3,362 research outputs found

    Data-Driven Analytics for Decision Making in Game Sports

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    Performance analysis and good decision making in sports is important to maximize chances of winning. Over the last years the amount and quality of data which is available for the analysis has increased enormously due to technical developments like, e.g., of sensor technologies or computer vision technology. However, the data-driven analysis of athletes and team performances is very demanding. One reason is the so called semantic gap of sports analytics. This means that the concepts of coaches are seldomly represented in the data for the analysis. Furthermore, sports in general and game sports in particular present a huge challenge due to its dynamic characteristics and the multi-factorial influences on an athlete’s performance like, e.g., the numerous interaction processes during a match. This requires different types of analyses like, e.g., qualitative analyses and thus anecdotal descriptions of performances up to quantitative analyses with which performances can be described through statistics and indicators. Additionally, coaches and analysts have to work under an enormous time pressure and decisions have to be made very quickly. In order to facilitate the demanding task of game sports analysts and coaches we present a generic approach how to conceptualize and design a Data Analytics System (DAS) for an efficient support of the decision making processes in practice. We first introduce a theoretical model and present a way how to bridge the semantic gap of sports analytics. This ensures that DASs will provide relevant information for the decision makers. Moreover, we show that DASs need to combine qualitative and quantitative analyses as well as visualizations. Additionally, we introduce different query types which are required for a holistic retrieval of sports data. We furthermore show a model for the user-centered planning and designing of the User Experience (UX) of a DAS. Having introduced the theoretical basis we present SportSense, a DAS to support decision making in game sports. Its generic architecture allows a fast adaptation to the individual characteristics and requirements of different game sports. SportSense is novel with respect to the fact that it unites raw data, event data, and video data. Furthermore, it supports different query types including an intuitive sketch-based retrieval and seamlessly combines qualitative and quantitative analyses as well as several data visualization options. Moreover, we present the two applications SportSense Football and SportSense Ice Hockey which contain sport-specific concepts and cover (high-level) tactical analyses

    Enhancing volleyball training:empowering athletes and coaches through advanced sensing and analysis

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    Modern sensing technologies and data analysis methods usher in a new era for sports training and practice. Hidden insights can be uncovered and interactive training environments can be created by means of data analysis. We present a system to support volleyball training which makes use of Inertial Measurement Units, a pressure sensitive display floor, and machine learning techniques to automatically detect relevant behaviours and provides the user with the appropriate information. While working with trainers and amateur athletes, we also explore potential applications that are driven by automatic action recognition, that contribute various requirements to the platform. The first application is an automatic video-tagging protocol that marks key events (captured on video) based on the automatic recognition of volleyball-specific actions with an unweighted average recall of 78.71% in the 10-fold cross-validation setting with convolution neural network and 73.84% in leave-one-subject-out cross-validation setting with active data representation method using wearable sensors, as an exemplification of how dashboard and retrieval systems would work with the platform. In the context of action recognition, we have evaluated statistical functions and their transformation using active data representation besides raw signal of IMUs sensor. The second application is the “bump-set-spike” trainer, which uses automatic action recognition to provide real-time feedback about performance to steer player behaviour in volleyball, as an example of rich learning environments enabled by live action detection. In addition to describing these applications, we detail the system components and architecture and discuss the implications that our system might have for sports in general and for volleyball in particular.</p

    Spatio-temporal multi data stream analysis with applications in team sports

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    The amount of live data about individuals which can be collected is steadily growing. These days, humans can be equipped with physical devices or observed with cameras in order to capture information such as their positions, their health state, and the state of their environment. Fitness trackers and health applications which analyze the state and the behavior of an individual on the basis of the data that are captured for this individual are already widely used. However, humans rarely act alone but rather collaborate in teams in order to achieve a common objective. For instance, football players collaborate to win a match and firefighters collaborate to extinguish a forest fire. Analyzing the collaborative team behavior on the basis of data about the individuals which form the team is not only interesting but further poses several challenges on the system that performs the analyses. The focus of this thesis is to address these challenges. We define a data model and a system model in order to provide a theoretical basis for implementing a system that is suited to serve as a foundation for developing team collaboration analysis applications. Both models are novel with respect to the fact that they take the particularities of team collaboration analysis applications, such as the semantics of their input and output data, into account. Moreover, we establish a strong foundation for using the spatial and temporal information which play a central role in analyzing the collaborative behavior of a team. More precisely, we define basic spatial functions and relations and present an extensive stream time model which goes far beyond existing literature on stream time notions and comprises a novel simultaneousness concept. After establishing the theoretical basis, we present StreamTeam, our generic real-time data stream analysis infrastructure which is designed to be used as a foundation for developing team collaboration analysis applications. The data stream analysis system at the heart of StreamTeam is a prototype implementation of our models which further introduces novel approaches to assist domain experts without a profound software engineering background in developing their own analyses. Moreover, we present StreamTeam-Football, a real-time football analysis application which is implemented on top of StreamTeam. StreamTeam-Football is the first analysis application which performs complex team behavior analyses in a football match in real-time, visualizes the live analysis results in a user interface, and stores them persistently for offline activities

    Real-time Selection of Video Streams for Live TV Broadcasting Based on Query-by-Example Using a 3D Model

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    The emergence of low-cost cameras with nearly professional features in the consumer market represents a new important source of video information. For example, using an increasing number of these cameras in live TV broadcastings enables obtaining varied contents without affecting the production costs. However, searching for interesting shots (e.g., a certain view of a specific car in a race) among many video sources in real-time can be difficult for a Technical Director (TD). So, TDs require a mechanism to easily and precisely represent the kind of shot they want to obtain abstracting them from the need to be aware of all the views provided by the cameras. In this paper we present our proposal to help a TD to visually define, using an interface for the definition of 3D scenes, an interesting sample view of one or more objects in the scenario. We recreate the views of the cameras in a 3D engine and apply 3D geometric computations on their virtual view, instead of analyzing the real images they provide, to enable an efficient and precise real-time selection. Specifically, our system computes a similarity measure to rank the candidate cameras. Moreover, we present a prototype of the system and an experimental evaluation that shows the interest of our proposal

    Feature based dynamic intra-video indexing

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    A thesis submitted in partial fulfillment for the degree of Doctor of PhilosophyWith the advent of digital imagery and its wide spread application in all vistas of life, it has become an important component in the world of communication. Video content ranging from broadcast news, sports, personal videos, surveillance, movies and entertainment and similar domains is increasing exponentially in quantity and it is becoming a challenge to retrieve content of interest from the corpora. This has led to an increased interest amongst the researchers to investigate concepts of video structure analysis, feature extraction, content annotation, tagging, video indexing, querying and retrieval to fulfil the requirements. However, most of the previous work is confined within specific domain and constrained by the quality, processing and storage capabilities. This thesis presents a novel framework agglomerating the established approaches from feature extraction to browsing in one system of content based video retrieval. The proposed framework significantly fills the gap identified while satisfying the imposed constraints of processing, storage, quality and retrieval times. The output entails a framework, methodology and prototype application to allow the user to efficiently and effectively retrieved content of interest such as age, gender and activity by specifying the relevant query. Experiments have shown plausible results with an average precision and recall of 0.91 and 0.92 respectively for face detection using Haar wavelets based approach. Precision of age ranges from 0.82 to 0.91 and recall from 0.78 to 0.84. The recognition of gender gives better precision with males (0.89) compared to females while recall gives a higher value with females (0.92). Activity of the subject has been detected using Hough transform and classified using Hiddell Markov Model. A comprehensive dataset to support similar studies has also been developed as part of the research process. A Graphical User Interface (GUI) providing a friendly and intuitive interface has been integrated into the developed system to facilitate the retrieval process. The comparison results of the intraclass correlation coefficient (ICC) shows that the performance of the system closely resembles with that of the human annotator. The performance has been optimised for time and error rate

    Digital Image Access & Retrieval

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    The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    Transformer for Object Re-Identification: A Survey

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    Object Re-Identification (Re-ID) aims to identify and retrieve specific objects from varying viewpoints. For a prolonged period, this field has been predominantly driven by deep convolutional neural networks. In recent years, the Transformer has witnessed remarkable advancements in computer vision, prompting an increasing body of research to delve into the application of Transformer in Re-ID. This paper provides a comprehensive review and in-depth analysis of the Transformer-based Re-ID. In categorizing existing works into Image/Video-Based Re-ID, Re-ID with limited data/annotations, Cross-Modal Re-ID, and Special Re-ID Scenarios, we thoroughly elucidate the advantages demonstrated by the Transformer in addressing a multitude of challenges across these domains. Considering the trending unsupervised Re-ID, we propose a new Transformer baseline, UntransReID, achieving state-of-the-art performance on both single-/cross modal tasks. Besides, this survey also covers a wide range of Re-ID research objects, including progress in animal Re-ID. Given the diversity of species in animal Re-ID, we devise a standardized experimental benchmark and conduct extensive experiments to explore the applicability of Transformer for this task to facilitate future research. Finally, we discuss some important yet under-investigated open issues in the big foundation model era, we believe it will serve as a new handbook for researchers in this field
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