Read - Advances in Computer Vision and Pattern Recognition Ser.: Computer Vision in Sports (2015, Hardcover) DOC, PDF, DJV

9783319093956


3319093959
The first book of its kind devoted to this topic, this comprehensive text/reference presents state-of-the-art research and reviews current challenges in the application of computer vision to problems in sports. Opening with a detailed introduction to the use of computer vision across the entire life-cycle of a sports event, the text then progresses to examine cutting-edge techniques for tracking the ball, obtaining the whereabouts and pose of the players, and identifying the sport being played from video footage. The work concludes by investigating a selection of systems for the automatic analysis and classification of sports play. Topics and features: describes the latest research into ball tracking, addressing the challenges posed by the presence of occlusions and the use of only a small number of cameras; reviews various systems for player tracking and pose estimation; presents approaches for the improved generation of statistics and synthesis of virtual views; explores the higher level analysis of sports, from identifying types of sports to recognizing particular team behaviors based on multiple event or motion detections; discusses the detection of specific kinds of events for automatic highlights generation or searching of video archives. The insights provided by this pioneering collection will be of great interest to researchers and practitioners involved in computer vision, sports analysis and media production. Prof. Thomas B. Moeslund is Head of Media Technology, Aalborg, and Head of the Visual Analysis of People Lab at Aalborg University, Denmark. Dr. Graham Thomas leads the Immersive and Interactive Content team at BBC Research & Development, London, UK. Prof. Adrian Hilton is Director of the Centre for Vision, Speech and Signal Processing at the University of Surrey, Guildford, UK.", The purpose of this book is to present the state-of-the-art as well as current research challenges in applying computer vision to problems in sports. The book was inspired by the CVPR'13 workshop titled Computer Vision in Sports. The workshop was well received and therefore led to the idea of this book. About half of the 14 chapters in this book are extended workshop papers whereas the rest are invited papers from research groups active within this field. The book is organized into four parts focused on answering the following four research questions: Where is the ball? Where are the players? What are they playing? What's going on? These four parts are preceded by an introductory chapter that outlines the opportunities for applying computer vision in sports, using examples of some current commercial products. It also explains how the different chapters in this book extend the state-of-the-art and fit into the bigger picture.

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