185 research outputs found
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Temporal hybridity: Mixing live video footage with instant replay in real time
Copyright @ 2010 ACMIn this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridity to
explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in
the light of recent developments in computing technology and we present some design implications to support amateur video production.The research was partly made possible by a grant from the Swedish Governmental Agency for Innovation Systems to the Mobile Life VinnExcellence Center, in partnership with
SonyEricsson, Ericsson, Microsoft Research, Nokia Research, TeliaSonera and the City of Stockholm
Real-time event detection in field sport videos
This chapter describes a real-time system for event detection in sports broadcasts. The approach presented is applicable to a wide range of field sports. Using two independent event detection approaches that work simultaneously, the system is capable of accurately detecting scores, near misses, and other exciting parts of a game that do not result in a score. The results obtained across a diverse dataset of different field sports are promising, demonstrating over 90% accuracy for a feature-based event detector and 100% accuracy for a scoreboard-based detector detecting only score
Content-based video indexing for sports applications using integrated multi-modal approach
This thesis presents a research work based on an integrated multi-modal approach for sports video indexing and retrieval. By combining specific features extractable from multiple (audio-visual) modalities, generic structure and specific events can be detected and classified. During browsing and retrieval, users will benefit from the integration of high-level semantic and some descriptive mid-level features such as whistle and close-up view of player(s). The main objective is to contribute to the three major components of sports video indexing systems. The first component is a set of powerful techniques to extract audio-visual features and semantic contents automatically. The main purposes are to reduce manual annotations and to summarize the lengthy contents into a compact, meaningful and more enjoyable presentation. The second component is an expressive and flexible indexing technique that supports gradual index construction. Indexing scheme is essential to determine the methods by which users can access a video database. The third and last component is a query language that can generate dynamic video summaries for smart browsing and support user-oriented retrievals
Integrated analysis of audiovisual signals and external information sources for event detection in team sports video
Ph.DDOCTOR OF PHILOSOPH
Gatekeeping the Social Games in a Post-Broadcasting World: A Qualitative Content Analysis of NBC and User-Generated Olympic Twitter Coverage During the 2012 London Games
This study examined the Twitter use of both traditional gatekeepers, such as NBC, and audience members during the 2012 London Summer Olympics. The exploratory study examined NBC and audience members as gatekeepers with a particular interest in the audienceās role as a gatekeeper through social media use. NBC used Twitter, a social media platform, in ways that supported traditional gatekeeping models. The network aimed to drive audiences back to the traditional television broadcast while providing the audience with the illusion of having an influence on Olympic coverage. Most significantly, this study argues that the audience became a gatekeeper of Olympic coverage. Audience members were able to create content and counter-narratives to meet the interests of other audience members that were not met by NBC. Further, this study introduces a new model to gatekeepingāthe audience gatekeeping model in post-broadcastingāto explain the audienceās role as a gatekeeper. This model extends gatekeeping theory into social media scholarship by examining the audienceās ability to create content, disseminate it, and influence the traditional coverage by gatekeepers. By influencing coverage in this way, the audience is incorporated into the gatekeeping model beyond the feedback loop. The final section of this study applies the audience gatekeeping model and social mediaās influence on the future of broadcasting, particularly the ability to customize content. In customizing content as a gatekeeper, the audience will be able to decide what it wants to watch, when it wants to watch and how it wants to watch. Traditional gatekeepers, such as NBC, stand to benefit from changes in the gatekeeping model, providing the ability to boost advertising revenue
Audiovisual processing for sports-video summarisation technology
In this thesis a novel audiovisual feature-based scheme is proposed for the automatic summarization of sports-video content The scope of operability of the scheme is designed to encompass the wide variety o f sports genres that come under the description āfield-sportsā. Given the assumption that, in terms of conveying the narrative of a field-sports-video, score-update events constitute the most significant moments, it is proposed that their detection should thus yield a favourable summarisation solution. To this end, a generic methodology is proposed for the automatic identification of score-update events in field-sports-video content. The scheme is based on the development of robust extractors for a set of critical features, which are shown to reliably indicate their locations. The evidence gathered by the feature extractors is combined and analysed using a Support Vector Machine (SVM), which performs the event detection process. An SVM is chosen on the basis that its underlying technology represents an implementation of the latest generation of machine learning algorithms, based on the recent advances in statistical learning. Effectively, an SVM offers a solution to optimising the classification performance of a decision hypothesis, inferred from a given set of training data. Via a learning phase that utilizes a 90-hour field-sports-video trainmg-corpus, the SVM infers a score-update event model by observing patterns in the extracted feature evidence. Using a similar but distinct 90-hour evaluation corpus, the effectiveness of this model is then tested genencally across multiple genres of fieldsports- video including soccer, rugby, field hockey, hurling, and Gaelic football. The results suggest that in terms o f the summarization task, both high event retrieval and content rejection statistics are achievable
Why Do I Want to Be Your Friend? Engaging with Brands in Ephemeral Media
This study investigated the effects of ephemerality and marketing orientation on consumer engagement. Ephemeral applications, particularly in social media, constitute an emerging technology that allows marketers and users the capability to predetermine the lifespan of their online content. Since many consumers are adopting ephemeral applications, the purpose of this research was to investigate the effects of ephemerality and marketing orientation on consumer engagement with brands as well as to explore fan engagement of sports teams relative to other product categories. Explicitly, an ephemeral environment and relational orientation of the marketer were hypothesized to increase consumer engagement with a chosen brand.
A quantitative, 2 marketing orientation (relational/transactional) x 2 medium (ephemeral/non-ephemeral) x 4 category of brand (sports teams/restaurants/clothing/musicians) experimental research design was used in this study. Participants (N=281) received random assignment into one of the four orientation x medium groups and self-selected the category of brand. The manipulations involved consumersā choice of favorite brand within the chosen category in the context of a hypothetical new mobile app. After receiving the condition, the questionnaire was completed using online software.
Univariate analysis of variance was used to examine the hypotheses. Results revealed that consumers are more likely to engage in an ephemeral context, regardless of the marketing orientation, yet an interaction occurred that shows ephemeral, relational messages regarding musicians prompted the highest level of consumer engagement. The research, including the implications, future paths, and limitations are detailed in subsequent chapters
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