English movie works have a unique style.From the newly released"Number One Player",The research problem is mainly to discover the dramatic narrative style and the characteristics of virtuality.
Football is one of the most-watched sports,but analyzing players’per-formance is currently difficult and labor intensive.Performance analysis is done manually,which means that someone must watch video recordings and ...Football is one of the most-watched sports,but analyzing players’per-formance is currently difficult and labor intensive.Performance analysis is done manually,which means that someone must watch video recordings and then log each player’s performance.This includes the number of passes and shots taken by each player,the location of the action,and whether or not the play had a successful outcome.Due to the time-consuming nature of manual analyses,interest in automatic analysis tools is high despite the many interdependent phases involved,such as pitch segmentation,player and ball detection,assigning players to their teams,identifying individual players,activity recognition,etc.This paper proposes a system for developing an automatic video analysis tool for sports.The proposed system is the first to integrate multiple phases,such as segmenting the field,detecting the players and the ball,assigning players to their teams,and iden-tifying players’jersey numbers.In team assignment,this research employed unsu-pervised learning based on convolutional autoencoders(CAEs)to learn discriminative latent representations and minimize the latent embedding distance between the players on the same team while simultaneously maximizing the dis-tance between those on opposing teams.This paper also created a highly accurate approach for the real-time detection of the ball.Furthermore,it also addressed the lack of jersey number datasets by creating a new dataset with more than 6,500 images for numbers ranging from 0 to 99.Since achieving a high perfor-mance in deep learning requires a large training set,and the collected dataset was not enough,this research utilized transfer learning(TL)to first pretrain the jersey number detection model on another large dataset and then fine-tune it on the target dataset to increase the accuracy.To test the proposed system,this paper presents a comprehensive evaluation of its individual stages as well as of the sys-tem as a whole.展开更多
In an attempt to reveal the characteristics of the boundary age of each training stage and the number of years for the total training process and each stage,the basic circumstances of the whole triningprocess of 379 C...In an attempt to reveal the characteristics of the boundary age of each training stage and the number of years for the total training process and each stage,the basic circumstances of the whole triningprocess of 379 Chinese p1ayers participating in the 23rd and the 24th Olympic Games were investigated. The results indicated that the total training years for Chinese Olympic players generally ranged from 7 to 14, obviously characterized by group event and specific event. The fuzzy ratio of the number of years of various training stages was 3: 4: 3 and the boundary age of training stages was lower for the event of gymnastics, diving and swimming, and higher for the event of shooting and cyclin.The boundary age model and fuzzy number of years for each training stage presented in this study may provide an effective, objective criteria for analysing the time characteristics of the selection, training and management of the Olympic players.展开更多
A single-server queueing system with preemptive access is considered.Each customer has one attempt to enter the system at its working interval[0,T].As soon as the customer request enters the system,the server immediat...A single-server queueing system with preemptive access is considered.Each customer has one attempt to enter the system at its working interval[0,T].As soon as the customer request enters the system,the server immediately starts the service.But when the next request arrives in the system,the previous one leaves the system even he has not finished his service yet.We study a non-cooperative game in which the customers wish to maximize their probability of obtaining service within a certain period of time.We characterize the Nash equilibrium and the price of anarchy,which is defined as the ratio between the optimal and equilibrium social utility.Two models are considered.In the first model the number of players is fixed,while in the second it is random and obeys the Poisson distribution.We demonstrate that there exists a unique symmetric equilibrium for both models.Finally,we calculate the price of anarchy for both models and show that the price of anarchy is not monotone with respect to the number of customers.展开更多
文摘English movie works have a unique style.From the newly released"Number One Player",The research problem is mainly to discover the dramatic narrative style and the characteristics of virtuality.
文摘Football is one of the most-watched sports,but analyzing players’per-formance is currently difficult and labor intensive.Performance analysis is done manually,which means that someone must watch video recordings and then log each player’s performance.This includes the number of passes and shots taken by each player,the location of the action,and whether or not the play had a successful outcome.Due to the time-consuming nature of manual analyses,interest in automatic analysis tools is high despite the many interdependent phases involved,such as pitch segmentation,player and ball detection,assigning players to their teams,identifying individual players,activity recognition,etc.This paper proposes a system for developing an automatic video analysis tool for sports.The proposed system is the first to integrate multiple phases,such as segmenting the field,detecting the players and the ball,assigning players to their teams,and iden-tifying players’jersey numbers.In team assignment,this research employed unsu-pervised learning based on convolutional autoencoders(CAEs)to learn discriminative latent representations and minimize the latent embedding distance between the players on the same team while simultaneously maximizing the dis-tance between those on opposing teams.This paper also created a highly accurate approach for the real-time detection of the ball.Furthermore,it also addressed the lack of jersey number datasets by creating a new dataset with more than 6,500 images for numbers ranging from 0 to 99.Since achieving a high perfor-mance in deep learning requires a large training set,and the collected dataset was not enough,this research utilized transfer learning(TL)to first pretrain the jersey number detection model on another large dataset and then fine-tune it on the target dataset to increase the accuracy.To test the proposed system,this paper presents a comprehensive evaluation of its individual stages as well as of the sys-tem as a whole.
文摘In an attempt to reveal the characteristics of the boundary age of each training stage and the number of years for the total training process and each stage,the basic circumstances of the whole triningprocess of 379 Chinese p1ayers participating in the 23rd and the 24th Olympic Games were investigated. The results indicated that the total training years for Chinese Olympic players generally ranged from 7 to 14, obviously characterized by group event and specific event. The fuzzy ratio of the number of years of various training stages was 3: 4: 3 and the boundary age of training stages was lower for the event of gymnastics, diving and swimming, and higher for the event of shooting and cyclin.The boundary age model and fuzzy number of years for each training stage presented in this study may provide an effective, objective criteria for analysing the time characteristics of the selection, training and management of the Olympic players.
基金supported by the Russian Science Foundation(No.22-11-20015,https://rscf.ru/project/22-11-20015/)jointly with support of the authorities of the Republic of Karelia with funding from the Venture Investment Foundation of the Republic of Karelia.Also the research was supported by the National Natural Science Foundation of China(No.72171126).
文摘A single-server queueing system with preemptive access is considered.Each customer has one attempt to enter the system at its working interval[0,T].As soon as the customer request enters the system,the server immediately starts the service.But when the next request arrives in the system,the previous one leaves the system even he has not finished his service yet.We study a non-cooperative game in which the customers wish to maximize their probability of obtaining service within a certain period of time.We characterize the Nash equilibrium and the price of anarchy,which is defined as the ratio between the optimal and equilibrium social utility.Two models are considered.In the first model the number of players is fixed,while in the second it is random and obeys the Poisson distribution.We demonstrate that there exists a unique symmetric equilibrium for both models.Finally,we calculate the price of anarchy for both models and show that the price of anarchy is not monotone with respect to the number of customers.