Football video has been one of the most widely enjoyed video genres in video-on-demand and other value-add services. The automatic analysis of football video contents presents a significant challenge for the media industry. The aim of this book is to provide a solution to content-based applications, such as automatic video summarisation, personalised video skimming and content-based adaptive video encoding. The book addresses state-of-art techniques, involving content sensitive video segmentation, game pitch detection, replay and other editing sequence simulation, event discrimination, salient estimation and attention-based highlight identification. Most of these techniques are also able to be employed in other field-based sports video analysis, e.g. basketball and rugby.This book is suitable for engineers and researchers with the background knowledge about video engineering and content analysis.
Football video has been one of the most widely enjoyed video genres in video-on-demand and other value-add services. The automatic analysis of football video contents presents a significant challenge for the media industry. The aim of this book is to provide a solution to content-based applications, such as automatic video summarisation, personalised video skimming and content-based adaptive video encoding. The book addresses state-of-art techniques, involving content sensitive video segmentation, game pitch detection, replay and other editing sequence simulation, event discrimination, salient estimation and attention-based highlight identification. Most of these techniques are also able to be employed in other field-based sports video analysis, e.g. basketball and rugby.This book is suitable for engineers and researchers with the background knowledge about video engineering and content analysis.
This book details the important concepts in the study of audio and video systems. It covers the basics of audio and video engineering, communication and radar systems, optical fibers, and consumer...
From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan...
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