#EpicPlay: Crowd-sourcing Sports Video Highlights

Research output: Contribution to conferencePaperResearchpeer-review

Standard

#EpicPlay: Crowd-sourcing Sports Video Highlights. / Tang, Anthony; Boring, Sebastian.

2012.

Research output: Contribution to conferencePaperResearchpeer-review

Harvard

Tang, A & Boring, S 2012, '#EpicPlay: Crowd-sourcing Sports Video Highlights'.

APA

Tang, A., & Boring, S. (2012). #EpicPlay: Crowd-sourcing Sports Video Highlights.

Vancouver

Tang A, Boring S. #EpicPlay: Crowd-sourcing Sports Video Highlights. 2012.

Author

Tang, Anthony ; Boring, Sebastian. / #EpicPlay: Crowd-sourcing Sports Video Highlights. 4 p.

Bibtex

@conference{ebd6bfa621cd47a19a7994fe563d5aab,
title = "#EpicPlay: Crowd-sourcing Sports Video Highlights",
abstract = "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.",
author = "Anthony Tang and Sebastian Boring",
year = "2012",
month = may,
day = "5",
language = "English",

}

RIS

TY - CONF

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.

M3 - Paper

ER -

ID: 44310731