12,395 research outputs found

    A Topic Model Approach to Representing and Classifying Football Plays

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    Video Data Visualization System: Semantic Classification And Personalization

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    We present in this paper an intelligent video data visualization tool, based on semantic classification, for retrieving and exploring a large scale corpus of videos. Our work is based on semantic classification resulting from semantic analysis of video. The obtained classes will be projected in the visualization space. The graph is represented by nodes and edges, the nodes are the keyframes of video documents and the edges are the relation between documents and the classes of documents. Finally, we construct the user's profile, based on the interaction with the system, to render the system more adequate to its references.Comment: graphic

    Automatic tagging and geotagging in video collections and communities

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    Automatically generated tags and geotags hold great promise to improve access to video collections and online communi- ties. We overview three tasks offered in the MediaEval 2010 benchmarking initiative, for each, describing its use scenario, definition and the data set released. For each task, a reference algorithm is presented that was used within MediaEval 2010 and comments are included on lessons learned. The Tagging Task, Professional involves automatically matching episodes in a collection of Dutch television with subject labels drawn from the keyword thesaurus used by the archive staff. The Tagging Task, Wild Wild Web involves automatically predicting the tags that are assigned by users to their online videos. Finally, the Placing Task requires automatically assigning geo-coordinates to videos. The specification of each task admits the use of the full range of available information including user-generated metadata, speech recognition transcripts, audio, and visual features

    Automatic ontology mapping for agent communication

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    Agent communication languages such as ACL and KQML provide a standard for agent communication. These languages enable an agent to specify the intention and the content of a message as well as the protocol, the language, and the ontology that are used. For the protocol and the language some standards are available and should be known by the communicating agents. The ontology used in a communication depends on the subject of the communication. Since the number of subjects is almost infinite and since the concepts used for a subject can be described by different ontologies, the development of generally accepted standards will take a long time. This lack of standardization, which hampers communication and collaboration between agents, is known as the interoperability problem. To overcome the interoperability problem, agents must be able to establish a mapping between their ontologies. This paper investigates a new approach to the interoperability problem. The proposed approach requires neither a correspondence between concepts used in the ontologies nor a correspondence between the structure of the ontologies. It only requires that some instances of the subject about which the agents try to communicate are known by both agents.economics of technology ;

    Waterloo College Cord (November 1, 1950)

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    Marketing team sports events to different fan segments

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    My bachelor's thesis "Marketing team sports events to different fan segments" investigates the literature of sports fans, event marketing and consumer behavior, and proposes a framework to be used in event marketing of team sports events. Global sports market revenues have grown steadily over the years. The sports products are sold to four different segments: to the fans, to television and other medias, communities and corporate partners. The fans, who display the popularity of the sports team, play a key part in luring corporate partners who lead to increased media coverage which leads to bigger exposure both inside the community and outside of it which transfers to the number of fans. Teams have their own supporters, fans, who form a brand community that has various segments inside of it displaying different levels of attachment. Attachment dictates the amount of support, visibility of support and consumption behaviors all of which play a part in the creation process of both self-identity and social identity. Sports offer an easy platform in belonging to a community that does not require excessive amounts of dedication to begin with. General guidelines in the sports team's marketing plans that are important to all segments are highlighting locality, marketing players as role models in current society, general visibility and coverage, highlighting social gathering, and witnessing the actual sports event where professionals compete against one another. There are four favorable segments and one non-favorable segment to be found from the literature. There are various motivations for each of these segments. First segment is interested in an ongoing phenomenon, second segment consists of people who have a certain point of interest inside the organization. Third segment has taken the team as a visible part of their identity and are keen on its local impact, and the fourth segment, who are most likely season ticket holders, are all about the sports team. Both third and fourth segment are regularly attending and require special attention for their dedication. Non-favorable segment is made up of hooligans who make the experience disturbing, not-safe and possibly violent. It is important that every sports team conducts their own research about their fan base as every fan base is unique in relation to a given sport, city and country

    implementing the Expected Goal (xG) model to predict scores in soccer matches

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    Football is a sport that has the most fans in the world. What makes sebak patterns so popular are their uncertain and unpredictable results. There are many factors that affect the outcome of a football match, including strategy, skill, and even luck. Therefore, guessing the results of a soccer match is an interesting problem. All shots are grouped into sections on the playing field and theoretical goal scores are applied to each area. The factors analyzed are: distance of shot from goal and angle of shot in relation to goal. When calculating xG, it is recommended that the distance and angle of the shot are important. The combination of the two xG factors is better calculated than each variable only. In addition, this xG check has been able to relatively accurately identify the mid-table teams that score and concede goals
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