GB2233241A - Spot-the-ball games - Google Patents

Spot-the-ball games Download PDF

Info

Publication number
GB2233241A
GB2233241A GB8914262A GB8914262A GB2233241A GB 2233241 A GB2233241 A GB 2233241A GB 8914262 A GB8914262 A GB 8914262A GB 8914262 A GB8914262 A GB 8914262A GB 2233241 A GB2233241 A GB 2233241A
Authority
GB
United Kingdom
Prior art keywords
image
computer
images
eliminated
sequence
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
GB8914262A
Other versions
GB8914262D0 (en
Inventor
Anthony Fenwick-Wilson
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to GB8914262A priority Critical patent/GB2233241A/en
Publication of GB8914262D0 publication Critical patent/GB8914262D0/en
Publication of GB2233241A publication Critical patent/GB2233241A/en
Withdrawn legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • A63F13/655Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/38Ball games; Shooting apparatus
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6684Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dynamically adapting its position to keep a game object in its viewing frustrum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Image Processing (AREA)
  • Processing Or Creating Images (AREA)
  • Studio Circuits (AREA)

Abstract

A method of producing an image for a spot-the-ball competition comprises storing a sequence of images in digital form on computer. The ball is identified on a selected image and an image from the sequence before or after the selected image in which the ball is not at the same location is used to create a new image in which the portion of the image where the ball is located is replaced by a corresponding portion from the other image. The computer stores the coordinates of the missing ball. A grid is then superimposed on the image by generating a pseudo-random number and locating a numbered grid over the image so that the square corresponding to the random number lies over the missing ball. <IMAGE>

Description

MET9DD (F PREPARING AN IMAGE P0R A SPOT-THE-BALL COMPETITION The present invention relates to a method of preparing an image for use in a spot-the-ball competition.
In this specification the term 'spot-the-ball type' competition is used to cover a oompetition in which the entrant has to use his skill and judgement to determine the location of an object which has been removed from an image.
The location of the missing object which the entrant has to use his skill and judgement to determine may be the actual location from where the object has been reproved, or it may be the location where an expert or a panel of experts judge the location of the object to have been. The object which has been removed from the image may be a ball or other object.
The image may be a scene from a football match, tennis match or other event. The image may be a photograph or a video image on a video monitor.
The traditional way of producing images for spot-the-ball competitions is to take a conventional photograph of an event such as a scene from football match and touch-up the photograph manually to eliminate the ball. Such a technique is time consuming and requires a skilled operator. It is unsuitable if a large number of images with objects eliminated are required.
According to the present invention, in one aspect, a method of producing an image for a spot-the-ball competition comprises storing a sequence of images of an event in which a moving object is to be eliminated, identifying the object to be eliminated, selecting an image from which the identified object is to be eliminated, creating an image with the object removed by replacing the portion of the selected image where the object is located with a corresponding portion or corresponding portions of other images in the sequence before or after the selected image in which the object is not at the same location as in the selected image.
The sequence of images may be provided by a cinematograph film or a sequence of still photographs taken from the same viewpoint at short intervals. Alternatively, it may be a video recording. The sequence of images is on film or video preferably converted into a series of digital images stored in a computer.
The computer maybe programmed to identify the object to be eliminated itself, for example by identifying a circular moving shape. Alternatively, the object may be identified by an operator and the computer may then perform the construction of the image with the object eliminated automatically. The identification of the image may, for example be performed by an operator viewing the sequence of images on a computer monitor and moving a cursor to the location of the object to be eliminated. The computer may then "lock-on" to the object and track it through the sequence of images.
The computer may construct several images with the object missing from a given sequence of images. Once the object has been located the computer can follow the object from image to image, select the images from which the object is to be eliminated and move backwards or forwards in the sequence to find images where the object is not to be found at the same location as in the selected image so that the background can be reconstructed in the area where the object has been eliminated. Usually the eliminated object will be a ball.
The computer may be arranged to store the images from which the object has been eliminated together with the coordinates of the missing object on each image. In this way, after the oampetition has been held, the coordinates of the missing object may be retrieved so that the entries to the competition may be compared with the true location of the object.
In some spot-the-ball ooqpetitions, the aim is not to determine the true location of the ball, but to determine the location where an expert or a panel of experts judges the ball to be. In this case, it will not be necessary to record the true location of the ball in the computer, but the co-ordinates of the location as determined by the expert may be fed into the computer at a later date.
The images with objects eliminated may be stored by the computer until required. It may be found that some of the images generated may not be satisfactory for use in a spot-the-ball competition. For example, if the ball is eliminated from in front of a player who is himself moving across the picture at a speed similar to the speed of the ball, the background may not be correctly reconstructed.
Other images may be unsatisfactory from an aesthetic point of view. For this reason, it is preferred to print out the images generated as described above and stored in the computer to check them visually and then to eliminate from the computer memory any images that are considered to be unacceptable.
Each image may be automatically given a serial or reference number by the computer which is then printed on the prints for ease of identification.
Once the object has been located and the computer has locked onto it, it will not be necessary for the operator to view the sequence of images unless the computer loses track of the object, for example when it passes behind another object or when there is a change of scene in the sequence of images. It may be desirable that the screen of the computer monitor should be wholly or partially blanked out after the object has been identified so that the operator does not see the images from which the object has been eliminated. This gives the system added security for a spot-the-ball oompetition since only the computer will know the location of the missing object.
In patent no. GB-A-1604651 a variation of the spot-the-ball game is described in which the photograph is divided into a number of zones and the entrant merely has to identify the zone in which the ball is located. For each entry the entrant has to guess the zone into which the ball falls for several different photographs. The entrant indicates his selection on an entry coupon which is despatched for checking by the organisers in the usual way.
The present invention in a second aspect provides a method of producing an image for a spot-the-ball ooopetition in which a grid is superimposed on the image.
According to the present invention in its second aspect, a method of producing an image for use in a spot-the-ball competition comprises storing images of events from which an object has been eliminated in a computer together with the co-ordinates of the location on the image from which the object has been eliminated or is deemed to have been eliminated, generating a number in the computer, producing an image from the computer of one of the stored images with a grid of predetermined dimensions superimposed, the grid being located on the image so that the square corresponding in number to the number generated by the computer is located at the co-ordinates from which the object has been eliminated. The number generated by the computer may be chosen pseudo-randbmly. The number may be any value up to the total number of squares on the grid. The squares on the grid may be numbered sequentially and the lumbers may appear with the grid.
In the preferred form of the invention the grid will not cover the whole of the image. There may be a tendency for entrants to favour particular parts of the image regardless of what appears in the image. For example, it may be found that right handed people have a tendency to make entries on the right hand side of the image. By moving the grid relative to the picture product the gridded image with the location of the ball in a square chosen by the computer at random, and by showing more of the image than the gridded area, any bias towards particular squares due to such effects will be eliminated. This is particularly important where the location of the object for the correct solution is that chosen by an expert or a panel of experts rather than the true position.
The expert can determine the location of the ball before the grid has been applied. As the grid is applied subsequently and the location of the square is chosen at random any bias of the expert in favour of particular locations is eliminated.
In carring out the invention one might proceed as follows.
A video recording of a football match is made. The recording is then played on video reproducing equipment linked to a computer. The recording can be viewed by an operator on a t.v. monitor. The computer generates a cursor on the t.v.
monitor which can be moved by the operator by means of a "mouse". While the recording is stopped to freeze a frame and the operator moves the curser to locate it over the ball. He then presses an "action" button on the mouse to indicate to the computer that he has located the ball. Fram then the screen goes blank apart from the area covered by the cursor.
The computer program operates to follow the ball through subsequent frames and to drive the cursor so that it follows the ball on the screen. If the computer detects that the track has lost the ball, the whole screen is lit up again to enable the operator to move the cursor to the position of the ball.
The computer samples the video image at intervals and converts it into a digital image stored in the computer. It also records the co-ordinates of the ball for each sampled image.
The computer processes the images thus stored to produce further stores images from which the ball has been removed.
This is done by replacing an area of the selected image surrounding the ball with the corresponding area taken from the nearest frame, before or after the selected image, in which the ball has moved outside the said area. The images thus formed are stored digitally by the computer with the co-ordinates of the ball for each selected image. The computer allocates each image thus formed a reference numeral and produces a print out of the image bearing the reference numerals.
The operator then selects those prints which appear to be satisfactory for use in a spot the ball competition and instructs the computer to delete all other images from its memory so that the memory does not become overloaded with unsuitable images.
The next stage is to produce prints of the image with a grid superimposed, for use as the master prints in the competition.
In this example a 6x6 grid is used for the competition. The grid is substantially smaller than the image. The squares are numbered across and down from 1 to 36. The computer is programed to produce a randan number from 1 to 36. The computer selects one of the digitalised images from its memory. It determines whether the grid would fit onto the photograph if the square corresponding to the randam lumber generated were centred over the location from where the ball has been removed. If it will, it prints the image on a laser printer with the lumbered grid superimposed. If it will not it generates another random number and trys to position the grid again only this time with the square corresponding to the new number over the ball. Figure 1 shows an example of a gridded print produced by this method, and figure 2 shows how the print would have appeared if the ball had not been removed.
When one image has been reproduced with a grid, the computer moves on to the next image in its memory and thus produces automatically a series of prints for use in a spot-the-ball type competition such as described in patent no. GB-A-16O4651 or my co-pending patent application no. g 9 1 4 2 Gl

Claims (15)

  1. Claims 1. A method of producing an image for a spot-the-ball type competition comprising storing a sequence of images of an event from which a moving object is to be eliminated, identifying the object to be eliminated, selecting an image from which the object is to be eliminated, creating an image with the object removed by replacing the portion of the selected image where the object is located with a corresponding portion or corresponding portions of other images in the sequence, before or after the selected image, in which the object is not at the same location as the selected image.
  2. 2. A method according to claim 1 in which the sequence of images is a cinematographic film or a sequence of still photographs taken from the same viewpoint at short intervals.
  3. 3. A method according to claim 1 in which the sequence of images is a video recording.
  4. 4. A method according to claim 1, 2 or 3 in which the sequence of images is converted into a series of digital images stored on computer.
  5. 5. A method according to claim 4 in which the computer is programmed to identify the object to be eliminated.
  6. 6. A method according to claim 5 in which the computer is programmed to identify a circular moving shape as the object to be eliminated.
  7. 7. A method according to claim 5 in which the object to be eliminated is identified by an operator and the computer then performs the construction of an image with the object eliminated automatically.
  8. 8. A method according to claim 7 in which the operator views the sequence of images on a computer monitor and moves a cursor on the screen of the monitor to the location of the object to be eliminated, the computer then locking onto the object and tracking it through the sequence of images.
  9. 9. A method according to any of the claims 4 to 8 in which the computer constructs several different images with the object eliminated, from a given sequence of images.
  10. 10. A method according to any of claims 4 to 9 in which the images with the objects eliminated are stored in the computer together with the coordinates of the missing object for each image.
  11. 11. A method of producing an image for use in a spot-the baal type competition comprising storing images of an event from which an object has been eliminated in a computer together with the coordinates of the location from which the object has been eliminated or is deemed to have been eliminated, generating a number in the computer, producing an image from the computer of one of the stored images with a grid of predetermined dimensions superimposed upon it, the grid being located on the image so that the square corresponding in number to the number generated by the computer is located at the coordinates from which the object has been eliminated.
  12. 12. A method according to claim 11 in which the number is generated pseudo-randomly.
  13. 13. A method according to claim 11 or 12 in which the squares are numbered sequentially and the numbers appear with the grid.
  14. 14. A method according to any of claims 11 to 1 in which the grid does not cover the whole image.
  15. 15. A method of producing an image for a spot-the-ball type competition substantially as hereinbefore described with reference to the accompanying drawings.
GB8914262A 1989-06-26 1989-06-26 Spot-the-ball games Withdrawn GB2233241A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB8914262A GB2233241A (en) 1989-06-26 1989-06-26 Spot-the-ball games

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB8914262A GB2233241A (en) 1989-06-26 1989-06-26 Spot-the-ball games

Publications (2)

Publication Number Publication Date
GB8914262D0 GB8914262D0 (en) 1989-08-09
GB2233241A true GB2233241A (en) 1991-01-09

Family

ID=10658822

Family Applications (1)

Application Number Title Priority Date Filing Date
GB8914262A Withdrawn GB2233241A (en) 1989-06-26 1989-06-26 Spot-the-ball games

Country Status (1)

Country Link
GB (1) GB2233241A (en)

Cited By (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1994004234A1 (en) * 1992-08-11 1994-03-03 William Constantine Pictorial competition entry method and means, and apparatus for conducting said competition
US5356156A (en) * 1992-10-27 1994-10-18 Kabushiki Kaisha Bandai Game apparatus and method of playing a game
US6102798A (en) * 1996-12-18 2000-08-15 Aristocrat Technologies Australia Pty Ltd. Slot machine game-find the prize
WO2003007255A1 (en) * 2001-07-12 2003-01-23 Tiernan Kevin W A method for raising money, apparatus for a game and means for devising a game
WO2003089083A2 (en) * 2002-04-22 2003-10-30 William Robert Constantine Improved form of competition
WO2004096396A1 (en) * 2003-04-28 2004-11-11 First Global Gaming Ltd., Spott-the-ball game
US7192345B2 (en) * 2000-12-07 2007-03-20 Aristocrat Technologies Australia Pty Ltd. Reel strip interaction
US8038524B2 (en) 1999-08-25 2011-10-18 Aristocrat Technologies Australia Pty Ltd Gaming machine with buy feature games
US8727864B2 (en) 2001-02-07 2014-05-20 Aristocrat Technologies Austrualia Pty. Ltd. Gaming machine with transparent symbol carriers

Cited By (17)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1994004234A1 (en) * 1992-08-11 1994-03-03 William Constantine Pictorial competition entry method and means, and apparatus for conducting said competition
GB2283431A (en) * 1992-08-11 1995-05-10 William Constantine Pictorial competition entry method and means,and apparatus for conducting said competition
AU672811B2 (en) * 1992-08-11 1996-10-17 William Constantine Pictorial competition entry method and means, and apparatus for conducting said competition
US5593160A (en) * 1992-08-11 1997-01-14 Constantine; William Pictorial competition entry method and means and apparatus for conducting said competition
US5356156A (en) * 1992-10-27 1994-10-18 Kabushiki Kaisha Bandai Game apparatus and method of playing a game
US6102798A (en) * 1996-12-18 2000-08-15 Aristocrat Technologies Australia Pty Ltd. Slot machine game-find the prize
US8475256B2 (en) 1999-08-25 2013-07-02 Aristocrat Technologies Australia Pty Ltd Gaming machine with buy feature games
US8038524B2 (en) 1999-08-25 2011-10-18 Aristocrat Technologies Australia Pty Ltd Gaming machine with buy feature games
US8562408B2 (en) 1999-08-25 2013-10-22 Aristocrat Technologies Australia Pty Limited Gaming machine with buy feature games
US7192345B2 (en) * 2000-12-07 2007-03-20 Aristocrat Technologies Australia Pty Ltd. Reel strip interaction
USRE44449E1 (en) * 2000-12-07 2013-08-20 Aristocrat Technologies Australia Pty Ltd Reel strip interaction
USRE44833E1 (en) * 2000-12-07 2014-04-08 Aristocrat Technologies Australia Pty Ltd. Reel strip interaction
US8727864B2 (en) 2001-02-07 2014-05-20 Aristocrat Technologies Austrualia Pty. Ltd. Gaming machine with transparent symbol carriers
WO2003007255A1 (en) * 2001-07-12 2003-01-23 Tiernan Kevin W A method for raising money, apparatus for a game and means for devising a game
WO2003089083A2 (en) * 2002-04-22 2003-10-30 William Robert Constantine Improved form of competition
WO2003089083A3 (en) * 2002-04-22 2004-01-08 William Robert Constantine Improved form of competition
WO2004096396A1 (en) * 2003-04-28 2004-11-11 First Global Gaming Ltd., Spott-the-ball game

Also Published As

Publication number Publication date
GB8914262D0 (en) 1989-08-09

Similar Documents

Publication Publication Date Title
US6380933B1 (en) Graphical video system
US5738522A (en) Apparatus and methods for accurately sensing locations on a surface
JP3422383B2 (en) Method and apparatus for detecting relative position between video screen and gun in shooting game machine
US7936898B2 (en) Watermarking of motion picture prints
US8020869B2 (en) Card game device, card data reader, card game control method, recording medium, program, and card
US8152637B2 (en) Image display system, information processing system, image processing system, and video game system
GB2233241A (en) Spot-the-ball games
US20010026319A1 (en) Method and apparatus for enhancing the broadcast of a live event
GB2360581A (en) Quantification of brand exposure on screen
US5412188A (en) Sports statistic recording system
US20190051328A1 (en) Method and apparatus for tracking pirated media
EP1247255A1 (en) Coordination and combination of video sequences with spatial and temporal normalization
WO2009036415A1 (en) System, apparatus, software and process for integrating video images
CA2189411C (en) Method for confirming and correcting offensive and/or defensive position as well as the system therefor
GB2271262A (en) Apparatus for playing a spot-the-ball competition
KR20160070688A (en) Extraction program, method and device
GB2229371A (en) Amusement machine
KR101792909B1 (en) Information processing method and device
US20020004419A1 (en) Photographing game machine, photographing game processing method and information storage medium
GB2252705A (en) Video spot-the ball type game
US7289644B2 (en) Anti-piracy coding of motion pictures
EP0820788A2 (en) System and method for confirming and correcting offensive and/or defensive postures in a team ball game
JP2005286378A (en) Moving picture reproduction system and moving picture reproduction method
KR20190027105A (en) Apparatus for providing video scoreboard
JPH06319843A (en) Method for constructing data base of soccer game

Legal Events

Date Code Title Description
WAP Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1)