26,749 research outputs found

    A semantic event detection approach for soccer video based on perception concepts and finite state machines

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    A significant application area for automated video analysis technology is the generation of personalized highlights of sports events. Sports games are always composed of a range of significant events. Automatically detecting these events in a sports video can enable users to interactively select their own highlights. In this paper we propose a semantic event detection approach based on Perception Concepts and Finite State Machines to automatically detect significant events within soccer video. Firstly we define a Perception Concept set for soccer videos based on identifiable feature elements within a soccer video. Secondly we design PC-FSM models to describe semantic events in soccer videos. A particular strength of this approach is that users are able to design their own semantic events and transfer event detection into graph matching. Experimental results based on recorded soccer broadcasts are used to illustrate the potential of this approach

    A query description model based on basic semantic unit composite Petri-Net for soccer video

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    Digital video networks are making available increasing amounts of sports video data. The volume of material on offer means that sports fans often rely on prepared summaries of game highlights to follow the progress of their favourite teams. A significant application area for automated video analysis technology is the generation of personalized highlights of sports events. One of the most popular sports around world is soccer. A soccer game is composed of a range of significant events, such as goal scoring, fouls, and substitutions. Automatically detecting these events in a soccer video can enable users to interactively design their own highlights programmes. From an analysis of broadcast soccer video, we propose a query description model based on Basic Semantic Unit Composite Petri-Nets (BSUCPN) to automatically detect significant events within soccer video. Firstly we define a Basic Semantic Unit (BSU) set for soccer videos based on identifiable feature elements within a soccer video, Secondly we design Composite Petri-Net (CPN) models for semantic queries and use these to describe BSUCPNs for semantic events in soccer videos. A particular strength of this approach is that users are able to design their own semantic event queries based on BSUCPNs to search interactively within soccer videos. Experimental results based on recorded soccer broadcasts are used to illustrate the potential of this approach

    A semantic content analysis model for sports video based on perception concepts and finite state machines

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    In automatic video content analysis domain, the key challenges are how to recognize important objects and how to model the spatiotemporal relationships between them. In this paper we propose a semantic content analysis model based on Perception Concepts (PCs) and Finite State Machines (FSMs) to automatically describe and detect significant semantic content within sports video. PCs are defined to represent important semantic patterns for sports videos based on identifiable feature elements. PC-FSM models are designed to describe spatiotemporal relationships between PCs. And graph matching method is used to detect high-level semantic automatically. A particular strength of this approach is that users are able to design their own highlights and transfer the detection problem into a graph matching problem. Experimental results are used to illustrate the potential of this approac

    Enhanced mirrored servers for network games

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    The Mirrored Server (MS) architecture uses multiple mirrored servers across multiple locations to alleviate the bandwidth bottleneck in the Client/Server (C/S) architecture. Each mirror receives and multicasts player updates to the others, simulates the game, and disseminates the new game state to players. However, keeping the game state consistent between mirrors in the presence of network delay, and maintaining game responsiveness requires each server in MS to simulate the game multiple times for each game update, and additional times in the event of costly rollbacks. In this paper we propose the Enhanced Mirrored Server (EMS) architecture. Like in the Peer-to-Peer architecture, EMS allows peers to exchange updates directly, resulting in a higher tolerance to delay at the mirrors. We propose using bucket synchronization in the mirrors so that each server in EMS simulates the game only once for each update and does not require rollbacks. The server disseminates updates to clients only in the event of inconsistency, and thus its outgoing bandwidth is lower than in MS. Our EMS uses cryptographic techniques to provide security equivalent to C/S, and prevents the timestamp cheat possible in MS. Our analytical analysis and simulations show the advantages of EMS over MS

    Mobile Online Gaming via Resource Sharing

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    Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multiple devices / game consoles owned by different mobile users. We show the advantages of trading computing / networking facilities among mobile players. This operation mode opens a wide number of interesting sharing scenarios, thus promoting the deployment of novel mobile online games. In particular, once mobile nodes make their resource available for the community, it becomes possible to distribute the software modules that compose the game engine. This allows to distribute the workload for the game advancement management. We claim that resource sharing is in unison with the idea of ludic activity that is behind MOGs. Hence, such schemes can be profitably employed in these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012. Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-

    Semantic analysis of field sports video using a petri-net of audio-visual concepts

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    The most common approach to automatic summarisation and highlight detection in sports video is to train an automatic classifier to detect semantic highlights based on occurrences of low-level features such as action replays, excited commentators or changes in a scoreboard. We propose an alternative approach based on the detection of perception concepts (PCs) and the construction of Petri-Nets which can be used for both semantic description and event detection within sports videos. Low-level algorithms for the detection of perception concepts using visual, aural and motion characteristics are proposed, and a series of Petri-Nets composed of perception concepts is formally defined to describe video content. We call this a Perception Concept Network-Petri Net (PCN-PN) model. Using PCN-PNs, personalized high-level semantic descriptions of video highlights can be facilitated and queries on high-level semantics can be achieved. A particular strength of this framework is that we can easily build semantic detectors based on PCN-PNs to search within sports videos and locate interesting events. Experimental results based on recorded sports video data across three types of sports games (soccer, basketball and rugby), and each from multiple broadcasters, are used to illustrate the potential of this framework

    Separating the basic logics of the basic recurrences

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    This paper shows that, even at the most basic level, the parallel, countable branching and uncountable branching recurrences of Computability Logic (see http://www.cis.upenn.edu/~giorgi/cl.html) validate different principles

    Cloud for Gaming

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    Cloud for Gaming refers to the use of cloud computing technologies to build large-scale gaming infrastructures, with the goal of improving scalability and responsiveness, improve the user's experience and enable new business models.Comment: Encyclopedia of Computer Graphics and Games. Newton Lee (Editor). Springer International Publishing, 2015, ISBN 978-3-319-08234-
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