731 research outputs found
Efficient tracking of team sport players with few game-specific annotations
One of the requirements for team sports analysis is to track and recognize
players. Many tracking and reidentification methods have been proposed in the
context of video surveillance. They show very convincing results when tested on
public datasets such as the MOT challenge. However, the performance of these
methods are not as satisfactory when applied to player tracking. Indeed, in
addition to moving very quickly and often being occluded, the players wear the
same jersey, which makes the task of reidentification very complex. Some recent
tracking methods have been developed more specifically for the team sport
context. Due to the lack of public data, these methods use private datasets
that make impossible a comparison with them. In this paper, we propose a new
generic method to track team sport players during a full game thanks to few
human annotations collected via a semi-interactive system. Non-ambiguous
tracklets and their appearance features are automatically generated with a
detection and a reidentification network both pre-trained on public datasets.
Then an incremental learning mechanism trains a Transformer to classify
identities using few game-specific human annotations. Finally, tracklets are
linked by an association algorithm. We demonstrate the efficiency of our
approach on a challenging rugby sevens dataset. To overcome the lack of public
sports tracking dataset, we publicly release this dataset at
https://kalisteo.cea.fr/index.php/free-resources/. We also show that our method
is able to track rugby sevens players during a full match, if they are
observable at a minimal resolution, with the annotation of only 6 few seconds
length tracklets per player.Comment: Accepted to 2022 8th International Workshop on Computer Vision in
Sports (CVsports 2022
Associative Embedding for Game-Agnostic Team Discrimination
Assigning team labels to players in a sport game is not a trivial task when
no prior is known about the visual appearance of each team. Our work builds on
a Convolutional Neural Network (CNN) to learn a descriptor, namely a pixel-wise
embedding vector, that is similar for pixels depicting players from the same
team, and dissimilar when pixels correspond to distinct teams. The advantage of
this idea is that no per-game learning is needed, allowing efficient team
discrimination as soon as the game starts. In principle, the approach follows
the associative embedding framework introduced in arXiv:1611.05424 to
differentiate instances of objects. Our work is however different in that it
derives the embeddings from a lightweight segmentation network and, more
fundamentally, because it considers the assignment of the same embedding to
unconnected pixels, as required by pixels of distinct players from the same
team. Excellent results, both in terms of team labelling accuracy and
generalization to new games/arenas, have been achieved on panoramic views of a
large variety of basketball games involving players interactions and
occlusions. This makes our method a good candidate to integrate team separation
in many CNN-based sport analytics pipelines.Comment: Published in CVPR 2019 workshop Computer Vision in Sports, under the
name "Associative Embedding for Team Discrimination"
(http://openaccess.thecvf.com/content_CVPRW_2019/html/CVSports/Istasse_Associative_Embedding_for_Team_Discrimination_CVPRW_2019_paper.html
SoccerNet-Tracking: Multiple Object Tracking Dataset and Benchmark in Soccer Videos
Tracking objects in soccer videos is extremely important to gather both
player and team statistics, whether it is to estimate the total distance run,
the ball possession or the team formation. Video processing can help automating
the extraction of those information, without the need of any invasive sensor,
hence applicable to any team on any stadium. Yet, the availability of datasets
to train learnable models and benchmarks to evaluate methods on a common
testbed is very limited. In this work, we propose a novel dataset for multiple
object tracking composed of 200 sequences of 30s each, representative of
challenging soccer scenarios, and a complete 45-minutes half-time for long-term
tracking. The dataset is fully annotated with bounding boxes and tracklet IDs,
enabling the training of MOT baselines in the soccer domain and a full
benchmarking of those methods on our segregated challenge sets. Our analysis
shows that multiple player, referee and ball tracking in soccer videos is far
from being solved, with several improvement required in case of fast motion or
in scenarios of severe occlusion.Comment: Paper accepted for the CVsports workshop at CVPR2022. This document
contains 8 pages + reference
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
Multi-player tracking for multi-view sports videos with improved K-shortest path algorithm
© 2020 by the authors. Sports analysis has recently attracted increasing research efforts in computer vision. Among them, basketball video analysis is very challenging due to severe occlusions and fast motions. As a typical tracking-by-detection method, k-shortest paths (KSP) tracking framework has been well used for multiple-person tracking. While effective and fast, the neglect of the appearance model would easily lead to identity switches, especially when two or more players are intertwined with each other. This paper addresses this problem by taking the appearance features into account based on the KSP framework. Furthermore, we also introduce a similarity measurement method that can fuse multiple appearance features together. In this paper, we select jersey color and jersey number as two example features. Experiments indicate that about 70% of jersey color and 50% of jersey number over a whole sequence would ensure our proposed method preserve the player identity better than the existing KSP tracking method
SoccerNet-Tracking: Multiple Object Tracking Dataset and Benchmark in Soccer Videos
peer reviewedTracking objects in soccer videos is extremely important to gather both player and team statistics, whether it is to estimate the total distance run, the ball possession or the team formation. Video processing can help automating the extraction of those information, without the need of any invasive sensor, hence applicable to any team on any stadium. Yet, the availability of datasets to train learnable models and benchmarks to evaluate methods on a common testbed is very limited. In this work, we propose a novel dataset for multiple object tracking composed of 200 sequences of 30s each, representative of challenging soccer scenarios, and a complete 45-minutes half-time for long-term tracking. The dataset is fully annotated with bounding boxes and tracklet IDs, enabling the training of MOT baselines in the soccer domain and a full benchmarking of those methods on our segregated challenge sets. Our analysis shows that multiple player, referee and ball tracking in soccer videos is far from being solved, with several improvement required in case of fast motion or in scenarios of severe occlusion.Applications et Recherche pour une Intelligence Artificielle de Confiance (ARIAC
How to develop financial applications with game features in e-banking?
As for Gamification, it is about business software with game characteristics, understanding the software development process will improve the practices, and will more than likely, improve the business itself (make it more efficient, effective, and less costly and mainly collect a positive influence from the customers). This study aims to develop a framework that provides the mechanisms to ensure that the software will have game characteristic and that clients will recognize it as Gamification. Our results show that the five-step framework proposal applied to the Gamification project management on this study, the Spiral development model, and the group discussion results into a positive effect on customers and e-business. The spiral development methodology used for the development of this application showed to be the appropriated for this type of project. The tests with discussion-groups proved to be a key "tool" to identify and adapt the game characteristics that has led to the improvement of customer perception of socialness, usefulness ease of use, enjoyment and ease of use that probed to have a strong positive impact on the intention to use the game.info:eu-repo/semantics/acceptedVersio
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