold [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. These approaches, unfortunately, don’t take ontological
commitment very serious or are based on representational artifacts which do not
follow the principles of ontological realism [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        The Motion Classes (MC) paradigm [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] which builds further on Region
Connection Calculus (RCC) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] to describe motions do not suffer from this. RCC
describes how two regions are spatially located in relation to each other, thereby
recognizing eight relations (Fig.2). Five of them are ontologically distinct:
disconnected (DC), externally connected (EC), partially overlapping (PO), tangential
proper part (TPP) and non-tangential proper part (NTPP). Three others are there for
notational purposes: equality (EQ – if we write ‘EQ(x,y)’, then there is in fact only
one region denoted by two distinct symbols ‘x’ and ‘y’), and TPPI and NTPPI as the
inverses of TPP and NTPP.
      </p>
      <p>The Motion Classes paradigm exploits what is called the ‘conceptual
neighborhood’ of the RCC-relations which for each relation is defined as the set of
possible relations that may hold at some point in time when another relation held
earlier (Fig.2). A motion class is the set of transitions from one RCC configuration to
another one that can be achieved by the same basic sort of motion (Fig.3). As an
example, any transition from PO, TPP NTPP, EQ, TPPI and NTPPI to DC, EC or PO
can be achieved through a LEAVE motion, i.e. a motion which separates the two
regions from each other. Although there are 64 (82) distinct types of transitions which
thus theoretically could be caused by 64 distinct types of motions, closer inspection
reveals that there are only nine distinct motion types (Fig.3). Five more distinct
classes can be defined through pair-wise combination of the nine basic motions:
HITSPLIT, PERIPHERAL-REACH, PERIPHERAL-LEAVE, REACH-LEAVE, and
LEAVE-REACH. The 76 (92-5) other combinations do not lead to a distinct sort of
motion; HIT followed by REACH, for instance, was already REACH from the very
beginning.</p>
      <p>
        In the same way as RCC calculus uses tables to list the possible configurations for
region pair (x,z) when the RCC-relations for the pairs (x,y) and (y,z) are known, so
provides MC tables for what motion classes are possible for the pair (x,z) when the
motion classes for (x,y) and (y,z) are known [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. MC, in addition to being a
representational framework for motion, can also be used as the semantic underpinning
for motion verbs. Almost all verbs from Table 1 can be analyzed in terms of a motion
class: ‘leave’ and ‘give’ involve LEAVE, ‘hit’ and ‘collide’ involve HIT, ‘bounce’
involves HIT-SPLIT, ‘approach’ involves REACH, and so forth. The feasibility of
this approach has already been determined although some further representational
frameworks for spatiotemporal reference and direction are required [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. But, as we
will discuss in section 4, an adequate ontological analysis as applied in related
contributions to geographic information science [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], is required to determine
precisely what sort of involvement is the case.
      </p>
      <p>TPP</p>
      <p>NTPP</p>
      <p>EQ
TPPI</p>
      <p>NTPPI
DC</p>
      <p>EC</p>
      <p>PO</p>
    </sec>
    <sec id="sec-2">
      <title>3. Ontological Realism</title>
      <p>
        Ontological realism is a paradigm which rests on a view of the world as consisting of
entities of at least two sorts, called ‘particulars’ and ‘universals’ respectively [
        <xref ref-type="bibr" rid="ref12 ref17">12, 17</xref>
        ].
Particulars, according to this doctrine, are concrete individual entities that exist in
space and time and that exist only once, examples being the persons and helmets
depicted in Fig.1. Persons and helmets are continuants: whenever they exist, they
exist in total. Also the motion in which the white helmet participated (‘participate’ is
here a technical term which expresses in the least informative or committing way the
relationship between a continuant and the change it undergoes [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]) while being given
to the person depicted on the left is a particular. Particulars such as motions are
occurrents, i.e. entities that at every point in time that they exist, exist only partially.
      </p>
      <p>
        The word ‘depicted’ in the sentence above is not used arbitrarily, because the three
bottom images in Fig.1 are themselves three distinct particulars and so are the parts of
these pictures which depict the persons. But whereas the persons themselves are not
about anything, the corresponding pictures are about these persons. Therefore, the
persons are so-called L1-entities (first-order entities) while the pictures are
L3entities, i.e. communicable representations [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. It is this communicability that
distinguishes L3-entities from cognitive representations (L2-entities) such as beliefs,
for example the belief sustained by an intelligence analyst that the person on the left
in each of these images is the same person, or the belief that this person is John Smith.
The analyst can of course express his belief in an annotation to the pictures, that
annotation then being an L3-entity and thus clearly distinct from the belief itself: the
belief is in the analyst’s head, the annotation is in the report.
      </p>
      <p>Universals, in contrast to particulars, are repeatable. This means that they that can
exist in indefinitely many instances – thus the persons depicted in Fig.1 were
instances of the universal HUMAN BEING at the time the pictures (each of the latter
being instances of the universal PICTURE) were taken – and they are the sorts of things
that can be represented by means of general terms used in the formulation of theories,
for instance that pictures shot by good cameras contain regions of which the colors
correspond with the colors exhibited by the entities in reality to which those regions
correspond.</p>
      <p>
        Ontological realism is embodied in two artifacts which roughly correspond with
the universal/particular distinction. Basic Formal Ontology (BFO) [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] represents the
universals which are practically necessary for successful domain and application
ontology construction and ensures (1) that there is an unbroken path from every type
in the ontology to the ontology’s root, and (2) that definitions for all terms in the
ontology can be coherently formulated. Referent Tracking (RT) provides a set of
templates to express formally portions of reality (PORs), i.e. how particulars relate to
each other, what universals represented in BFO (or ontologies developed there from
such as for instance UCORE-SL [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]) they instantiate, and what terms from other
terminological systems are used to further describe them [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>4. Video, spatiotemporal semantics and ontological realism</title>
      <p>How do videos of PORs and descriptions about these PORs on the basis of what is
depicted in a video, relate to reality under the view of ontological realism?</p>
      <p>Digital images taken from PORs contain pixels most of which combine into curves
and regions which each have their own shape and texture, all of these entities being
continuants. In the ideal case, regions in the image depict (roughly) the characteristics
of the surface of the material entities visible to the camera which are all continuants
too. Digital video files of PORs are continuants which when processed by display
technology lead to the generation of occurrents of which the curves and regions, as
well as their shapes and textures, are the only participants. These occurrents are the
coming into existence, disappearance, or change in location, shape, size and/or texture
of curves and regions. In the ideal case, with an immobile camera and without
zooming having been applied, the occurrents visible on the screen correspond to
occurrents in which the material entities that are depicted participate. But whereas the
on-screen (L3) entities are instances of a very restricted number of universals, there
are many more universals of which the corresponding L1-entities are instances.
Furthermore, although each particular on-screen entity corresponds (roughly) to
exactly one L1-entity, distinct on-screen entities in distinct images or videos may
correspond to distinct L1-entities despite being of exactly similar shape, size and
texture. Video-analysis can under this view thus be seen as an effort to identify (1) the
on-screen regions and their changes which correspond to L1-particulars, (2) the
universals instantiated by these L1-particulars, and (3) the identity of these
particulars, either absolute (e.g. establishing that John Smith is depicted in the video)
or relative (e.g. the person leaving the building is the same as the one that earlier
entered the building).</p>
      <p>
        Video-annotation under the Mind’s Eye program requires the use of certain
descriptive verbs (Table 1) which brings in additional complexity involving
L2entities. Not only is there a wide variability in the way motion classes are
linguistically expressed [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], it has also been shown that the cognitive salience of
topological relations is not equal for all topologically defined ending relations [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
Various pitfalls need thus to be avoided. as demonstrated by a verb such as ‘to
approach’. One pitfall is leaving it open whether a descriptive verb is used to describe
an on-screen entity or a first-order entity: although one on-screen entity might indeed
be described as approaching another one, it might be such that the corresponding
entities in reality are moving away from each other, the on-screen approach being the
result of the reduction from 3D to 2D when reality is viewed at through the lens of a
camera. Another pitfall is that some motion verbs behave grammatically as action
verbs when used in the description of a scene, while in reality the process that is
described as such, although ontologically being an instance of motion, is not at all an
instance of action: the canoe floating down the river towards the lake is indeed
approaching the lake, but without any action going on. Yet another pitfall is that two
entities might be described as being involved in an approach although the shortest
distance between them increases: think of two cars driving towards each other on a
curved road around some mountain. It might be tempting to say that in this case there
are two motions going on, one of approaching and one of moving away, but that is of
course ontological nonsense. And as a last example, but for sure not the last pitfall,
many motion verbs do not denote motions at all, but rather certain configurations of
entities in which some sort of motion is involved. ‘To approach’ is in this case.
Imagine a satellite orbiting around Earth for years and that at some point in time a
second satellite is launched in an orbit which is such that during some part of their
motions the two satellites can be said to approach each other while during other parts
they can be said to move away from each other. It seems obvious that the process in
which the first satellite participated for all these years does suddenly not become a
different process because of some event that does not have any effect on its motion.
Yet, the descriptions are valid at the respective times.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Ongoing efforts</title>
      <p>
        Automatically extracting from a video regions that correspond to concrete objects and
parts of objects, and then identifying what these objects exactly are, is a challenging
problem. Although progress toward object boundary segmentation at the low-level
continues to be made, all sufficiently successful approaches are either limited to
specific object classes or have not been applied to videos. To overcome these
challenges, ISTARE works currently with a hierarchy of pixel aggregates which is
induced directly from the pixel data and hence, does not impose an artificial structure.
At the low-level, direct pixel intensities are used to decide whether or not to join into
an aggregate, and thus do suffer from the above noted limitations. But, as the
algorithm moves up the hierarchies, more informative features, such as texture and
shape, are used to describe the aggregates and hence assist in deciding which ones
should be joined. The aggregation occurs directly on spatiotemporal pixel cubes,
defined over short segments of the video (e.g., 2 seconds) [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. The goal is now to
improve the recognition at this level by using information provided by an ontology
developed along the lines just sketched.
      </p>
      <p>Acknowledgments. The work described was funded in part by DARPA's Mind's Eye
Program and the Army Research Lab under grant W911NF-10-2-0062.</p>
    </sec>
  </body>
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