by Michael Beetz, Nicolai von Hoyningen-Huene, Bernhard Kirchlechner, Suat Gedikli, Francisco Siles, Murat Durus and Martin Lames
Abstract:
We propose automated sport game models as a novel technical means for the analysis of team sport games. The basic idea is that automated sport game models are based on a conceptualization of key notions in such games and probabilistically derived from a set of previous games. In contrast to existing approaches, automated sport game models provide an analysis that is sensitive to their context and go beyond simple statistical aggregations allowing objective, transparent and meaningful concept definitions. Based on automatically gathered spatio-temporal data by a computer vision system, a model hierarchy is built bottom up, where context-sensitive concepts are instantiated by the application of machine learning techniques. We describe the current state of implementation of the ASpoGaMo system including its computer vision subsystem that realizes the idea of automated sport game models. Their usage is exemplified with an analysis of the final of the soccer World Cup 2006.
Reference:
Michael Beetz, Nicolai von Hoyningen-Huene, Bernhard Kirchlechner, Suat Gedikli, Francisco Siles, Murat Durus and Martin Lames, "ASpoGAMo: Automated Sports Game Analysis Models", In International Journal of Computer Science in Sport, vol. 8, no. 1, 2009.
Bibtex Entry:
@Article{beetz09ijcss,
author = {Michael Beetz and Nicolai von Hoyningen-Huene and Bernhard Kirchlechner and Suat Gedikli and Francisco Siles and Murat Durus and Martin Lames},
title = {{ASpoGAMo: Automated Sports Game Analysis Models}},
journal = {International Journal of Computer Science in Sport},
year = {2009},
volume = {8},
number = {1},
bib2html_pubtype = {Journal},
bib2html_rescat = {Perception,Models,Representation},
bib2html_groups = {Aspogamo},
bib2html_funding = {ASpoGAMo},
bib2html_domain = {Soccer Analysis},
abstract = {We propose automated sport game models as a novel technical
means for the analysis of team sport games. The basic idea is that
automated sport game models are based on a conceptualization of key
notions in such games and probabilistically derived from a
set of previous games. In contrast to existing approaches, automated
sport game models provide an analysis that is sensitive to their context
and go beyond simple statistical aggregations allowing objective,
transparent and meaningful concept definitions. Based on automatically gathered spatio-temporal data
by a computer vision system, a model hierarchy is built bottom up, where
context-sensitive concepts are instantiated by the application of machine learning techniques.
We describe the current state of implementation of the
ASpoGaMo system including its computer vision subsystem
that realizes the idea of automated sport game
models. Their usage is exemplified with an analysis of
the final of the soccer World Cup 2006.
}
}