3,876 research outputs found

    Precise video feedback through live annotation of football

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    The domain of sports analysis is a huge field in sports science. Several different computer systems are available for doing analysis, both expensive and less expensive. Some specialize in specific sports such as football or ice hockey, while others are sports agnostic. However, a common property of most of these systems is that they try to give in-depth and detailed analysis of the sport in question. This thesis proposes and describes a system that provides the user with the ability to annotate interesting happenings during a live sporting event, through a non-invasive mobile device interface. The device permits focus on important happenings by filtering out unnecessary detail. Our system provides corresponding video of the annotations on the same mobile device, thereby facilitating the process of giving video feedback to the involved coaches and players. We have implemented a prototype of the system that enables evaluation of this idea, and through case studies with Tromsø Idrettslag, a Norwegian Premier League football club, we show its usefulness and applicability

    Design and Development of a User Specific Dynamic E-Magazine

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    Internet and electronic media gaining more popularity due to ease and speed, the count of Internet users has increased tremendously. The world is moving faster each day with several events taking place at once and the Internet is flooded with information in every field. There are categories of information ranging from most relevant to user, to the information totally irrelevant or less relevant to specific users. In such a scenario getting the information which is most relevant to the user is indispensable to save time. The motivation of our solution is based on the idea of optimizing the search for information automatically. This information is delivered to user in the form of an interactive GUI. The optimization of the contents or information served to him is based on his social networking profiles and on his reading habits on the proposed solution. The aim is to get the user's profile information based on his social networking profile considering that almost every Internet user has one. This helps us personalize the contents delivered to the user in order to produce what is most relevant to him, in the form of a personalized e-magazine. Further the proposed solution learns user's reading habits for example the news he saves or clicks the most and makes a decision to provide him with the best contents.Comment: 19 pages, 6 figure

    Development of Application Based Football Learning

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    The method used in this research is to use R & D research methods used to develop products in the form of applicationbased soccer learning devices. The subjects in this study involved students from the sports science faculty (FIK) with a small scale trial involving 20 students of sports coaching education (PKO) and a large scale trial involving 40 creative and recreational physical education students (PJKR). The results of the assessments of 3 experts showed the results of 93% assessments of learning experts, 93% of media experts' assessments and 90% of soccer lecturers. The results of the small group trial showed a percentage of 88%, the large group trial showed a percentage of 90%. The conclusion in this study is that the development of application-based soccer learning is feasible to be used as a support in soccer learning

    Distributed crowd-based annotation of soccer games using mobile devices

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    Soccer is one of the most loved sports in the world. Millions of people either follow the sport or are actually involved in its practice. Soccer also moves huge financial amounts every year and therefore teams always thrive to be better than the competition. New technologies have become a common place both in the preparation of the games and on the analysis of the games after they are concluded. In this paper, the authors will present a developed system, based on the usage of distributed mobile devices, that will enable the annotation of soccer matches, either in real time or after the matched is concluded (through the observation of other media). The capture of relevant events in the game can be used to better analyse the game and the performance of individual players fostering improvements and better decisions in the future. The application is implemented in the Android platform so that it can be easily installed by typical soccer fans empowering them as match annotators. This crowd of annotators, although not experts, can collectively provide a robust and rich annotation for soccer matches.info:eu-repo/semantics/publishedVersio

    Utilization of WEB based Technology Through the Sepak Takraw Sports Match Administration System Application

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    This research generally aims to produce a Web based match administration system application product. This study uses the development model from Borg and Gall which is adapted into a simple model, namely: determining research potential and problems, gathering information, needs analysis, product design and design validation, media expert testing, IT expert testing, takraw expert testing, trials small group, revise the results trials, trials large group, revise the results trials, final product development. The research results show from the results. Phase I trials were conducted on 15 sports science faculty students. Phase II trials were conducted on 30 people athlete and takraw administrators in North Sumatra who are classified as active. Of the 15 small group trial samples with a total score of 3.80 divided by the maximum score resulting in a presentation of 79.45% with the criteria Worth it. The results of large-scale trial data (stage II) against athlete and takraw administrators in North Sumatra who are classified as active, it can be seen that with an average percentage of 92.65% in the category So Worth it. The researcher concludes that the application product for the administration of a web based Sepak Takraw sports match is already worth using the foresee match administration system. The use of application products is a new way for stakeholder and takraw sports activists in North Sumatra in carrying out drawing matches and when you want to chart matches

    Frequency Reuse Optimization For OFDMA Network

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    This study investigated the frequency reuse optimization scheme for Orthogonal Frequency Division Multiple Access (OFDMA). Forsk Atoll, Earth Explorer and Global Mapper 15 were used to deploy the simulations, local area (Ayer Keroh, 2.2667°N 102.2833°E) was selected to perform the simulation. The simulation result showed that by implementing Fractional Frequency Reuse (FFR) in Orthogonal Frequency Division Multiple Access (OFDMA) network on the area, gave a significant improvement, in term of co-channel interference and Received Signal Strength Indicator (RSSI). Very low co-channel interference and a strong signal strength occurred on the selected area by modifying the related parameters such as frequency allocation for every single sectoral antenna, antenna height, power of base station and antenna tilt degree. Limited frequency allocation available in the simulation software cause the co-channel interference still exist, although, the values are considered very unsignificant. Improvement can be made by adding frequency resources and physical drive test to validate the simulation measurement result

    Learning Exergame Enjoyment

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    This Major Qualifying Project used data collection on how study participants played Pokémon Go to perform analysis and classify the enjoyment of Exergames. Using an Android app developed for this project, data about how users played the game was gathered and then uploaded for analysis. Descriptive statistics and analyses were performed using Plot.ly, while classification and classification result analysis were performed with MATLAB

    Design Strategies for Playful Technologies to Support Light-intensity Physical Activity in the Workplace

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    Moderate to vigorous intensity physical activity has an established preventative role in obesity, cardiovascular disease, and diabetes. However recent evidence suggests that sitting time affects health negatively independent of whether adults meet prescribed physical activity guidelines. Since many of us spend long hours daily sitting in front of a host of electronic screens, this is cause for concern. In this paper, we describe a set of three prototype digital games created for encouraging light-intensity physical activity during short breaks at work. The design of these kinds of games is a complex process that must consider motivation strategies, interaction methodology, usability and ludic aspects. We present design guidelines for technologies that encourage physical activity in the workplace that we derived from a user evaluation using the prototypes. Although the design guidelines can be seen as general principles, we conclude that they have to be considered differently for different workplace cultures and workspaces. Our study was conducted with users who have some experience playing casual games on their mobile devices and were able and willing to increase their physical activity.Comment: 11 pages, 5 figures. Video: http://living.media.mit.edu/projects/see-saw

    WSN and M2M for mountain biking performance assessment

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    The thesis describes the design and implementation of the "Smart Mountain Bike” monitoring system enables the acquisition, storage and visualization of data on athlete training referring the cycling activity. The signals provided by the measurement channels are acquired and processed in order to better understand of the variables involved in this sport and consecutively to improve the methodology for the training of athletes. The "Smart Mountain Bike" system consists of a wireless sensor network that acquire data related to the applied force and body position during a training session. Each network end node comprises a microcontroller, a conditioning circuit and a set of sensors. The coordinator node Zig Bee compatible is composed by microcomputer (eg. Raspberry PI or BeagleBone), a GPS and an IMU. The cloud interfacing is done using a 3G/UMTS USB module connected to the microcomputer board. As the main component of the cloud the implemented database is accessed through a mobile application implemented in an Android OS device. The mobile application allows the visualization of the acquired and processed data by the user expressed by the athlete or the coach. This system can be used for other sports and other activities in which it is necessary to monitor physical activities such as physical therapy.Este documento descreve o desenvolvimento de um protótipo "Smart Mountain Bike", este sistema de monitorização permite a recolha, armazenamento e visualização dos dados relativos aos treinos do atleta durante a atividade ciclismo. Esta informação contribui para um melhor entendimento das variáveis envolvidas da prática deste desporto e consecutivamente, melhorar a metodologia de treino dos atletas. O sistema "Smart Mountain Bike" é constituído por uma rede sensores sem fios que recolhe a dados sobre força aplicada e posição do corpo numa sessão de treino, cada nó final da rede é composto por um microcontrolador, um circuito condicionador e um conjunto de sensores. O nó coordenador é composto por um microcomputador, um recetor GPS, um IMU e um módulo de comunicação móvel, este módulo permite um cenário Machine-to-Machine, onde o microcomputador comunica com o a nuvem permitindo o armazenamento da informação recolhida numa base de dados. Esta informação é acedida através de uma aplicação móvel desenvolvida para este projeto, a aplicação móvel permite ao utilizador, atleta ou treinador, visualizar e correlacionar os dados. Este sistema pode ser utilizado noutros desportos e noutras atividades em que seja necessário monitorizar atividades físicas, como por exemplo, fisioterapi

    Mearka - Architecting and evaluation of a Sports Video Tagging Software Toolkit

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    In the past decade, substantial advancements have been achieved in effectively utilizing video surveillance and associated analysis technologies within the realm of sports. This progress has been particularly noteworthy in elite sports, where the exploitation of athletes’ digital footprints for sports analytics has emerged as a catalytic factor, ushering in a paradigm shift in comprehending and formulating strategic approaches to the game. The architecture of sports video analytics systems can be broadly categorized into (1) tagging and (2) analysis. Tagging involves annotating metadata to specific video sequences and events, and this tagged metadata is subsequently utilized in the causal analysis process. Multiple enterprise solutions are available today for recording videos, and positions and producing tagged data for the top teams. The issue is that they are often expensive, time-delayed metadata, and the sports organizations do not control where the data is stored or how the analytics company uses it. The alternative to enterprise solutions is manually generating the soccer metadata, which is time-consuming and possibly impossible if, for example, one wants to tag every player’s position throughout a game. This thesis presents Mearka, a distributed soccer tagging system based on cheap common-off-the-shelf components. It allows for tagging events LIVE during a soccer game through the Mearka-app, as well as generating player position metadata with time offsets into a user-uploaded video through the Mearka web-interface, automatically detected using machine learning. After detection, it is possible to download the soccer metadata as a JSON file through the web-interface. The experiment results demonstrate that Mearka can complete the detection of players’ positions from a 90 minutes soccer game within 12 hours after detection is started, with a video resolution of 1920x1080 at 25FPS. Expanding Mearka to only detect on every 10th frame could potentially make Mearka a viable real-time tagging option, as it is able to detect on ≈3 frames per second, and a turnaround of 12 hours detects on every single video frame
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