#EpicPlay: Crowd-sourcing sports video highlights
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 high...
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sg-smu-ink.sis_research-89922023-08-15T01:49:22Z #EpicPlay: Crowd-sourcing sports video highlights TANG, Anthony BORING, Sebastian 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. 2012-05-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/7989 info:doi/10.1145/2207676.2208622 https://ink.library.smu.edu.sg/context/sis_research/article/8992/viewcontent/2207676.2208622.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Broadcast sports Crowd-sourcing Microblogging Sports Twitter Video annotation Video summarization Graphics and Human Computer Interfaces Social Media |
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Broadcast sports Crowd-sourcing Microblogging Sports Video annotation Video summarization Graphics and Human Computer Interfaces Social Media TANG, Anthony BORING, Sebastian #EpicPlay: Crowd-sourcing sports video highlights |
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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. |
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TANG, Anthony BORING, Sebastian |
author_facet |
TANG, Anthony BORING, Sebastian |
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TANG, Anthony |
title |
#EpicPlay: Crowd-sourcing sports video highlights |
title_short |
#EpicPlay: Crowd-sourcing sports video highlights |
title_full |
#EpicPlay: Crowd-sourcing sports video highlights |
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#EpicPlay: Crowd-sourcing sports video highlights |
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#EpicPlay: Crowd-sourcing sports video highlights |
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#epicplay: crowd-sourcing sports video highlights |
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Institutional Knowledge at Singapore Management University |
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2012 |
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https://ink.library.smu.edu.sg/sis_research/7989 https://ink.library.smu.edu.sg/context/sis_research/article/8992/viewcontent/2207676.2208622.pdf |
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