Highlights in a sport video are usually referred as actions that stimulate excitement or attract attention of the audience. A big effort is spent in designing techniques which find automatically highlights, in order to automatize the otherwise manual editing process. Most of the state-of-the-art approaches try to solve the problem by training a classifier using the information extracted on the tv-like framing of players playing on the game pitch, learning to detect game actions which are labeled by human observers according to their perception of highlight. Obviously, this is a long and expensive work. In this paper, we reverse the paradigm: instead of looking at the gameplay, inferring what could be exciting for the audience, we directly analyze the audience behavior, which we assume is triggered by events happening during the game. We apply deep 3D Convolutional Neural Network (3D-CNN) to extract visual features from cropped video recordings of the supporters that are attending the event. Outputs of the crops belonging to the same frame are then accumulated to produce a value indicating the Highlight Likelihood (HL) which is then used to discriminate between positive (i.e. when a highlight occurs) and negative samples (i.e. standard play or time-outs). Experimental results on a public dataset of ice-hockey matches demonstrate the effectiveness of our method and promote further research in this new exciting direction.
Rui al @cite_17 presents a method that uses audio signals to build video highlights for baseball games. It analyzes the speech of the match announcer, both audio amplitude and voice tone, to estimate whether the announcer is being excited or not. In addition, the ambient sound from the surrounding environment and the audience are also taken into considerations. Built on this work, Xiong al @cite_13 handpicked the highlight events and analyzed the environment and audience sounds at each of those highlight events. They discovered that there exists a strong correlation between loud and buzzing noise and some major highlight events. This correlation exists in all the three sports being analyzed: baseball, golf, and soccer.
@cite_13 @cite_17
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We have developed a unified framework to extract highlights from three sports - baseball, golf and soccer - by detecting some of the common audio events that are directly indicative of highlights. We used MPEG-7 audio features and entropic prior hidden Markov models (HMM) for feature extraction and classification, respectively, to recognize these common audio events. Together with pre- and post-processing techniques using general sports knowledge, we have been able to generate promising results dealing with an audio track that is dominated by audio mixtures and noisy background. We propose to use a visual object (e.g., the baseball catcher) detection algorithm to find local, semantic objects in video frames in addition to an audio classification algorithm to find semantic audio objects in the audio track for sports highlights extraction. The highlight candidates are then further grouped into finer-resolution highlight segments, using color or motion information. During the grouping phase, many of the false alarms can be correctly identified and eliminated. Our experimental results with baseball, soccer and golf video are promising. In our past work we have used temporal patterns of motion activity to extract sports highlights. We have also used audio classification based approaches to develop a common audio-based platform for feature extraction that works across three different sports. In this paper, we combine the two aforementioned complementary approaches so as to get higher accuracy. We propose a framework for mining the semantic audio-visual labels in order to detect "interesting" events. Our results show that the proposed techniques work well across our three sports of interest, soccer, golf and baseball. Sports highlight generation techniques aim at condensing a full-length video to a significantly shortened version that still preserves the main interesting content of the original video. In this paper, we present the system for automatically generating the highlights from sports TV broadcasts. The proposed system detects exciting clips based on audio features and then classify the individual scenes within the clip into events such as replay, player, referee, spectator, and players gathering. A probabilistic Bayesian belief network based on observed events is used to assign semantic concept-labels to the exciting clips, such as goals, saves, yellow-cards, red-cards, and kicks in soccer video sequences. The labeled clips are selected according to their degree of importance to include in the highlights. We have successfully generated highlights from soccer video sequences. This paper addresses the challenge of automatically extracting the highlights from sports TV broadcasts. In particular, we are interested in finding a generic method of highlights extraction, which does not require the development of models for the events that are thought to be interpreted by the users as highlights. Instead, we search for highlights in those video segments that are expected to excite the users most. It is namely realistic to assume that a highlighting event induces a steady increase in a user's excitement, as compared to other, less interesting events. We mimic the expected variations in a user's excitement by observing the temporal behavior of selected audiovisual low-level features and the editing scheme of a video. Relations between this noncontent information and the evoked excitement are drawn partly from psychophysiological research and partly from analyzing the live-video directing practice. The expected variations in a user's excitement are represented by the excitement time curve, which is, subsequently, filtered in an adaptive way to extract the highlights in the prespecified total length and in view of the preferences regarding the highlights strength: extraction can namely be performed with variable sensitivity to capture few "strong" highlights or more "less strong" ones. We evaluate and discuss the performance of our method on the case study of soccer TV broadcasts. In today's fast-paced world, while the number of channels of television programming available is increasing rapidly, the time available to watch them remains the same or is decreasing. Users desire the capability to watch the programs time-shifted (on-demand) and or to watch just the highlights to save time. In this paper we explore how to provide for the latter capability, that is the ability to extract highlights automatically, so that viewing time can be reduced. We focus on the sport of baseball as our initial target—it is a very popular sport, the whole game is quite long, and the exciting portions are few. We focus on detecting highlights using audio-track features alone without relying on expensive-to-compute video-track features. We use a combination of generic sports features and baseball-specific features to obtain our results, but believe that may other sports offer the same opportunity and that the techniques presented here will apply to those sports. We present details on relative performance of various learning algorithms, and a probabilistic framework for combining multiple sources of information. We present results comparing output of our algorithms against human-selected highlights for a diverse collection of baseball games with very encouraging results. Sports video highlight detection is a popular topic. A multi-layer sport event detection framework is described. In the mid-level of this framework, visual and audio keywords are created from low-level features and the original video is converted into a keyword sequence. In the high-level, the temporal pattern of keyword sequences is analyzed by an HMM classifier. The creation of visual and audio keywords can help to bridge the gap between low-level features and high-level semantics. The use of the HMM classifier can automatically find the temporal change character of the event instead of rule based heuristic modeling to map certain keyword sequences into events. Experiments using our model on soccer games produced some promising results The massive growth of sports videos has resulted in a need for automatic generation of sports highlights that are comparable in quality to the hand-edited highlights produced by broadcasters such as ESPN. Unlike previous works that mostly use audio-visual cues derived from the video, we propose an approach that additionally leverages contextual cues derived from the environment that the game is being played in. The contextual cues provide information about the excitement levels in the game, which can be ranked and selected to automatically produce high-quality basketball highlights. We introduce a new dataset of 25 NCAA games along with their play-by-play stats and the ground-truth excitement data for each basket. We explore the informativeness of five different cues derived from the video and from the environment through user studies. Our experiments show that for our study participants, the highlights produced by our system are comparable to the ones produced by ESPN for the same games. A framework for analyzing baseball videos and generation of game summary is proposed. Due to the well-defined rules of baseball games, the system efficiently detects semantic units by the domain-related knowledge, and therefore, automatically discovers the structure of a baseball game. After extracting the information changes that are caused by some semantic events on the superimposed caption, a rule-based decision tree is applied to detect meaningful events. Only three types of information, including number-of-outs, score, and base occupation status, are taken in the detection process, and thus the framework detects events and produces summarization in an efficient and effective manner. The experimental results show the effectiveness of this framework and some research opportunities about generating semantic-level summary for sports videos. In this paper, we present a novel approach towards customized and automated generation of sports highlights from its extracted events and semantic concepts. A recorded sports video is first divided into slots, based on the game progress and for each slot, an importance-based concept and event-selection is proposed to include those in the highlights. Using our approach, we have successfully extracted highlights from recorded video of cricket match. The thud of a bouncing ball, the onset of speech as lips open -- when visual and audio events occur together, it suggests that there might be a common, underlying event that produced both signals. In this paper, we argue that the visual and audio components of a video signal should be modeled jointly using a fused multisensory representation. We propose to learn such a representation in a self-supervised way, by training a neural network to predict whether video frames and audio are temporally aligned. We use this learned representation for three applications: (a) sound source localization, i.e. visualizing the source of sound in a video; (b) audio-visual action recognition; and (c) on off-screen audio source separation, e.g. removing the off-screen translator's voice from a foreign official's speech. Code, models, and video results are available on our webpage: this http URL The thud of a bouncing ball, the onset of speech as lips open—when visual and audio events occur together, it suggests that there might be a common, underlying event that produced both signals. In this paper, we argue that the visual and audio components of a video signal should be modeled jointly using a fused multisensory representation. We propose to learn such a representation in a self-supervised way, by training a neural network to predict whether video frames and audio are temporally aligned. We use this learned representation for three applications: (a) sound source localization, i.e. visualizing the source of sound in a video; (b) audio-visual action recognition; and (c) on off-screen audio source separation, e.g. removing the off-screen translator’s voice from a foreign official’s speech. Code, models, and video results are available on our webpage: http: andrewowens.com multisensory. We consider the problem of automatic highlight-detection in video game streams. Currently, the vast majority of highlight-detection systems for games are triggered by the occurrence of hard-coded game events (e.g., score change, end-game), while most advanced tools and techniques are based on detection of highlights via visual analysis of game footage. We argue that in the context of game streaming, events that may constitute highlights are not only dependent on game footage, but also on social signals that are conveyed by the streamer during the play session (e.g., when interacting with viewers, or when commenting and reacting to the game). In this light, we present a multi-view unsupervised deep learning methodology for novelty-based highlight detection. The method jointly analyses both game footage and social signals such as the players facial expressions and speech, and shows promising results for generating highlights on streams of popular games such as Player Unknown's Battlegrounds. We present a novel method for generating sports video summary highlights. Specifically, our method localizes semantically important events in sport programs by detecting slow motion replays of these events, and then generates highlights of these events at multiple levels. In our method, a hidden Markov model (HMM) is used to model slow motion replays, and an inference algorithm is introduced which computes the probability of a slow motion replay segment, and localizes the boundaries of the segment as well. An effective new feature is used in our HMM, based on a moving measure of the number of zero-crossings and the amplitudes of variations over time of video field differences. Furthermore, the method is capable of filtering out slow motion play segments in commercials. As compared with existing methods for video event detection, our method is more generic (ie, domain independent), and has the ability to capture inherently important events. During a live sports event, many sports fans use social media as a part of their viewing experience, reporting on their thoughts on the event as it unfolds. In this work, we use this information stream to semantically annotate live broadcast sports games, using these annotations to select video highlights from the game. We demonstrate that this approach can be used to select highlights specific for fans of each team, and that these clips reflect the emotions of a fan during a game. Further, we describe how these clips differ from those seen on nightly sportscasts. Highlight summarization technology has been studied widely in sports video analysis. In this paper, we propose a highlight summarization system based on replays. First the replay clips in the sports video are extracted as the highlight candidates. Then the features including audio energy and motion activity are employed to rank the arousal level of the replay clips. Finally we model the highlight with the arousal rank to generate summarization. The contribution of this paper concentrates on two aspects. Firstly, Event-Replay (ER) structure is proposed and some new features are employed to represent the arousal levels of ER for general sports video. Secondly a novel highlight model is proposed considering the inter-relation of ERs. The experiments evaluate the rationality of the system. Microblogging as a new form of communication on Internet, has attracted the attention from researchers recently. Relying the real-time and conversational properties of microblogging, its users update their statuses and share experience within their the social network. Those characteristics also make microblogging an important tool for users to share or discuss real world events such as earth quake or sport game. In this paper, we propose a novel and flexible solution to detect and recognize real-time events from sport games based on analyzing the messages posted on microblogging services. We take Twitter as the experiment platform and collect a large-scale dataset of Twitter messages that are called tweets for 18 prominent sport games covering four types of sports in 2011. We also collect corresponding sport videos for those games. The proposed solution applies moving-threshold burst detection on the volume of tweets to detect highlights in sport games. A tf-idf-based weighting method is applied on the tweets within detected highlights for semantic extraction. According to the experiments we perform on the tweet and video datasets, we find that the proposed methods can achieve competent performance in sport event detection and recognition. Besides, our method can find non pre-defined tidbits that are difficult to detect in previous works. In this paper we examine the effectiveness of using a filtered stream of tweets from Twitter to automatically identify events of interest within the video of live sports transmissions. We show that using just the volume of tweets generated at any moment of a game actually provides a very accurate means of event detection, as well as an automatic method for tagging events with representative words from the tweet stream. We compare this method with an alternative approach that uses complex audio-visual content analysis of the video, showing that it provides near-equivalent accuracy for major event detection at a fraction of the computational cost. Using community tweets and discussion also provides a sense of what the audience themselves found to be the talking points of a video. Summarization is an essential requirement for achieving a more compact and interesting representation of sports video contents. We propose a framework that integrates highlights into play segments and reveal why we should still retain breaks. Experimental results show that fast detections of whistle sounds, crowd excitement, and text boxes can complement existing techniques for play-breaks and highlights localization. Abstract The world of sports intrinsically involves fast and accurate motion that is not only challenging for competitors to master, but can be difficult for coaches and trainers to analyze, and for audiences to follow. The nature of most sports means that monitoring by the use of sensors or other devices fixed to players or equipment is generally not possible. This provides a rich set of opportunities for the application of computer vision techniques to help the competitors, coaches and audience. This paper discusses a selection of current commercial applications that use computer vision for sports analysis, and highlights some of the topics that are currently being addressed in the research community. A summary of on-line datasets to support research in this area is included.