parameter have been hard-coded (fixed for all con-
texts). Some results are shown in Figure 9. We re-
alized a visual subjective evaluation, comparing the
video generated by our system and a video created by
resizing the original video to the target screen resolu-
tion. The new video is more pleasant to watch and it
is easier to understand what happens in the scene.
However, as we shown on Figure 10, some im-
provements are needed. Indeed, some situations are
not optimal for our algorithm. The first one is when
the ball is alone and no player follows it (the ball
goes in touch for example). In this case, following
the players could be more interesting than following
the ball. But this situation happens rarely and does
not last a long time. The second one is more prob-
lematic, it happens when the ball moves slowly dur-
ing few times and then a player makes suddenly a big
shot. It is difficult with a smooth motion to follow the
ball when its speed changes suddenly. In this case,
several frames are necessary to refocus the zooming
frame on the ball.
8 CONCLUSIONS AND
PERSPECTIVES
This paper presented a general framework to adapt the
size of a sport team video extracted from the TV to a
small device screen. Based on this framework, we
implemented a specific application for soccer game
videos filmed by a multi-ptz camera network. The re-
sults are visually efficient and show the relevancy of
our method. New ways have to be explored in order
to improve our system. First of all, we could take
into account the players and use the results to make a
compromise between zooming on the ball and includ-
ing most of the players in the zooming frame. It also
could be very interesting in a near future to evaluate
the performance of our system with a subjective as-
sessment method proposed by International Telecom-
munication Union (ITU) in the report (ITU-R, 2009).
Such evaluation will allow us to measure the impact
of our system on human perception but also to se-
lect optimal input parameters. To conclude, we are
about to integrate this system in a real-time streaming
server/client architecture based on the one proposed
by (Bomcke and Vleeschouwer, 2009).
ACKNOWLEDGEMENTS
This work has been funded by the Wallon region
in the framework of WALCOMO and 3DMEDIA
projects.
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