TY - GEN
T1 - #EpicPlay: Crowd-sourcing Sports Video Highlights
AU - Tang, Anthony
AU - Boring, Sebastian
PY - 2012/5/5
Y1 - 2012/5/5
N2 - 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.
AB - 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.
UR - https://curis.ku.dk/portal/en/publications/epicplay-crowdsourcing-sports-video-highlights(ebd6bfa6-21cd-47a1-9a79-94fe563d5aab).html
M3 - Article in proceeding
BT - ACM CHI Conference on Human Factors in Computing Systems
ER -