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[Keyword] sports(9hit)

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  • Representative Spatial Selection and Temporal Combination for 60fps Real-Time 3D Tracking of Twelve Volleyball Players on GPU

    Xina CHENG  Yiming ZHAO  Takeshi IKENAGA  

     
    PAPER-Image

      Vol:
    E102-A No:12
      Page(s):
    1882-1890

    Real-time 3D players tracking plays an important role in sports analysis, especially for the live services of sports broadcasting, which have a strict limitation on processing time. For these kinds of applications, 3D trajectories of players contribute to high-level game analysis such as tactic analysis and commercial applications such as TV contents. Thus real-time implementation for 3D players tracking is expected. In order to achieve real-time for 60fps videos with high accuracy, (that means the processing time should be less than 16.67ms per frame), the factors that limit the processing time of target algorithm include: 1) Large image area of each player. 2) Repeated processing of multiple players in multiple views. 3) Complex calculation of observation algorithm. To deal with the above challenges, this paper proposes a representative spatial selection and temporal combination based real-time implementation for multi-view volleyball players tracking on the GPU device. First, the representative spatial pixel selection, which detects the pixels that mostly represent one image region to scale down the image spatially, reduces the number of processing pixels. Second, the representative temporal likelihood combination shares observation calculation by using the temporal correlation between images so that the times of complex calculation is reduced. The experiments are based on videos of the Final and Semi-Final Game of 2014 Japan Inter High School Games of Men's Volleyball in Tokyo Metropolitan Gymnasium. On the GPU device GeForce GTX 1080Ti, the tracking system achieves real-time on 60fps videos and keeps the tracking accuracy higher than 97%.

  • Low-Cost Method for Recognizing Table Tennis Activity

    Se-Min LIM  Jooyoung PARK  Hyeong-Cheol OH  

     
    LETTER-Artificial Intelligence, Data Mining

      Pubricized:
    2019/06/18
      Vol:
    E102-D No:10
      Page(s):
    2051-2054

    This study designs a low-cost portable device that functions as a coaching assistant system which can support table tennis practice. Although deep learning technology is a promising solution to realizing human activity recognition, we propose using cosine similarity in making inferences. Our experiments show that the cosine similarity based inference can be a good alternative to the deep learning based inference for the assistant system when resources are limited.

  • A Unified Statistical Rating Method for Team Ball Games and Its Application to Predictions in the Olympic Games Open Access

    Eiji KONAKA  

     
    PAPER-Artificial Intelligence, Data Mining

      Pubricized:
    2019/03/11
      Vol:
    E102-D No:6
      Page(s):
    1145-1153

    This study tries to construct an accurate ranking method for five team ball games at the Olympic Games. First, the study uses a statistical rating method for team ball games. A single parameter, called a rating, shows the strength and skill of each team. We assume that the difference between the rating values explains the scoring ratio in a match based on a logistic regression model. The rating values are estimated from the scores of major international competitions that are held before the Rio Olympic Games. The predictions at the Rio Olympic Games demonstrate that the proposed method can more accurately predict the match results than the official world rankings or world ranking points. The proposed method enabled 262 correct predictions out of 370 matches, whereas using the official world rankings resulted in only 238 correct predictions. This result shows a significant difference between the two criteria.

  • Multi-Peak Estimation for Real-Time 3D Ping-Pong Ball Tracking with Double-Queue Based GPU Acceleration

    Ziwei DENG  Yilin HOU  Xina CHENG  Takeshi IKENAGA  

     
    PAPER-Machine Vision and its Applications

      Pubricized:
    2018/02/16
      Vol:
    E101-D No:5
      Page(s):
    1251-1259

    3D ball tracking is of great significance in ping-pong game analysis, which can be utilized to applications such as TV contents and tactic analysis, with some of them requiring real-time implementation. This paper proposes a CPU-GPU platform based Particle Filter for multi-view ball tracking including 4 proposals. The multi-peak estimation and the ball-like observation model are proposed in the algorithm design. The multi-peak estimation aims at obtaining a precise ball position in case the particles' likelihood distribution has multiple peaks under complex circumstances. The ball-like observation model with 4 different likelihood evaluation, utilizes the ball's unique features to evaluate the particle's similarity with the target. In the GPU implementation, the double-queue structure and the vectorized data combination are proposed. The double-queue structure aims at achieving task parallelism between some data-independent tasks. The vectorized data combination reduces the time cost in memory access by combining 3 different image data to 1 vector data. Experiments are based on ping-pong videos recorded in an official match taken by 4 cameras located in 4 corners of the court. The tracking success rate reaches 99.59% on CPU. With the GPU acceleration, the time consumption is 8.8 ms/frame, which is sped up by a factor of 98 compared with its CPU version.

  • Multi-View 3D Ball Tracking with Abrupt Motion Adaptive System Model, Anti-Occlusion Observation and Spatial Density Based Recovery in Sports Analysis

    Xina CHENG  Norikazu IKOMA  Masaaki HONDA  Takeshi IKENAGA  

     
    PAPER-Vision

      Vol:
    E100-A No:5
      Page(s):
    1215-1225

    Significant challenges in ball tracking of sports analysis by computer vision technology are: 1) accuracy of estimated 3D ball trajectory under difficult conditions; 2) external forces added by players lead to irregular motions of the ball; 3) unpredictable situations in the real game, i.e. the ball occluded by players and other objects, complex background and changing lighting condition. With the goal of multi-view 3D ball tracking, this paper proposes an abrupt motion adaptive system model, an anti-occlusion observation model, and a spatial density-based automatic recovery based on particle filter. The system model combines two different system noises that cover the motion of the ball both in general situation and situation subject to abrupt motion caused by external force. Combination ratio of these two noises and number of particles are adaptive to the estimated motion by weight distribution of particles. The anti-occlusion observation model evaluates image feature of each camera and eliminates influence of the camera with less confidence. The spatial density, which is calculated based on 3D ball candidates filtered out by spatial homographic relationship between cameras, is proposed for generating new set of particles to recover the tracking when tracking failure is detected. Experimental results based on HDTV video sequences (2014 Inter High School Men's Volleyball Games, Japan), which were captured by four cameras located at each corner of the court, show that the success rate achieved by the proposals of 3D ball tracking is 99.42%.

  • A Fully Automatic Player Detection Method Based on One-Class SVM

    Xuefeng BAI  Tiejun ZHANG  Chuanjun WANG  Ahmed A. ABD EL-LATIF  Xiamu NIU  

     
    LETTER-Image Recognition, Computer Vision

      Vol:
    E96-D No:2
      Page(s):
    387-391

    Player detection is an important part in sports video analysis. Over the past few years, several learning based detection methods using various supervised two-class techniques have been presented. Although satisfactory results can be obtained, a lot of manual labor is needed to construct the training set. To overcome this drawback, this letter proposes a player detection method based on one-class SVM (OCSVM) using automatically generated training data. The proposed method is evaluated using several video clips captured from World Cup 2010, and experimental results show that our approach achieves a high detection rate while keeping the training set construction's cost low.

  • User and Device Adaptation in Summarizing Sports Videos

    Naoko NITTA  Noboru BABAGUCHI  

     
    PAPER-Image Processing and Video Processing

      Vol:
    E92-D No:6
      Page(s):
    1280-1288

    Video summarization is defined as creating a video summary which includes only important scenes in the original video streams. In order to realize automatic video summarization, the significance of each scene needs to be determined. When targeted especially on broadcast sports videos, a play scene, which corresponds to a play, can be considered as a scene unit. The significance of every play scene can generally be determined based on the importance of the play in the game. Furthermore, the following two issues should be considered: 1) what is important depends on each user's preferences, and 2) the summaries should be tailored for media devices that each user has. Considering the above issues, this paper proposes a unified framework for user and device adaptation in summarizing broadcast sports videos. The proposed framework summarizes sports videos by selecting play scenes based on not only the importance of each play itself but also the users' preferences by using the metadata, which describes the semantic content of videos with keywords, and user profiles, which describe users' preference degrees for the keywords. The selected scenes are then presented in a proper way using various types of media such as video, image, or text according to device profiles which describe the device type. We experimentally verified the effectiveness of user adaptation by examining how the generated summaries are changed by different preference degrees and by comparing our results with/without using user profiles. The validity of device adaptation is also evaluated by conducting questionnaires using PCs and mobile phones as the media devices.

  • Dependent Randomized Rounding to the Home-Away Assignment Problem in Sports Scheduling

    Ayami SUZUKA  Ryuhei MIYASHIRO  Akiko YOSHISE  Tomomi MATSUI  

     
    PAPER

      Vol:
    E89-A No:5
      Page(s):
    1407-1416

    Suppose that we have a timetable of a round-robin tournament with a number of teams, and distances among their homes. The home-away assignment problem is to find a home-away assignment that minimizes the total traveling distance of the teams. We propose a formulation of the home-away assignment problem as an integer program, and a rounding algorithm based on Bertsimas, Teo and Vohra's dependent randomized rounding method [2]. Computational experiments show that our method quickly generates feasible solutions close to optimal.

  • Notes on Equitable Round-Robin Tournaments

    Ryuhei MIYASHIRO  Tomomi MATSUI  

     
    PAPER

      Vol:
    E85-A No:5
      Page(s):
    1006-1010

    Sports scheduling concerns how to construct a schedule of a sports competition mathematically. Many sports competitions are held as round-robin tournaments. In this paper, we consider a particular class of round-robin tournaments. We report some properties of round-robin tournaments and enumerate home-away tables satisfying some practical requirements by computer search.