Situation Modeling and Visual Analytics for Decision Support in Sports
Anders Dahlbom and Maria Riveiro
Informatics Research Centre, University of Sk¨ovde, P.O. Box 408, SE-541 28 Sk¨ovde, Sweden
Keywords:
Sports, Decision Support, Situation Modeling, Visual Analytics, Information Fusion.
Abstract:
High performance is a goal in most sporting activities, for elite athletes as well as for recreational practitioners,
and the process of measuring, evaluating and improving performance is one fundamental aspect to why people
engage in sports. This is a complex process which possibly involves analyzing large amounts of heterogeneous
data in order to apply actions that change important properties for improved outcome. The number of computer
based decision support systems in the context of data analysis for performance improvement is scarce. In
this position paper we briefly review the literature, and we propose the use of information fusion, situation
modeling and visual analytics as suitable tools for supporting decision makers, ranging from recreational to
elite, in the process of performance evaluation.
1 INTRODUCTION
Sports have in various forms engaged people through-
out history. In its essence, sports is about objectively
determining a winner in some sporting event using
measures such as time, length, height and score. The
goal and motivation for an athlete is thus to achieve
high performance with respect to these measures, in
order to perform better than the opponents. The sub-
jective experience of carrying out sports is however
also of high importance in order to keep athletes, and
recreational practitioners, motivated and engaged.
The development of sports technology has histor-
ically been driven by research in e.g. biomechanics
and physiology aimed at improving the performance
of elite athletes. This involves efforts with respect to
e.g. physiological performance, technical skill, car-
diovascular capacity, muscle strength, tactical deci-
sion making and mental focus. To this end, many
tools and systems have been developed, e.g. video
analysis and motion capture technologies, heart rate
monitors, and systems for monitoring oxygen uptake.
However, only a few of these systems are mobile and
usable outdoors. Moreover, the interest in sports is
also high among novice from recreational and health
perspectives, and many of the traditional systems are
generally not accessible from these perspectives.
Technology and tools related to sports, recre-
ational activities and healthcare represent rapidly
growing areas. There are many applications for
smartphones, e.g. Runkeeper, Nike+, as well as
equipment such as sports watches with GPS and heart
rate monitors. These tools are used by numerous prac-
titioners around the world and are often connected to
social media. Although there is great potential for
data analysis and decision support, there seems to be
a lack of tools which includes advanced data analy-
sis capabilities, for supporting performance evalua-
tion, for both elite and recreational activities. There
is a need for rich models that can be personalized and
used for aiding performance improvement.
We believe that techniques used in information fu-
sion, situation modeling and visual analytics can be
used as a suitable foundation for constructing deci-
sion support tools for (1) capturing the complete per-
formance evaluation process, (2) understanding, con-
structing and maintaining the underlying models and
(3) for interpreting and understanding data and infor-
mation. In itself, interaction with models and e.g. vir-
tual coaching may also lead to enhanced experience.
The rest of this position paper is organized as fol-
lows. Section 2 briefly reviews literature regarding
the analysis of sports data. Section 3 presents and
motivates our future research path towards decision
support within sports. Finally, section 4 discusses the
this path and outlines our future work.
2 SPORTS AND IT
Although computer science and sports havemore than
50 years together, initially focusing on sports infor-
539
Dahlbom A. and Riveiro M..
Situation Modeling and Visual Analytics for Decision Support in Sports.
DOI: 10.5220/0004973105390544
In Proceedings of the 16th International Conference on Enterprise Information Systems (ICEIS-2014), pages 539-544
ISBN: 978-989-758-027-7
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
mation (documentation) and later on sports informat-
ics (processing), it was not until a few decades ago
that computer science emerged as an important inter-
disciplinary partner to sports science (Baca, 2006).
(Perl, 2006) observes a change about 20 years ago,
where the spectrum of computer science in sports
changed. Perl attributes this change to advances
in computer science coupled to hardware, software,
communication and multimedia. Baca also roughly
identifies these four aspects as the main areas of re-
search related to computer science in sports: (1) data
acquisition, processing and analysis, (2) modeling
and simulation, (3) data bases and expert systems, and
(4) multimedia, presentation and virtual reality. From
a data analysis perspective, we distinguish four dif-
ferent themes in the following: (1) classification and
prediction, (2), event and activity detection in sports
video data (3) collection and fusion of sensor data,
and (4) performance improvement guidance.
2.1 Classification and Prediction
Offline classification and prediction can typically be
approached using two perspectives: data-driven and
knowledge-driven. The former approach is closely
tied to data mining and machine learning, where tech-
niques such as artificial neural networks and decision
trees are constructed from historical data and then
used as models for classifying new data samples. The
latter approach is coupled with knowledge engineer-
ing and expert systems, where models are created by
eliciting knowledge from experts.
Within sports, e.g. artificial neural networks have
been applied to the talent identification problem in
team sports, where the aim is to identify promising
players/athletes that can be drafted for a team (Mc-
Cullagh, 2010). In the study, a number of parameters,
e.g. physiological, medical, psychological and an-
thropometric, are used to classify and predict promis-
ing talents within the Australian football league. Ex-
pert systems have also been applied on the problem
of identifying potential sport talents. For example,
(Papi´c et al., 2011) have used a fuzzy logic approach
to identify potential talent among children with re-
spect to e.g. basketball, gymnastics, swimming, and
tennis, based on knowledge from kinesiology experts
such as functional, motorical and morphological fea-
tures.
Machine learning learning techniques have also
been applied for predicting the performance of indi-
vidual athletes using e.g. artificial neural networks
for predicting performance in swimming (Edelmann-
Nusser et al., 2002), C4.5, na¨ıve Bayes and ran-
dom forests for predicting skill in table tennis (Maeda
et al., 2012), and artificial neural networks and sup-
port vector machines for classifying subjects in run-
ning/walking (Fischer et al., 2011). Moreover, pre-
dictive modeling has also been applied in team sports,
e.g. (O’Donoghue, 2012) uses multiple linear regres-
sion for predicting the outcome of rugby matches.
2.2 Event and Activity Detection
Event and activity detection in sports video data is an-
other area which has received much focus, where a
common theme is discovery and recognition of pat-
terns. Much work has been carried out coupled to
the analysis and identification of distinct events in
sports video data, e.g. the use of dynamic Bayesian
networks for play-break detection in soccer games
(Wang et al., 2005) and the use of tracking techniques
and semantic extraction for editorial content creation
(Xu et al., 2009). These have the common theme of
supporting media creation. Similar techniques have
however also been used for supporting coaches dur-
ing actual events, e.g. the use of probabilistic tech-
niques for capturing the key notions of games (Beetz
et al., 2009), and the use of simple statistical measures
on time-series data for analyzing player performance
in team sports to detect key turning points in player
performance (L¨uhr and Lazarescu, 2007).
2.3 Sensor Fusion
Sensor fusion and collection is another interesting
application of computer science in sports. This
is closely connected to information fusion and the
combination of data and information from multi-
ple sources for improved estimation and prediction.
(Flanagan, 2009) states that a significant challenge for
e.g. coaches working with alpine skiing is to accu-
rately detect speed and trajectory of athletes through-
out courses during training and competition. Re-
cently, fusion and technologies such as GPS, inertial
sensors, high-speed cameras and fusion have been ap-
plied to this task. (Brodie et al., 2008) investigates a
fusion motion capture system for optimizing ski rac-
ing, where information from individual runs is fused
and collected and used for e.g. post action analy-
sis. Brodie et al. argue that the usage of such fusion
systems is more suitable than classical optical sys-
tems which are limited to analyzing portions of indi-
vidual runs, compared with analyzing complete runs.
(Kruger and Edelmann-Nusser, 2010) compares a full
body inertial system with optical video based systems
and concludes that full-body inertial systems are ben-
eficial since they are not restricted to analyzing ac-
tions within specific volumes. Besides winter sports,
ICEIS2014-16thInternationalConferenceonEnterpriseInformationSystems
540
wearable systems have also been investigated in con-
nection to running (Cheng et al., 2010). Similarly,
advantages include easy deployment and the possi-
bility of collecting data from multiple runs and over
long distances, compared to classical optical based
systems which are more difficult to deploy and which
have limited viewing volumes.
2.4 Performance Improvement
Performance improvement is perhaps the least inves-
tigated area of computer science within sports. Al-
ready in 2006, Bartlett argued for the potential of us-
ing expert systems and machine learning techniques
in sports biomechanics analysis for improvement of
performance. (Bartlett, 2006) however concluded that
the uses so far were few. (Owusu, 2007) presents
a general model, recognize - critique - recommend,
which can be used for performance improvement in
sports. Owusu discusses the use of neural networks
and expert systems for recognition and critique, but
concludes that very little has been investigated on
these topics and especially on the final step of pro-
viding recommendations for improving performance.
With the recent wide spread use of mobile plat-
forms, excellent opportunities for feedback arise,
which can be closely connected to individual train-
ing sessions. (Kranz et al., 2013) investigates the
use of smart phones for automatic recognition, as-
sessment and feedback during indoor exercises. (No-
vatchkov et al., 2011) presents a framework for mo-
bile coaching based on a client-server architecture,
where coaches in near real-time can analyze data col-
lected from athletes offsite and still be able to provide
feedback. Similarly, (Tampier et al., 2012) also in-
vestigates a framework based on the client-server ar-
chitecture for providing marathon runners with feed-
back within the context of mobile coaching. Tampier
et al. however also investigates the use of a simple
model to simulate load and performance, which can
be used for automatic feedback to e.g. avoid overload
and underperformance. Moreover, the potential ben-
efits of real-time feedback is highlighted by (Kirby,
2009), who argues that an athlete that receives online
feedback can make immediate corrections, compared
to post-action review with corrections applied at the
next training session.
3 MODELING AND SUPPORT
As pointed out earlier, measuring and improving per-
formance, and enhancing experience, are two fun-
damental concept related to why people engage in
sports. Measuring and improving performance, also
referred to as performance evaluation, is an essen-
tial part of sports and it is concerned with domain
modeling and evaluation with respect to such mod-
els (Owusu, 2007). Owusu suggests the process of
recognize, critique and recommend, separating the
linear process of performance evaluation from the
specific domain dependent model. The recognize
step involves identifying the particulars of the ac-
tions that are carried out, the critique, or diagnosis,
step aims at identifying faults with respect to ex-
pected or optimal performance, and the recommend
step involves suggesting actions for improving per-
formance. With respect to automation and decision
support, a fair amount of work has been carried out
related to the critique step, while work on recognition
so far mainly has focused on low-level recognition
(data level), leaving high-level recognition largely un-
explored. Moreover, work on the recommend step is
also unexplored within the sports domain. Although
work has been carried out on each of these steps, in-
dividually, there is a general lack of work on automa-
tion and decision support that captures the complete
process of performance evaluation (Owusu, 2007).
3.1 Information Fusion
Techniques for data and information fusion (IF) have
been identied as key enablers for providing decision
support when large amounts of heterogeneous data
need to be analyzed (Liggins et al., 2009). In IF,
functions for building and using models and analyz-
ing data are typically separated into six levels (Lig-
gins et al., 2009): (level 0) feature assessment (esti-
mating and predicting feature states), (level 1) object
assessment (fusing sensor data to obtain accurate es-
timations of an entities attributes), (level 2) situation
assessment (estimating entity-to-entity and entity-to-
environment relations), (level 3) impact assessment
(estimating utility/cost of feature, object, or situation
states, including future effects of planned or predicted
actions), (level 4) process refinement (meta-processes
concerned with monitoring and optimizing the over-
all fusion process) and (level 5) cognitive renement
(cognitive aids and human computer interaction).
This conceptual division of a complex fusion pro-
cess in low and high level functions matches the tasks
that need to be resolved to design and build computer
based systems that provide performance evaluation
support. For example, in a running context techniques
used in level 0 and 1 are needed to establish biomet-
ric attributes and tracking objects, while the relation
of these objects to the environment (e.g. terrain char-
acteristics and weather) or to other objects is a situ-
SituationModelingandVisualAnalyticsforDecisionSupportinSports
541
ation assessment problem. The inferences done for
establishing the consequences or effects of certain ac-
tions, e.g. increasing the rhythm, are based on the ap-
plication of impact assessment techniques, while pro-
cess refinement involves multi-objective optimization
methods that monitor the overall performance.
IF provides a unifying framework that can be used
for approaching the issues involved in constructing
models of performance for athletes and recreational
practitioners. The framework, as well as IF meth-
ods and techniques have been successfully applied in
many different areas, such as military command and
control, computer security, transportation, etc. How-
ever, they have not been used extensively in the area
of sports and performance evaluation.
3.2 Situation Modeling
The domain specific models employed in perfor-
mance evaluation should capture relations between
situations and performance, or more specifically, be-
tween situation types and performance, where situa-
tions are instances of situation types. Depending on
the level of abstraction, e.g. from technique to tactic,
situations and situation types may be represented us-
ing feature state, object state or distinct actions/tasks
that were carried out. To provide rich support, the
models should preferably surpass the use of simple
and individual measures (e.g. positions, directions,
speeds at individual points in time) to instead model
more complex behaviors and causal relations that can
be used for increasing performance. They may also
require the combination of data not only from indi-
vidual athletes, but also from the environment and
from other athletes. This would address the need for
new methods and tools that reflect the complexity and
holistic nature of performance in sport identified by
(Balagu´e and Torrents, 2005).
Models of situations and situation types can be
built using both knowledge- and data-driven ap-
proaches. Optimally, these approaches are combined
in such a way that domain knowledge is used to cre-
ate a priori models which can be refined in relation to
analyzes of available data. The reverse is also possi-
ble, discovering novel information in data, which can
be exploited or refined by experts. A hybrid approach
would combine the strengths of information fusion,
data mining and knowledge engineering, and promote
the use of models and systems that can be adapted.
In order to cover all three steps of the performance
evaluation process, from mapping the present situa-
tion to its type, to suggesting corrections for reach-
ing situations that are instances of optimal situation
types, it is important that distinct pairs of situation
types/performance are related to each other. It is not
enough to only be able to classify situations (e.g.
novices and experts), but also to understand which
parameters to influence in order to change behavior
(improving performance). It is also important that the
models allow for prediction of future outcomes based
on the current state and future actions. Ideally, the
models should, when possible, be used in real-time
by athletes, who would experience adequate feedback
about how to change the current behavior. This puts
the research at the state of the art:
A well-known problem and most popular in
training preparation is finding an accurate
stimulus in an appropriate time for each ath-
lete. In efficiency sports solving this problem
is the key to success. [...] It is almost im-
possible to find studies that combine computer
science and pin point this topic. [...] Unfor-
tunately none of [the suggested approaches]
works, and even try to adopt machine learn-
ing algorithms to support trainers decisions.
(Mezyk and Unold, 2010, p. 1499)
3.3 Visual Analytics
In order to provide interactive, personalized and im-
mersive interfaces to deal with both data and models,
visual analytics can be used as a design framework.
Visual analytics (VA) is defined as analytical reason-
ing supported by highly interactive visual interfaces
(Thomas and Cook, 2005) and it strives to facilitate
the analytical reasoning process by creating software
that maximizes the human capacity to perceive, un-
derstand, and learn from large, complex and dynamic
data and situations.
VA advocates not only for an interactive presen-
tation of data and outcomes, but also for the design
of transparent user modeling and adaptation modules
guided by the user, in our case, coaches and experts.
Thus, future virtual coaching software can reach the
flexibility that (Owusu, 2007) claims necessary in this
domain. VA also provides techniques that support in-
teractive and user-friendly environments that present
relevant information such as summaries, actionable
steps, performance enhancement processes, statistics
about outcomes, etc.; allowing engaging experiences
that leads to more active participation by the users.
An example of an interactive visual analytics frame-
work for the analysis of sport data is presented by
(Chung et al., 2013). This application sorts events
from rugby match videos and supports the incorpora-
tion of domain knowledge.
ICEIS2014-16thInternationalConferenceonEnterpriseInformationSystems
542
3.4 A Combined View
In this position paper, we argue that situation model-
ing and visual analytics should be used when design-
ing decision support applications, since together,they
can capture the whole performance evaluation pro-
cess, they can build and maintain underlaying behav-
ioral models, and they support comprehensibility, in-
terpretations and interaction with users.
Figure 1 presents an illustration of how visual an-
alytics and situation modeling can be combined for
providing decision support in the performance eval-
uation process. The users depicted in the model
(coaches, athletes, recreational practitioners) assess
and modify the data, models and goals through an
interactive visual interface. This also includes and
combines the knowledge discovery and knowledge
engineering processes. On the left, the characteriza-
tion of the performance evaluation process outlined
by (Owusu, 2007) uses the data, the models and the
goals as input for providing recommendations. We
have omitted the distinct information fusion levels in
the model to not obscure the view. If included they
would be mapped onto the left and center, i.e. directly
onto the performance evaluation process (including
the data, domain specific models and goals). Simi-
larly, knowledge engineering and data mining would
be mapped onto the right and center of the model.
Performance evaluaon
VA
SM
Data
Model(s)
Goals
HCI
Crique
Recommend
Recognize
feedback
Figure 1: A combined view of situation modeling and visual
analytics for performance evaluation.
The model (figure 1) can be used in a forensic
fashion, to identify relations between different factors
and the outcome, for increased performance of indi-
vidual athletes. It can also be used in real-time for
comparing the present behavior of individual athletes
with patterns of other athletes, or with some optimum
behavior, in order to directly give correctional feed-
back. Finally, the model could also be used for ana-
lyzing future impacts of the present behavior (e.g., for
predicting the outcome of different actions).
As an example, an application using the frame-
work described in figure 1 in the area of running
would allow individual users to analyze their own
behavior to e.g. identify causal relations connected
to their performance. It would also allow individual
users to compare their own behavior and performance
to that of others. Moreover, it would be possible to
provide recommendations based not only on the indi-
vidual model, but also based on the models of others.
4 DISCUSSION
Modern technical solutions make it possible to equip
people and objects in the environment with sensors
that can transmit data to the cloud. This allows for
large amounts of data to be collected, which could be
used in forming a large number of e-services. More-
over, data can be also be shared between devices and
between services, as well as be connected to social
media enabling for individuals to share data, mod-
els and experiences. By exploiting modern infras-
tructure, more extensive analyzes and decision sup-
port (including immersive visualizations and feed-
back mechanisms) can be provided directly through
mobiles devices, e.g. smart phones. The opportuni-
ties for providing both elite athletes as well as recre-
ational practitioners with advanced support, e.g. feed-
back on physiology, technique, tactic and strategy, are
enormous and also provide many research challenges.
In this position paper we have briefly reviewed the
present situation with respect to data analysis and per-
formance evaluation in sports. We have outlined how
future computer based decision support systems can
be built using information fusion, situation modeling
and visual analytics. Although the model presented in
this paper (figure 1) is general in its nature and nec-
essarily needs to be specialized for individual sports
(e.g. identifying and mapping features, objects, re-
lations, measures, feedback and goals), it highlights
some key components, and their relations, that are im-
portant for constructing decision support tools for per-
formance evaluation. Furthermore, the model stresses
the importance of including the user in the many pro-
cesses related to performance evaluation. Our present
work focuses on investigating these concepts in the
area of golf and one of our goals is to investigate the
suggested model for providing decision support. Our
long-term goals is to carry out investigations related
to other sports, as well as in other domains.
ACKNOWLEDGMENTS
We are grateful to the Swedish Winter Sports Re-
search Centre for partly supporting this work.
SituationModelingandVisualAnalyticsforDecisionSupportinSports
543
REFERENCES
Baca, A. (2006). Computer science in sport: An overview
of history, present fields and future applications (part
i). Int. J. of Computer Science in Sport, 4(1):25–34.
Balagu´e, N. and Torrents, C. (2005). Thinking before com-
puting: changing approaches in sports performance.
Int. J. of Computer Science in Sport, 4(2):5–13.
Bartlett, R. (2006). Artificial intelligence in sports biome-
chanics: New dawn of false hope? J. of Sports Science
and Medicine, 5:474–479.
Beetz, M., von Hoyningen-Huene, N., Kirchlechner, B.,
Gedikli, S., Siles, F., Durus, M., and Lames, M.
(2009). Aspogamo: Automated sports games analysis
models. Int. J. of Computer Science in Sport, 8(1):4–
21.
Brodie, M., Walmsley, A., and Page, W. (2008). Fusion mo-
tion capture: a prototype system using inertial mea-
surement units and gps for the biomechanical analysis
of ski racing. Sports Technology, 1(1):17–28.
Cheng, L., Kuntze, G., Tan, H., Nguyen, D., Roskilly, K.,
Lowe, J., Bezodis, I., N., Austin, T., Hailes, S., Ker-
win, D., G., Wilson, A., and Kalra, D. (2010). Practi-
cal sensing for sprint parameter monitoring. In Proc.
of the 7th Annual IEEE Comm. Society Conf. on Sen-
sor Mesh and Ad Hoc Communications and Networks.
Chung, D. H. S., Legg, P. A., Parry, M. L., Griffiths, I. W.,
Bown, R., Laramee, R. S., and Chen, M. (2013). Vi-
sual analytics for multivariate sorting of sport event
data. In The 1st Workshop on Sports Data Visualiza-
tion, IEEE VIS 2013, Atlanda, Georgia.
Edelmann-Nusser, J., Hohmann, A., and Henneberg, B.
(2002). Modeling and prediction of competitive per-
formance in swimming upon neural networks. Euro-
pean J. of Sport Science, 2(2):1–10.
Fischer, A., Do, M., Stein, T., Asfour, T., Dillman, R.,
and Schwameder, H. (2011). Recognition of individ-
ual kinematic patterns during walking and running - a
comparison of artificial neural networks and support
vector machines. Int. J. of Computer Science in Sport,
10(1):63–67.
Flanagan, T. (2009). Alpine skiing technology: faster,
higher, stronger. Sports Technology, 2(1-2):5–6.
Kirby, R. (2009). Development of a real-time performance
measurement and feedback system for alpine skiers.
Sports Technology, 2(1-2):43–52.
Kranz, M., M¨oller, A., Hammerla, N., Diewald, S., Pl¨otz,
T., Olivier, P., and Roalter, L. (2013). The mobile fit-
ness coach: Towards individualized skill assessment
using personalized mobile devices. Pervasive and Mo-
bile Computing, 9(2):203–215.
Kruger, A. and Edelmann-Nusser, J. (2010). Application
of a full body inertial measurement system in alpine
skiing: A comparison with an optical video based sys-
tem. J. of Applied Biomechanics, 26:516–521.
Liggins, M., Hall, D., and Llinas, J., editors (2009). Hand-
book of Multisensor Data Fusion: Theory and Prac-
tice. CRC Press.
L¨uhr, S. and Lazarescu, M. (2007). A visual data analy-
sis tool for sport player performance benchmarking,
comparison and change detection. In Proc. of the 19th
IEEE Int. Conf. on Tools with Artificial Intelligence.
Maeda, T., Fujii, M., and Hayashi, I. (2012). Time series
data analysis for sport skill. In Proc. of the 12th Int.
Conf. on Intelligent Systems Design and Applications,
pages 392–397.
McCullagh, J. (2010). Data mining in sport: A neural net-
work approach. Int. J. of Sports Science and Engi-
neering, 4(3):131–138.
Mezyk, E. and Unold, O. (2010). Machine learning ap-
proach to model sport training. Computers in Human
Behavior, 27:1499–1506.
Novatchkov, H., Bichler, S., Tampier, M., and Kornfeind,
P. (2011). Real-time training and coaching methods
based on ubiquitous technologies - an illustration of a
mobile coaching framework. Int. J. of Computer Sci-
ence in Sport, 10(1):36–50.
O’Donoghue, P. (2012). The assumptions strike back! a
comparison of prediction models for the 2011 rugby
world cup. Int. J. of Computer Science in Sport,
11(2):29–40.
Owusu, G. (2007). Ai and computer-based methods in per-
formance evaluation of sporting feats: an overview.
Artificial Intelligence Review, 27(1):57–70.
Papi´c, V., Rogulj, N., and Plstina, V. (2011). Expert sys-
tems for identification of sport talents: Idea, imple-
mentation and results. In Vizureanu, editor, Expert
Systems for Human, Materials and Automation, pages
3–16. InTech.
Perl, J. (2006). A computer science in sport: An overview
of present fields and future applications (part ii). Int.
J. of Computer Science in Sport, 4(1):36–45.
Tampier, M., Endler, S., Novatchkov, H., Baca, A., and
Perl, J. (2012). Development of an intelligent real-
time feedback system. Int. J. of Computer Science in
Sport, 11(3):58–64.
Thomas, J. J. and Cook, K. A. (2005). Illuminating the
Path: The Research and Development Agenda for Vi-
sual Analytics. National Visualization and Analytics
Ctr.
Wang, F., Ma, Y.-F., Zhang, H.-J., and Li, J.-T. (2005). A
generic framework for semantic sports video analysis
using dynamic bayesian networks. In Proc. of the 11th
Int. Multimedia Modelling Conf., pages 115–122.
Xu, C., Cheng, J., Zhang, Y., Zhang, Y., and Lu, H. (2009).
Sports video analysis: Semantics extraction, editorial
content creation and adaptation. J. of Multimedia,
4(2):69–79.
ICEIS2014-16thInternationalConferenceonEnterpriseInformationSystems
544