scholarly journals Classification of Tennis Video Types Based on Machine Learning Technology

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Xun Gong ◽  
Fucheng Wang

With the rapid development of online video data, how to find the required information has become an urgent problem to be solved. This article focuses on sports videos and studies video classification and content-based retrieval techniques. Its purpose is to establish a mark and index of video content and to promote user acquisition through computer processing, analysis, and understanding of video content. Video tennis classification has high research and application value. This article focuses on video tennis based on the selection of the basic frame of each shot and proposes an algorithm for classification of shots based on average grouping. Based on this, we use a color-coded spatial detection method to detect the type of tennis match. Then, it integrates the results of audiovisual analysis to identify and classify exciting events in tennis matches. According to statistics, although the number of people participating in tennis cannot enter the top ten, the number of spectators ranks fourth. Four tennis tournaments, masters, and crown tournaments are held every year around the world. Watching large-scale international tennis matches has become a pillar of leisure and vacation for many people. Tennis matches last from two hours to four hours or more, and there are countless large and small tennis matches around the world every year, so the number of tennis records created is staggering. And artificial intelligence technology is rarely used in tennis in the sports world (5%), but football has reached 50%. Therefore, when dealing with such a large amount of data, we urgently need to find a fast and effective video retrieval classification method to find the required information. The experiment of tennis video classification research based on machine learning technology proves that the accuracy of tennis video classification reaches 98%, so this system has high feasibility.

2021 ◽  
Vol 9 (2) ◽  
pp. 186-191
Author(s):  
Simon H. Bickler

OverviewMachine learning (ML) is rapidly being adopted by archaeologists interested in analyzing a range of geospatial, material cultural, textual, natural, and artistic data. The algorithms are particularly suited toward rapid identification and classification of archaeological features and objects. The results of these new studies include identification of many new sites around the world and improved classification of large archaeological datasets. ML fits well with more traditional methods used in archaeological analysis, and it remains subject to both the benefits and difficulties of those approaches. Small datasets associated with archaeological work make ML vulnerable to hidden complexity, systemic bias, and high validation costs if not managed appropriately. ML's scalability, flexibility, and rapid development, however, make it an essential part of twenty-first-century archaeological practice. This review briefly describes what ML is, how it is being used in archaeology today, and where it might be used in the future for archaeological purposes.


Author(s):  
Hehe Fan ◽  
Zhongwen Xu ◽  
Linchao Zhu ◽  
Chenggang Yan ◽  
Jianjun Ge ◽  
...  

We aim to significantly reduce the computational cost for classification of temporally untrimmed videos while retaining similar accuracy. Existing video classification methods sample frames with a predefined frequency over entire video. Differently, we propose an end-to-end deep reinforcement approach which enables an agent to classify videos by watching a very small portion of frames like what we do. We make two main contributions. First, information is not equally distributed in video frames along time. An agent needs to watch more carefully when a clip is informative and skip the frames if they are redundant or irrelevant. The proposed approach enables the agent to adapt sampling rate to video content and skip most of the frames without the loss of information. Second, in order to have a confident decision, the number of frames that should be watched by an agent varies greatly from one video to another. We incorporate an adaptive stop network to measure confidence score and generate timely trigger to stop the agent watching videos, which improves efficiency without loss of accuracy. Our approach reduces the computational cost significantly for the large-scale YouTube-8M dataset, while the accuracy remains the same.


Author(s):  
Stephen Grossberg

The book is the culmination of 50 years of intensive research by the author, who is broadly acknowledged to be the most important pioneer and current research leader who models how brains give rise to minds, notably how neural circuits in multiple brain regions interact together to generate psychological functions. The book provides a unified understanding of how, where, and why our brains can consciously see, hear, feel, and know about the world, and effectively plan and act within it. It hereby embodies a revolutionary Principia of Mind that clarifies how autonomous adaptive intelligence is achieved, thereby providing mechanistic explanations of multiple mental disorders, biological bases of morality, religion, and the human condition, as well as solutions to large-scale problems in machine learning, technology, and Artificial Intelligence. Because brains embody a universal developmental code, unifying insights also emerge about all living cellular tissues and about how mental laws reflect laws of the physical world.


2021 ◽  
Author(s):  
Mohammad Hassan Almaspoor ◽  
Ali Safaei ◽  
Afshin Salajegheh ◽  
Behrouz Minaei-Bidgoli

Abstract Classification is one of the most important and widely used issues in machine learning, the purpose of which is to create a rule for grouping data to sets of pre-existing categories is based on a set of training sets. Employed successfully in many scientific and engineering areas, the Support Vector Machine (SVM) is among the most promising methods of classification in machine learning. With the advent of big data, many of the machine learning methods have been challenged by big data characteristics. The standard SVM has been proposed for batch learning in which all data are available at the same time. The SVM has a high time complexity, i.e., increasing the number of training samples will intensify the need for computational resources and memory. Hence, many attempts have been made at SVM compatibility with online learning conditions and use of large-scale data. This paper focuses on the analysis, identification, and classification of existing methods for SVM compatibility with online conditions and large-scale data. These methods might be employed to classify big data and propose research areas for future studies. Considering its advantages, the SVM can be among the first options for compatibility with big data and classification of big data. For this purpose, appropriate techniques should be developed for data preprocessing in order to covert data into an appropriate form for learning. The existing frameworks should also be employed for parallel and distributed processes so that SVMs can be made scalable and properly online to be able to handle big data.


BMC Genomics ◽  
2021 ◽  
Vol 22 (1) ◽  
Author(s):  
Dennie te Molder ◽  
Wasin Poncheewin ◽  
Peter J. Schaap ◽  
Jasper J. Koehorst

Abstract Background The genus Xanthomonas has long been considered to consist predominantly of plant pathogens, but over the last decade there has been an increasing number of reports on non-pathogenic and endophytic members. As Xanthomonas species are prevalent pathogens on a wide variety of important crops around the world, there is a need to distinguish between these plant-associated phenotypes. To date a large number of Xanthomonas genomes have been sequenced, which enables the application of machine learning (ML) approaches on the genome content to predict this phenotype. Until now such approaches to the pathogenomics of Xanthomonas strains have been hampered by the fragmentation of information regarding pathogenicity of individual strains over many studies. Unification of this information into a single resource was therefore considered to be an essential step. Results Mining of 39 papers considering both plant-associated phenotypes, allowed for a phenotypic classification of 578 Xanthomonas strains. For 65 plant-pathogenic and 53 non-pathogenic strains the corresponding genomes were available and de novo annotated for the presence of Pfam protein domains used as features to train and compare three ML classification algorithms; CART, Lasso and Random Forest. Conclusion The literature resource in combination with recursive feature extraction used in the ML classification algorithms provided further insights into the virulence enabling factors, but also highlighted domains linked to traits not present in pathogenic strains.


Author(s):  
Yongyi Tang ◽  
Lin Ma ◽  
Lianqiang Zhou

Appearance and motion are two key components to depict and characterize the video content. Currently, the two-stream models have achieved state-of-the-art performances on video classification. However, extracting motion information, specifically in the form of optical flow features, is extremely computationally expensive, especially for large-scale video classification. In this paper, we propose a motion hallucination network, namely MoNet, to imagine the optical flow features from the appearance features, with no reliance on the optical flow computation. Specifically, MoNet models the temporal relationships of the appearance features and exploits the contextual relationships of the optical flow features with concurrent connections. Extensive experimental results demonstrate that the proposed MoNet can effectively and efficiently hallucinate the optical flow features, which together with the appearance features consistently improve the video classification performances. Moreover, MoNet can help cutting down almost a half of computational and data-storage burdens for the two-stream video classification. Our code is available at: https://github.com/YongyiTang92/MoNet-Features


2021 ◽  
Vol 4 ◽  
pp. 98-100
Author(s):  
Semen Gorokhovskyi ◽  
Yelyzaveta Pyrohova

With the rapid development of applications for mobile platforms, developers from around the world already understand the need to impress with new technologies and the creation of such applications, with which the consumer will plunge into the world of virtual or augmented reality. Some of the world’s most popular mobile operating systems, Android and iOS, already have some well-known tools to make it easier to work with the machine learning industry and augmented reality technology. However, it cannot be said that their use has already reached its peak, as these technologies are at the stage of active study and development. Every year the demand for mobile application developers increases, and therefore more questions arise as to how and from which side it is better to approach immersion in augmented reality and machine learning. From a tourist point of view, there are already many applications that, with the help of these technologies, will provide more information simply by pointing the camera at a specific object.Augmented Reality (AR) is a technology that allows you to see the real environment right in front of us with a digital complement superimposed on it. Thanks to Ivan Sutherland’s first display, created in 1968 under the name «Sword of Damocles», paved the way for the development of AR, which is still used today.Augmented reality can be divided into two forms: based on location and based on vision. Location-based reality provides a digital picture to the user when moving through a physical area thanks to a GPS-enabled device. With a story or information, you can learn more details about a particular location. If you use AR based on vision, certain user actions will only be performed when the camera is aimed at the target object.Thanks to advances in technology that are happening every day, easy access to smart devices can be seen as the main engine of AR technology. As the smartphone market continues to grow, consumers have the opportunity to use their devices to interact with all types of digital information. The experience of using a smartphone to combine the real and digital world is becoming more common. The success of AR applications in the last decade has been due to the proliferation and use of smartphones that have the capabilities needed to work with the application itself. If companies want to remain competitive in their field, it is advisable to consider work that will be related to AR.However, analyzing the market, one can see that there are no such applications for future entrants to higher education institutions. This means that anyone can bring a camera to the university building and learn important information. The UniApp application based on the existing Swift and Watson Studio technologies was developed to simplify obtaining information on higher education institutions.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yanyang Bai ◽  
Xuesheng Zhang

With the technological development and change of the times in the current era, with the rapid development of science and technology and information technology, there is a gradual replacement in the traditional way of cognition. Effective data analysis is of great help to all societies, thereby drive the development of better interests. How to expand the development of the overall information resources in the process of utilization, establish a mathematical analysis–oriented evidence theory system model, improve the effective utilization of the machine, and achieve the goal of comprehensively predicting the target behavior? The main goal of this article is to use machine learning technology; this article defines the main prediction model by python programming language, analyzes and forecasts the data of previous World Cup, and establishes the analysis and prediction model of football field by K-mean and DPC clustering algorithm. Python programming is used to implement the algorithm. The data of the previous World Cup football matches are selected, and the built model is used for the predictive analysis on the Python platform; the calculation method based on the DPC-K-means algorithm is used to determine the accuracy and probability of the variables through the calculation results, which develops results in specific competitions. Research shows how the machine wins and learns the efficiency of the production process, and the machine learning process, the reliability, and accuracy of the prediction results are improved by more than 55%, which proves that mobile algorithm technology has a high level of predictive analysis on the World Cup football stadium.


Author(s):  
Xiyu Xu ◽  
Yihua Zhan ◽  
Jincheng Zheng ◽  
Bingxu Geng

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