Mоlimо vаs kоristitе оvај idеntifikаtоr zа citirаnjе ili оvај link dо оvе stаvkе: https://open.uns.ac.rs/handle/123456789/8460
Nаziv: Automatic player position detection in basketball games
Аutоri: Ivanković, Zdravko
Racković, Miloš 
Ivković, Miodrag 
Dаtum izdаvаnjа: 1-јан-2014
Čаsоpis: Multimedia Tools and Applications
Sažetak: This paper presents us with a framework for the automatic player position detection (APPD) in the game of basketball. Court players are detected in the images broadcasted via television stations. In them, at any point of time, the view is from only one camera. This makes the detection process much more difficult. The player detection is based on the mixture of non-oriented pictorial structures. The detection of body parts is performed by the Support Vector Machine (SVM) algorithm. The results of these detections are combined together with constraints on their locations, which specify the position of one body part with respect to the parent body part. In order to train the whole model, we used a latent form of SVM called the latent SVM (LSVM). Such approach generated the statistical accuracy of about 82 %, which represents one of the best results in basketball player detection framework. Beside players, the algorithm detected a certain number of false positive objects. These are mostly people from the audience and the referees as well. This paper contains a simple and robust solution to remove them all, based on the play court boundaries and the histogram comparison. Separating players in different teams is done by k-means clustering. The inputs to this algorithm are saturation histograms calculated on the jerseys. A spatial transformation is determined by the detected play court boundaries and the actual court measures. Using this transformation, points representing the location of detected players in TV images are mapped to the actual location of players on the court, which was the main goal of our research. The proposed solution is sound and efficient. In addition, it is backed up by the experimental results obtained using the model of the actual footage of basketball games. © 2013 Springer Science+Business Media New York.
URI: https://open.uns.ac.rs/handle/123456789/8460
ISSN: 13807501
DOI: 10.1007/s11042-013-1580-z
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