Automatic player detection and identification for sports entertainment applications

被引:28
|
作者
Mahmood, Zahid [1 ]
Ali, Tauseef [2 ]
Khattak, Shahid [3 ]
Hasan, Laiq [4 ,5 ]
Khan, Samee U. [6 ]
机构
[1] N Dakota State Univ, Elect Engn, Fargo, ND 58105 USA
[2] Univ Twente, Fac Elect Engn Math & Comp Sci, NL-7500 AE Enschede, Netherlands
[3] COMSATS IIT, Dept Elect Engn, Abbottabad, Pakistan
[4] Delft Univ Technol, Fac Elect Engn Math & Comp Sci, Comp Engn Lab, Delft, Netherlands
[5] Univ Engn & Technol, Dept Comp Syst Engn, Peshawar, Pakistan
[6] N Dakota State Univ, Dept Elect & Comp Engn, Fargo, ND 58105 USA
关键词
AdaBoost; Face detection and recognition; LDA; NNC; MULTIVIEW FEATURES; RECOGNITION; CONSTRAINTS;
D O I
10.1007/s10044-014-0416-4
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In this paper, we develop an augmented reality sports broadcasting application for automatic detection, recognition of players during play, followed by display of personal information of players. The proposed application can be divided into four major steps. In first step, each player in the image is detected. In the second step, a face detection algorithm detects face of each player. In third step, we use a face recognition algorithm to match the faces of players with a database of players' faces which also stores personal information of each player. In step four, personal information of each player is retrieved based on the face matching result. This application can be used to show the viewers' information about players such as name of the player, sports record, age, highest score, and country of belonging. We develop this system for baseball game, however, it can be deployed in any sports where the audience can take a live video or images using smart phones. For the task of player and subsequent face detection, we use AdaBoost algorithm with haar-like features for both feature selection and classification while player face recognition system uses AdaBoost algorithm with linear discriminant analysis for feature selection and nearest neighbor classifier for classification. Detailed experiments are performed using 412 diverse images taken using a digital camera during baseball match. These images contain players in different sizes, facial expressions, lighting conditions and pose. The player and face detection accuracy is high in all situations, however, the face recognition module requires detected players' faces to be frontal or near frontal. In general, restricting the head rotation to +/-30 degrees gives a high accuracy of overall system
引用
收藏
页码:971 / 982
页数:12
相关论文
共 50 条
  • [1] Automatic player detection and identification for sports entertainment applications
    Zahid Mahmood
    Tauseef Ali
    Shahid Khattak
    Laiq Hasan
    Samee U. Khan
    [J]. Pattern Analysis and Applications, 2015, 18 : 971 - 982
  • [2] Player Identification in Different Sports
    Nady, Ahmed
    Hemayed, Elsayed
    [J]. VISAPP: PROCEEDINGS OF THE 16TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS - VOL. 5: VISAPP, 2021, : 653 - 660
  • [3] Automatic Detection and Analysis of Player Action in Moving Background Sports Video Sequences
    Li, Haojie
    Tang, Jinhui
    Wu, Si
    Zhang, Yongdong
    Lin, Shouxun
    [J]. IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY, 2010, 20 (03) : 351 - 364
  • [4] Player detection in field sports
    Cem Direkoglu
    Melike Sah
    Noel E. O’Connor
    [J]. Machine Vision and Applications, 2018, 29 : 187 - 206
  • [5] Player detection in field sports
    Direkoglu, Cem
    Sah, Melike
    O'Connor, Noel E.
    [J]. MACHINE VISION AND APPLICATIONS, 2018, 29 (02) : 187 - 206
  • [6] PLAYER WELFARE AND PRIVACY IN THE SPORTS ENTERTAINMENT INDUSTRY Player Development Managers and Risk Management in Australian Football League Clubs
    Kelly, Peter
    Hickey, Christopher
    [J]. INTERNATIONAL REVIEW FOR THE SOCIOLOGY OF SPORT, 2008, 43 (04) : 383 - 398
  • [7] Multiple Players Tracking and Identification Using Group Detection and Player Number Recognition in Sports Video
    Yamamoto, Taiki
    Kataoka, Hirokatsu
    Hayashi, Masaki
    Aoki, Yoshimitsu
    Oshima, Kyoko
    Tanabiki, Masamoto
    [J]. 39TH ANNUAL CONFERENCE OF THE IEEE INDUSTRIAL ELECTRONICS SOCIETY (IECON 2013), 2013, : 2442 - 2446
  • [8] EAR: Enhanced Augmented Reality System for Sports Entertainment Applications
    Mahmood, Zahid
    Ali, Tauseef
    Muhammad, Nazeer
    Bibi, Nargis
    Shahzad, Imran
    Azmat, Shoaib
    [J]. KSII TRANSACTIONS ON INTERNET AND INFORMATION SYSTEMS, 2017, 11 (12): : 6069 - 6091
  • [9] Research on detection and tracking of player in broadcast sports video
    Wang, Yang
    Han, Yueqiu
    Zhang, Deming
    [J]. International Journal of Multimedia and Ubiquitous Engineering, 2014, 9 (11): : 1 - 10
  • [10] Automatic player position detection in basketball games
    Ivankovic, Zdravko
    Rackovic, Milos
    Ivkovic, Miodrag
    [J]. MULTIMEDIA TOOLS AND APPLICATIONS, 2014, 72 (03) : 2741 - 2767