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Tabl e 3. Performance comparisons (pixels) of different object tracking approaches in
terms of ACE
STRUCK [1] TLD [2] Proposed Method
Crossing 51.51
16.52
6.33477
Diving 36.336
183.084 14.01
Ironman 45.3682
217.577 91.94
where O tracked
i
is overlap ratio in i th frame, R tracked
f i
is the bounding box area
from tracking algorithms and R GT
f i
is the bounding box area from ground truth.
The higher the overlap ratio, the better the performance of the video tracking
approach.
The comparison between our proposed method, STRUCK [1] and TLD [2] in
terms of overlapping ratio shown in Table 4. From the Table 4, we can conclude
that our proposed method obtain the highest average percentage for both Cross-
ing and Diving videos, while STRUCK [1] performs better in Ironman video.
Computational Time. We also compare our proposed method result with
STRUCK [1] and TLD [2] by their computational time. The comparison shown
in Table 5. From the Table 5, TLD [2] obtain the best result in all of video
sequences, while our proposed method run slower than both STRUCK [1] and
TLD [2].
Tabl e 4. Performance comparisons (percentage) of different object tracking approaches
in terms of overlap ratio
STRUCK [1] TLD [2] Proposed Method
Crossing 49.03
28.68
61.78
Diving 45.38
40.77
90.65
Ironman 20.90
8.52
8.70
Tabl e 5. Performance comparisons (seconds) different object tracking approaches in
terms of computational time
STRUCK [1] TLD [2] Proposed Method
Crossing 10.94
9.09
22.61
Diving 21.62
17.3
39.1
Ironman 21.99
16.27
39.6
3.3 Result
Our experiments aim to compare the results of the proposed approach with
existing tracking-by-detection approaches. We prove that our proposed method
can handle one of the main problems that usually occur during object tracking,
that is, occlusion problem.
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