554 research outputs found
A Survey of Deep Learning in Sports Applications: Perception, Comprehension, and Decision
Deep learning has the potential to revolutionize sports performance, with
applications ranging from perception and comprehension to decision. This paper
presents a comprehensive survey of deep learning in sports performance,
focusing on three main aspects: algorithms, datasets and virtual environments,
and challenges. Firstly, we discuss the hierarchical structure of deep learning
algorithms in sports performance which includes perception, comprehension and
decision while comparing their strengths and weaknesses. Secondly, we list
widely used existing datasets in sports and highlight their characteristics and
limitations. Finally, we summarize current challenges and point out future
trends of deep learning in sports. Our survey provides valuable reference
material for researchers interested in deep learning in sports applications
10411 Abstracts Collection -- Computational Video
From 10.10.2010 to 15.10.2010, the Dagstuhl Seminar 10411 ``Computational Video \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics.
During the seminar, several participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper. The first section
describes the seminar topics and goals in general.
Links to extended abstracts or full papers are provided, if available
06241 Abstracts Collection -- Human Motion - Understanding, Modeling, Capture and Animation. 13th Workshop
From 11.06.06 to 16.06.06, the Dagstuhl Seminar 06241 ``Human Motion - Understanding, Modeling, Capture and Animation. 13th Workshop "Theoretical Foundations of Computer Vision"\u27\u27 was held
in the International Conference and Research Center (IBFI),
Schloss Dagstuhl.
During the seminar, several participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper. The first section
describes the seminar topics and goals in general
Videogames: the new GIS?
Videogames and GIS have more in common than might be expected. Indeed, it is suggested that videogame technology may not only be considered as a kind of GIS, but that in several important respects its world modelling capabilities out-perform those of most GIS. This chapter examines some of the key differences between videogames and GIS, explores a number of perhaps-surprising similarities between their technologies, and considers which ideas might profitably be borrowed from videogames to improve GIS functionality and usability
- …