1,155 research outputs found
Automatic annotation of tennis games: An integration of audio, vision, and learning
Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level
Anomaly Detection, Rule Adaptation and Rule Induction Methodologies in the Context of Automated Sports Video Annotation.
Automated video annotation is a topic of considerable interest in computer vision due to its applications in video search, object based video encoding and enhanced broadcast content. The domain of sport broadcasting is, in particular, the subject of current research attention due to its fixed, rule governed, content. This research work aims to develop, analyze and demonstrate novel methodologies that can be useful in the context of adaptive and automated video annotation systems. In this thesis, we present methodologies for addressing the problems of anomaly detection, rule adaptation and rule induction for court based sports such as tennis and badminton. We first introduce an HMM induction strategy for a court-model based method that uses the court structure in the form of a lattice for two related modalities of singles and doubles tennis to tackle the problems of anomaly detection and rectification. We also introduce another anomaly detection methodology that is based on the disparity between the low-level vision based classifiers and the high-level contextual classifier. Another approach to address the problem of rule adaptation is also proposed that employs Convex hulling of the anomalous states. We also investigate a number of novel hierarchical HMM generating methods for stochastic induction of game rules. These methodologies include, Cartesian product Label-based Hierarchical Bottom-up Clustering (CLHBC) that employs prior information within the label structures. A new constrained variant of the classical Chinese Restaurant Process (CRP) is also introduced that is relevant to sports games. We also propose two hybrid methodologies in this context and a comparative analysis is made against the flat Markov model. We also show that these methods are also generalizable to other rule based environments
Automatic annotation of tennis games: an integration of audio, vision, and learning
Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level
Automatic annotation of tennis games: an integration of audio, vision, and learning
Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level
A State-Space Perspective on Modelling and Inference for Online Skill Rating
This paper offers a comprehensive review of the main methodologies used for
skill rating in competitive sports. We advocate for a state-space model
perspective, wherein players' skills are represented as time-varying, and match
results serve as the sole observed quantities. The state-space model
perspective facilitates the decoupling of modeling and inference, enabling a
more focused approach highlighting model assumptions, while also fostering the
development of general-purpose inference tools. We explore the essential steps
involved in constructing a state-space model for skill rating before turning to
a discussion on the three stages of inference: filtering, smoothing and
parameter estimation. Throughout, we examine the computational challenges of
scaling up to high-dimensional scenarios involving numerous players and
matches, highlighting approximations and reductions used to address these
challenges effectively. We provide concise summaries of popular methods
documented in the literature, along with their inferential paradigms and
introduce new approaches to skill rating inference based on sequential Monte
Carlo and finite state-spaces. We close with numerical experiments
demonstrating a practical workflow on real data across different sports
Proceedings of Mathsport international 2017 conference
Proceedings of MathSport International 2017 Conference, held in the Botanical Garden of the University of Padua, June 26-28, 2017.
MathSport International organizes biennial conferences dedicated to all topics where mathematics and sport meet.
Topics include: performance measures, optimization of sports performance, statistics and probability models, mathematical and physical models in sports, competitive strategies, statistics and probability match outcome models, optimal tournament design and scheduling, decision support systems, analysis of rules and adjudication, econometrics in sport, analysis of sporting technologies, financial valuation in sport, e-sports (gaming), betting and sports
Learning object behaviour models
The human visual system is capable of interpreting a remarkable variety of often subtle, learnt, characteristic behaviours. For instance we can determine the gender of a distant walking figure from their gait, interpret a facial expression as that of surprise, or identify suspicious behaviour in the movements of an individual within a car-park. Machine vision systems wishing to exploit such behavioural knowledge have been limited by the inaccuracies inherent in hand-crafted models and the absence of a unified framework for the perception of powerful behaviour models.
The research described in this thesis attempts to address these limitations, using a statistical modelling approach to provide a framework in which detailed behavioural knowledge is acquired from the observation of long image sequences. The core of the behaviour modelling framework is an optimised sample-set representation of the probability density in a behaviour space defined by a novel temporal pattern formation strategy.
This representation of behaviour is both concise and accurate and facilitates the recognition of actions or events and the assessment of behaviour typicality. The inclusion of generative capabilities is achieved via the addition of a learnt stochastic process model, thus facilitating the generation of predictions and realistic sample behaviours. Experimental results demonstrate the acquisition of behaviour models and suggest a variety of possible applications, including automated visual surveillance, object tracking, gesture recognition, and the generation of realistic object behaviours within animations, virtual worlds, and computer generated film sequences.
The utility of the behaviour modelling framework is further extended through the modelling of object interaction. Two separate approaches are presented, and a technique is developed which, using learnt models of joint behaviour together with a stochastic tracking algorithm, can be used to equip a virtual object with the ability to interact in a natural way. Experimental results demonstrate the simulation of a plausible virtual partner during interaction between a user and the machine
A copula-based multivariate hidden Markov model for modelling momentum in football
We investigate the potential occurrence of change points - commonly referred
to as "momentum shifts" - in the dynamics of football matches. For that
purpose, we model minute-by-minute in-game statistics of Bundesliga matches
using hidden Markov models (HMMs). To allow for within-state correlation of the
variables considered, we formulate multivariate state-dependent distributions
using copulas. For the Bundesliga data considered, we find that the fitted HMMs
comprise states which can be interpreted as a team showing different levels of
control over a match. Our modelling framework enables inference related to
causes of momentum shifts and team tactics, which is of much interest to
managers, bookmakers, and sports fans
A copula-based multivariate hidden Markov model for modelling momentum in football
We investigate the potential occurrence of change points—commonly referred to as “momentum shifts”—in the dynamics of football matches. For that purpose, we model minute-by-minute in-game statistics of Bundesliga matches using hidden Markov models (HMMs). To allow for within-state dependence of the variables, we formulate multivariate state-dependent distributions using copulas. For the Bundesliga data considered, we find that the fitted HMMs comprise states which can be interpreted as a team showing different levels of control over a match. Our modelling framework enables inference related to causes of momentum shifts and team tactics, which is of much interest to managers, bookmakers, and sports fans.publishedVersio
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