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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. 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.
The use of technology within sport is well established, most professional sport teams engage in the use of electronic performance and tracking systems. This book is the first to offer a deep and structured examination of these technologies and how they are used in a team sport setting. The Use of Applied Technology in Team Sport describes and assists researchers, academics and professionals with understanding the methodology around applied technology in sport, examining what systems track players’ performance and who are the manufacturers that provide these systems. This new volume goes on to describe how to apply the systems, highlights the ways of reporting analysis information and helps the reader to know and understand the future avenues of research and development. The Use of Applied Technology in Team Sport is considered an essential guide for researchers, academics and students as well as professionals working in the areas of Applied Sport Science, Coaching, and subjects relating to Physiology, Biomechanics, Sports Engineering, Sports Technology and Performance Analysis in Sport.
This book includes extended versions of the selected papers from VISIGRAPP 2009, the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, which was held in Lisbon, Portugal, during February 5–8, 2009 and organized by the Institute for Systems and Technologies of Information, Control and Communication (INSTICC). VISIGRAPP comprises three component conferences, namely, the International Conference on Computer Vision Theory and Applications (VISAPP), the International Conference on Computer Graphics Theory and Applications (GRAPP), and the International Conference on Imaging Theory and Applications (IMAGAPP). VISIGRAPP received a total of 422 paper submissions from more than 50 co- tries. From these, and after a rigorous double-blind evaluation method, 72 papers were published as full papers. These figures show that this conference is now an - tablished venue for researchers in the broad fields of computer vision, computer graphics and image analysis. From the full papers, 25 were selected for inclusion in this book. The selection process was based on the scores assigned by the Program Committee reviewers as well as the Session Chairs. After selection, the papers were further revised and extended by the authors. Our gratitude goes to all contributors and referees, without whom this book would not have been possible.
Computer vision has made enormous progress in recent years, and its applications are multifaceted and growing quickly, while many challenges still remain. This book brings together a range of leading researchers to examine a wide variety of research directions, challenges, and prospects for computer vision and its applications. This book highlights various core challenges as well as solutions by leading researchers in the field. It covers such important topics as data-driven AI, biometrics, digital forensics, healthcare, robotics, entertainment and XR, autonomous driving, sports analytics, and neuromorphic computing, covering both academic and industry R&D perspectives. Providing a mix of breadth and depth, this book will have an impact across the fields of computer vision, imaging, and AI. Computer Vision: Challenges, Trends, and Opportunities covers timely and important aspects of computer vision and its applications, highlighting the challenges ahead and providing a range of perspectives from top researchers around the world. A substantial compilation of ideas and state-of-the-art solutions, it will be of great benefit to students, researchers, and industry practitioners.
This book provides an account of the use of computational tactical metrics in improving sports analysis, in particular the use of Global Positioning System (GPS) data in soccer. As well as offering a practical perspective on collective behavioural analysis, it introduces the computational metrics available in the literature that allow readers to identify collective behaviour and patterns of play in team sports. These metrics only require the bio-dimensional geo-referencing information from GPS or video-tracking systems to provide qualitative and quantitative information about the tactical behaviour of players and the inter-relationships between teammates and their opponents. Exercises, experimental cases and algorithms enable readers to fully comprehend how to compute these metrics, as well as introducing them to the ultimate performance analysis tool, which is the basis to run them on. The script to compute the metrics is presented in Python. The book is a valuable resource for professional analysts as well students and researchers in the field of sports analysis wanting to optimise the use of GPS trackers in soccer.
From basic eye care services to visual performance training, this evidence-based resource explores a range of sports vision services, including assessment and treatment procedures, outcome expectations, and applications to a variety of sports. Optometrists, ophthalmologists, and sports medicine practitioners will find a thorough review and discussion of the role of vision care in an athlete's performance, as well as practical recommendations for applying current research findings to clinical practice. - Contains practical, clinically oriented chapters on visual assessment, prescribing, and ocular injuries in athletes. - Takes a task analysis approach allowing the reader to develop solid reasoning skills and evaluate information needed for clinical practice. - Includes a new chapter on Assessment and Management of Sports-Related Concussion. - Features visual aids throughout including photographs, tables, and boxes to help clarify and visualize important concepts. - Addresses sports vision training approaches and updated digital options reflecting the collaboration between athletic trainers, optometrists, and ophthalmologists in helping optimize vision in athletes.
Computers are a fundamentally important tool in sport science research, sports performance analysis and, increasingly, in coaching and education programmes in sport. This book defines the field of ‘sport informatics’, explaining how computer science can be used to solve sport-related problems, in both research and applied aspects. Beginning with a clear explanation of the functional principles of hardware and software, the book examines the key functional areas in which computer science is employed in sport, including: knowledge discovery and database development data acquisition, including devices for measuring performance data motion tracking and analysis systems modelling and simulation match analysis systems e-learning and multimedia in sports education Bridging the gap between theory and practice, this book is important reading for any student, researcher or practitioner working in sport science, sport performance analysis, research methods in sport, applied computer science or informatics.
This book constitutes the refereed proceedings of the 8th International Conference on Image and Signal Processing, ICISP 2018, held in Cherbourg, France, in July 2018. The 58 revised full papers were carefully reviewed and selected from 122 submissions. The contributions report on the latest developments in image and signal processing, video processing, computer vision, multimedia and computer graphics, and mathematical imaging and vision.
The five-volume set CCIS 1832-1836 contains the extended abstracts of the posters presented during the 25th International Conference on Human-Computer Interaction, HCII 2023, which was held as a hybrid event in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the 47 HCII 2023 proceedings volumes were carefully reviewed and selected from the 7472 contributions.The posters presented in these five volumes are organized in topical sections as follows: Part I: ​HCI Design: Theoretical Approaches, Methods and Case Studies; Multimodality and Novel Interaction Techniques and Devices; Perception and Cognition in Interaction; Ethics, Transparency and Trust in HCI; User Experience and Technology Acceptance Studies.Part II: Supporting Health, Psychological Wellbeing, and Fitness; Design for All, Accessibility and Rehabilitation Technologies; Interactive Technologies for the Aging Population.Part III: ​Interacting with Data, Information and Knowledge; Learning and Training Technologies; Interacting with Cultural Heritage and Art.Part IV: ​Social Media: Design, User Experiences and Content Analysis; Advances in eGovernment Services; eCommerce, Mobile Commerce and Digital Marketing: Design and Customer Behavior; Designing and Developing Intelligent Green Environments; (Smart) Product Design.Part V: ​Driving Support and Experiences in Automated Vehicles; eXtended Reality: Design, Interaction Techniques, User Experience and Novel Applications; Applications of AI Technologies in HCI.
Building on the unfolding and expanding embeddedness of digital technologies in all aspects of life, Interactive Sports Technologies: Performance, Participation, Safety focuses on the intersection of body movement, physical awareness, engineering, design, software, and hardware to capture emerging trends for enhancing sports and athletic activities. The accessible and inspiring compilation of theoretical, critical, and phenomenological approaches utilizes the domain of sports to extend our understanding of the nexus between somatic knowledge and human-computer interaction in general. Within this framework, the chapters in this volume draw upon a variety of concepts, processes, practices, and elucidative examples to bring together a timely assessment of interactive technologies’ potential to facilitate increased performance, participation, and safety in sports. This collection of chapters from international authors presents diverse perspectives from a wide range of academic and practice-based researchers within a comprehensive coverage of sport disciplines.