BEGIN:VCALENDAR VERSION:2.0 PRODID:-//132.216.98.100//NONSGML kigkonsult.se iCalcreator 2.20.4// BEGIN:VEVENT UID:20260523T215311EDT-50066mAHc8@132.216.98.100 DTSTAMP:20260524T015311Z DESCRIPTION:Abstract\n\nVideo understanding has become a fundamental resear ch area in computer vision due to its wide range of applications\, includi ng surveillance\, healthcare\, entertainment\, and sports analytics. With the advent of deep learning and the growing availability of large-scale vi deo data from social media\, broadcasting\, and online platforms\, remarka ble progress has been achieved in recognizing human actions and interactio ns from videos. However\, real-world environments remain challenging due t o dynamic motion\, visual clutter\, occlusions\, and viewpoint variations. \n\nThis thesis addresses the problem of Human Interaction Recognition fro m Videos (HIRV) under real-world conditions. The work is divided into two main parts. The first part focuses on structured environments through the study of sports videos\, specifically ice hockey\, as a representative and demanding real-world domain. Hockey broadcast videos feature fast player motion\, frequent occlusions\, complex multi-person interactions\, and low inter-class visual variance in penalty scenes. We propose a series of ske leton pose–based methods for recognizing penalties and player interactions . These methods address several key challenges\, including limited dataset size\, efficient interaction recognition via custom architecture\, and ac tion localization in crowded scenes. In addition\, we introduce a hockey-s pecific pose dataset designed to evaluate and improve pose-based human int eraction understanding in challenging broadcast conditions.\n\nThe second part of the thesis extends the study to open-world environments by investi gating human interactions in retail spaces\, where individuals interact no t only with each other but also with their surroundings. Unlike structured sports scenes\, retail environments involve longer and overlapping activi ties and complex human–object interactions influenced by environmental fac tors such as product placement\, stock availability\, and store layout. In this study\, we analyze customer behavior and decision-making processes b y modeling both person–person and person–object interactions over extended temporal sequences. In this study\, using the skeleton pose representatio n\, we study the customers' behavior in a retail environment and the facto rs affecting their decisions.\n\nOverall\, this thesis advances human inte raction understanding in real-world videos through the use of skeleton-bas ed representations\, domain-specific dataset construction\, and frameworks capable of reasoning about complex multi-person interactions. The propose d approaches demonstrate the potential of structured pose features to enha nce robustness\, interpretability\, and privacy in video understanding acr oss both structured and unconstrained environments.\n DTSTART:20260309T170000Z DTEND:20260309T190000Z LOCATION:Room 603\, McConnell Engineering Building\, CA\, QC\, Montreal\, H 3A 0E9\, 3480 rue University SUMMARY:PhD defence of Farzaneh Askari – Skeleton-Based Human Interaction U nderstanding from Real-World Videos: Applications in Sports and Retail URL:/ece/channels/event/phd-defence-farzaneh-askari-sk eleton-based-human-interaction-understanding-real-world-videos-371469 END:VEVENT END:VCALENDAR