scholarly journals Enhancing Fan Engagement in a 5G Stadium with AI-Based Technologies and Live Streaming

Author(s):  
Cheng-Wen Wu ◽  
Ming-Der Shieh ◽  
Jenn-Jier Lien ◽  
Jar- Ferr Yang ◽  
Wei-Ta Chu ◽  
...  

<div>Abstract—It has been tough for the sports industry and the athletes during the COVID-19 pandemic, but in Taiwan, we have been lucky to contain the pandemic to a level that we could hold the 2021 National Intercollegiate Athletic Games (NIAG) in early May. We formed a Sport Technology Team of more than 30 scholars, students, and engineers to provide novel systems and solutions that make the athletic games rich of sport technologies. Some of the features could be the first time shown to the internet audience for large-scale athletic games. The technologies involved include table tennis ball trajectory and bounce distribution, badminton shuttlecock tracking and trajectory, augmented reality enriched content for real-time video streaming on social networks, real-time 3D broadcasting with wide-field free viewangle, in-stadium video stream pushing by private 5G network with Mobile Edge Computing (MEC), AI-based sport data analytics during live streaming, a Technology-Enhanced Broadcasting System for sport events, etc. This paper introduces the respective technologies that we have developed, deployed, and demonstrated in the 2021 NIAG, Taiwan. We stress the architecture design and integration of TBS, which is a System of Systems, as well as experimental results on real athletic games in the smart stadiums that we have established.</div>

2021 ◽  
Author(s):  
Cheng-Wen Wu ◽  
Ming-Der Shieh ◽  
Jenn-Jier Lien ◽  
Jar- Ferr Yang ◽  
Wei-Ta Chu ◽  
...  

<div>Abstract—It has been tough for the sports industry and the athletes during the COVID-19 pandemic, but in Taiwan, we have been lucky to contain the pandemic to a level that we could hold the 2021 National Intercollegiate Athletic Games (NIAG) in early May. We formed a Sport Technology Team of more than 30 scholars, students, and engineers to provide novel systems and solutions that make the athletic games rich of sport technologies. Some of the features could be the first time shown to the internet audience for large-scale athletic games. The technologies involved include table tennis ball trajectory and bounce distribution, badminton shuttlecock tracking and trajectory, augmented reality enriched content for real-time video streaming on social networks, real-time 3D broadcasting with wide-field free viewangle, in-stadium video stream pushing by private 5G network with Mobile Edge Computing (MEC), AI-based sport data analytics during live streaming, a Technology-Enhanced Broadcasting System for sport events, etc. This paper introduces the respective technologies that we have developed, deployed, and demonstrated in the 2021 NIAG, Taiwan. We stress the architecture design and integration of TBS, which is a System of Systems, as well as experimental results on real athletic games in the smart stadiums that we have established.</div>


2018 ◽  
Vol 7 (3.12) ◽  
pp. 244 ◽  
Author(s):  
D Vishaka Gayathri ◽  
Shrutee Shree ◽  
Taru Jain ◽  
K Sornalakshmi

The need for intelligent surveillance systems has raised the concerns of security. A viable system with automated methods for person identification to detect, track and recognize persons in real time is required. The traditional detection techniques have not been able to analyze such a huge amount of live video generated in real-time. So, there is a necessity for live streaming video analytics which includes processing and analyzing large scale visual data such as images or videos to find content that are useful for interpretation. In this work, an automated surveillance system for real-time detection, recognition and tracking of persons in video streams from multiple video inputs is presented. In addition, the current location of an individual can be searched with the tool bar provided. A model is proposed, which uses a messaging queue to receive/transfer video feeds and the frames in the video are analyzed using image processing modules to identify and recognize the person with respect to the training data sets. The main aim of this project is to overcome the challenges faced in integrating the open source tools that build up the system for tagging and searching people.  


2018 ◽  
Vol 6 (1) ◽  
pp. 71-79 ◽  
Author(s):  
Yun-Feng Ji ◽  
Jian-Wei Zhang ◽  
Zhi-hao Shi ◽  
Mei-Han Liu ◽  
Jie Ren

2012 ◽  
Vol 21 (2) ◽  
pp. 229-243 ◽  
Author(s):  
Jean-Marie Normand ◽  
Bernhard Spanlang ◽  
Franco Tecchia ◽  
Marcello Carrozzino ◽  
David Swapp ◽  
...  

In order to rehearse for a play or a scene from a movie, it is generally required that the actors are physically present at the same time in the same place. In this paper we present an example and experience of a full body motion shared virtual environment (SVE) for rehearsal. The system allows actors and directors to meet in an SVE in order to rehearse scenes for a play or a movie, that is, to perform some dialogue and blocking (positions, movements, and displacements of actors in the scene) rehearsal through a full body interactive virtual reality (VR) system. The system combines immersive VR rendering techniques as well as network capabilities together with full body tracking. Two actors and a director rehearsed from separate locations. One actor and the director were in London (located in separate rooms) while the second actor was in Barcelona. The Barcelona actor used a wide field-of-view head-tracked head-mounted display, and wore a body suit for real-time motion capture and display. The London actor was in a Cave system, with head and partial body tracking. Each actor was presented to the other as an avatar in the shared virtual environment, and the director could see the whole scenario on a desktop display, and intervene by voice commands. A video stream in a window displayed in the virtual environment also represented the director. The London participant was a professional actor, who afterward commented on the utility of the system for acting rehearsal. It was concluded that full body tracking and corresponding real-time display of all the actors' movements would be a critical requirement, and that blocking was possible down to the level of detail of gestures. Details of the implementation, actors, and director experiences are provided.


2018 ◽  
Vol 68 (12) ◽  
pp. 2857-2859
Author(s):  
Cristina Mihaela Ghiciuc ◽  
Andreea Silvana Szalontay ◽  
Luminita Radulescu ◽  
Sebastian Cozma ◽  
Catalina Elena Lupusoru ◽  
...  

There is an increasing interest in the analysis of salivary biomarkers for medical practice. The objective of this article was to identify the specificity and sensitivity of quantification methods used in biosensors or portable devices for the determination of salivary cortisol and salivary a-amylase. There are no biosensors and portable devices for salivary amylase and cortisol that are used on a large scale in clinical studies. These devices would be useful in assessing more real-time psychological research in the future.


2020 ◽  
Vol 34 (10) ◽  
pp. 13849-13850
Author(s):  
Donghyeon Lee ◽  
Man-Je Kim ◽  
Chang Wook Ahn

In a real-time strategy (RTS) game, StarCraft II, players need to know the consequences before making a decision in combat. We propose a combat outcome predictor which utilizes terrain information as well as squad information. For training the model, we generated a StarCraft II combat dataset by simulating diverse and large-scale combat situations. The overall accuracy of our model was 89.7%. Our predictor can be integrated into the artificial intelligence agent for RTS games as a short-term decision-making module.


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