7,314 research outputs found

    The wider context of performance analysis and it application in the football coaching process

    Get PDF
    The evolving role of PA and the associated proliferation of positions and internships within high performance sport has driven consideration for a change, or at least a broadening, of emphasis for use of PA analysis. In order to explore the evolution of PA from both an academic and practitioner perspective this paper considers the wider conceptual use of PA analysis. In establishing this, the paper has 4 key aims: (1) To establish working definitions of PA and where it sits within the contemporary sports science and coaching process continuum; (2) To consider how PA is currently used in relation to data generation; (3) To explore how PA could be used to ensure transfer of information, and; (4) To give consideration to the practical constrains potentially faced by coach and analyst when implementing PA strategies in the future

    Virtual camera synthesis for soccer game replays

    Get PDF
    International audienceIn this paper, we present a set of tools developed during the creation of a platform that allows the automatic generation of virtual views in a live soccer game production. Observing the scene through a multi-camera system, a 3D approximation of the players is computed and used for the synthesis of virtual views. The system is suitable both for static scenes, to create bullet time effects, and for video applications, where the virtual camera moves as the game plays

    New visual coding exploration in MPEG: Super-MultiView and free navigation in free viewpoint TV

    Get PDF
    ISO/IEC MPEG and ITU-T VCEG have recently jointly issued a new multiview video compression standard, called 3D-HEVC, which reaches unpreceded compression performances for linear,dense camera arrangements. In view of supporting future highquality,auto-stereoscopic 3D displays and Free Navigation virtual/augmented reality applications with sparse, arbitrarily arranged camera setups, innovative depth estimation and virtual view synthesis techniques with global optimizations over all camera views should be developed. Preliminary studies in response to the MPEG-FTV (Free viewpoint TV) Call for Evidence suggest these targets are within reach, with at least 6% bitrate gains over 3DHEVC technology

    FVV Live: A real-time free-viewpoint video system with consumer electronics hardware

    Full text link
    FVV Live is a novel end-to-end free-viewpoint video system, designed for low cost and real-time operation, based on off-the-shelf components. The system has been designed to yield high-quality free-viewpoint video using consumer-grade cameras and hardware, which enables low deployment costs and easy installation for immersive event-broadcasting or videoconferencing. The paper describes the architecture of the system, including acquisition and encoding of multiview plus depth data in several capture servers and virtual view synthesis on an edge server. All the blocks of the system have been designed to overcome the limitations imposed by hardware and network, which impact directly on the accuracy of depth data and thus on the quality of virtual view synthesis. The design of FVV Live allows for an arbitrary number of cameras and capture servers, and the results presented in this paper correspond to an implementation with nine stereo-based depth cameras. FVV Live presents low motion-to-photon and end-to-end delays, which enables seamless free-viewpoint navigation and bilateral immersive communications. Moreover, the visual quality of FVV Live has been assessed through subjective assessment with satisfactory results, and additional comparative tests show that it is preferred over state-of-the-art DIBR alternatives

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    3D-TV Production from Conventional Cameras for Sports Broadcast

    Get PDF
    3DTV production of live sports events presents a challenging problem involving conflicting requirements of main- taining broadcast stereo picture quality with practical problems in developing robust systems for cost effective deployment. In this paper we propose an alternative approach to stereo production in sports events using the conventional monocular broadcast cameras for 3D reconstruction of the event and subsequent stereo rendering. This approach has the potential advantage over stereo camera rigs of recovering full scene depth, allowing inter-ocular distance and convergence to be adapted according to the requirements of the target display and enabling stereo coverage from both existing and ‘virtual’ camera positions without additional cameras. A prototype system is presented with results of sports TV production trials for rendering of stereo and free-viewpoint video sequences of soccer and rugby
    corecore