TY - GEN
T1 - Violence Detection
T2 - 21st International Conference on Security and Cryptography, SECRYPT 2024
AU - Elzinga, Derkjan
AU - Ruessink, Stan
AU - Cascavilla, Giuseppe
AU - Tamburri, Damian
AU - Leotta, Francesco
AU - Mecella, Massimo
AU - Heuvel, Willem Jan Van Den
N1 - Publisher Copyright:
© 2024 by SCITEPRESS – Science and Technology Publications, Lda.
PY - 2024
Y1 - 2024
N2 - Widespread use of IoT, like surveillance cameras, raises privacy concerns in citizens’ lives. However, limited studies explore AI-based automatic recognition of criminal incidents due to a lack of real data, constrained by legal and privacy regulations, preventing effective training and testing of deep learning models. To address dataset limitations, we propose using generative technology and virtual gaming data, such as the Grand Theft Auto (GTA-V) platform. However, it’s unclear if synthetic data accurately mirrors real-world videos for effective deep learning model performance. This research aims to explore the potential of identifying criminal scenarios using deep learning models based on gaming data. We propose a deep-learning violence detection framework using virtual gaming data. The 3-stage deep learning model focuses on person identification and violence activity recognition. We introduce a new dataset for supervised training and find virtual persons closely resembling real-world individuals. Our research demonstrates a 15% higher accuracy in identifying violent scenarios compared to three established real-world datasets, showcasing the effectiveness of a serious gaming approach.
AB - Widespread use of IoT, like surveillance cameras, raises privacy concerns in citizens’ lives. However, limited studies explore AI-based automatic recognition of criminal incidents due to a lack of real data, constrained by legal and privacy regulations, preventing effective training and testing of deep learning models. To address dataset limitations, we propose using generative technology and virtual gaming data, such as the Grand Theft Auto (GTA-V) platform. However, it’s unclear if synthetic data accurately mirrors real-world videos for effective deep learning model performance. This research aims to explore the potential of identifying criminal scenarios using deep learning models based on gaming data. We propose a deep-learning violence detection framework using virtual gaming data. The 3-stage deep learning model focuses on person identification and violence activity recognition. We introduce a new dataset for supervised training and find virtual persons closely resembling real-world individuals. Our research demonstrates a 15% higher accuracy in identifying violent scenarios compared to three established real-world datasets, showcasing the effectiveness of a serious gaming approach.
KW - AI
KW - Anomaly Behavior
KW - Convolutional Neural Network
KW - Cyber-Physical Space Protection
KW - Video Games
UR - http://www.scopus.com/inward/record.url?scp=85202886355&partnerID=8YFLogxK
U2 - 10.5220/0012762300003767
DO - 10.5220/0012762300003767
M3 - Conference contribution
AN - SCOPUS:85202886355
T3 - Proceedings of the International Conference on Security and Cryptography
SP - 163
EP - 174
BT - Proceedings of the 21st International Conference on Security and Cryptography, SECRYPT 2024
A2 - Di Vimercati, Sabrina De Capitani
A2 - Samarati, Pierangela
PB - Science and Technology Publications, Lda
Y2 - 8 July 2024 through 10 July 2024
ER -