WO2011004381A1 - Appareil, système et procédé de production automatique d'événement sportif quasiment en direct sur la base de règles, sous la forme d'une vidéo à des fins de divertissement - Google Patents

Appareil, système et procédé de production automatique d'événement sportif quasiment en direct sur la base de règles, sous la forme d'une vidéo à des fins de divertissement Download PDF

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Publication number
WO2011004381A1
WO2011004381A1 PCT/IN2009/000384 IN2009000384W WO2011004381A1 WO 2011004381 A1 WO2011004381 A1 WO 2011004381A1 IN 2009000384 W IN2009000384 W IN 2009000384W WO 2011004381 A1 WO2011004381 A1 WO 2011004381A1
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WIPO (PCT)
Prior art keywords
video
ball
shot
foundrows
movie
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PCT/IN2009/000384
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English (en)
Inventor
Yogesh Chunilal Rathod
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Yogesh Chunilal Rathod
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Priority to PCT/IN2009/000384 priority Critical patent/WO2011004381A1/fr
Publication of WO2011004381A1 publication Critical patent/WO2011004381A1/fr

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    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/02Editing, e.g. varying the order of information signals recorded on, or reproduced from, record carriers
    • G11B27/031Electronic editing of digitised analogue information signals, e.g. audio or video signals
    • G11B27/034Electronic editing of digitised analogue information signals, e.g. audio or video signals on discs
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/10Indexing; Addressing; Timing or synchronising; Measuring tape travel
    • G11B27/102Programmed access in sequence to addressed parts of tracks of operating record carriers
    • G11B27/105Programmed access in sequence to addressed parts of tracks of operating record carriers of operating discs
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/10Indexing; Addressing; Timing or synchronising; Measuring tape travel
    • G11B27/19Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier
    • G11B27/28Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier by using information signals recorded by the same method as the main recording
    • G11B27/32Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier by using information signals recorded by the same method as the main recording on separate auxiliary tracks of the same or an auxiliary record carrier
    • G11B27/322Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier by using information signals recorded by the same method as the main recording on separate auxiliary tracks of the same or an auxiliary record carrier used signal is digitally coded
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/10Indexing; Addressing; Timing or synchronising; Measuring tape travel
    • G11B27/34Indicating arrangements 
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N5/00Details of television systems
    • H04N5/222Studio circuitry; Studio devices; Studio equipment
    • H04N5/262Studio circuits, e.g. for mixing, switching-over, change of character of image, other special effects ; Cameras specially adapted for the electronic generation of special effects
    • 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
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the present invention relates in general to automated sports video production and more particularly to an automated system and method for producing sports videos using expert sports video production rules.
  • Methods and systems for automated rule based real and near live sports video or film or movie productions by merging pre-created standardized video clips of actual, live and real sportspersons or players as per administrator's score or points or goal and preferences settings and domain or subject specific film or movie or video production rules by domain and subject specific rule engine and real time or near real time live broadcasting or telecasting or streaming or screening or transmission or playing or showing or sending or distributing or recording live or real sport's match event via multiple communication networks on multiple types of user(s) device(s) to viewers, e.g. real and live sports comprising cricket, baseball, golf, football, soccer, basketball, hockey, tennis, racing and many other sports.
  • the present invention relates to a method and a system for sports entertainment by using video clips from shooting video clips or recording of already played sports events matches.
  • the sports can be any sports such as cricket, baseball, football, soccer, basketball, hockey, racing, golf or tennis.
  • the clips may be picked from already played matches or may be shot specifically for the purpose.
  • These clips are then used to generate a near-real sports match / sports event by using different combinations of clips by using rule based automated sports video production system.
  • Such near-real sports event can be watched on television or any other devices such as a mobile phone or any smart devices.
  • a novel method of and system for generating or creating or developing or streaming real or near real time live or recorded movie productions based on domain or subject specific movie or film production rules such as real and live sports comprising cricket, baseball, football, soccer, basketball, hockey, racing, golf, tennis from pre-created rule specific and standardized video clips as per domain specific movie production rules e.g. as per cricket (film or movie) production rules, generates real (live actor or player) cricket matches dynamically.
  • the present invention relates to a computer generated real and live movie production system; and more particularly, to a computer interface enabling administrator to real time broadcast automated or computer generated live sports e.g. real and live cricket matches over television or online or smart devices. Administrator can broadcast live cricket matches at anytime from anywhere with any combination of players and/or teams and with any combination of scores or points or goals via online or offline graphical user interface.
  • the clips may be accompanied by sound and visuals. These sounds and visuals may be computer-generated or may be actual sounds picked up from the live matches.
  • the clips can be that has been created in whole or in part with the aid of computer software. Sounds and visuals can be easily generated on computers.
  • the invention will use the clips from the live matches or clips actually shot for the purpose.
  • the sports business industry is one of the largest and fastest growing industries in the United States. Current size of the industry estimated the sports business industry at $213 billion including advertising $30.86 billion, internet $927 million, media broadcast rights $7.7 billion, sponsorships $10 billion, gambling $20.3 billion, multimedia $2.2 billion and e-commerce $50 billion. It is far more than twice the size of the U.S. auto industry and seven times the size of the movie industry.
  • the Business of Sports is a multi-billion dollar global industry propelled by enormous consumer demand. In the U.S., it is the 14th largest grossing industry sector; larger than the steel and railroad industries. The growth in sports closely follows entertainment's explosion, in terms of their importance to our culture and economic implications. When it comes to sports advertising, broadcast television is still king, as it will rake in well over $6 billion ⁇ or 63% of all U.S. sports ad revenue in 2008.
  • Cricket is a bat-and-ball team sport that is first documented as being played in southern England in the 16th century. By the end of the 18th century, cricket had developed to the point where it had become the national sport of England. The expansion of the British Empire led to cricket being played overseas and by the mid- 19th century the first international matches were being held. Today, the sport is played in more than 100 countries. It is estimated that more than two billion people watched the last Cricket World Cup.
  • the rules of the game are known as the Laws of Cricket. These are maintained by the International Cricket Council (ICC), the governing body of cricket, and the Marylebone Cricket Club (MCC), the club that has been the guardian of the Laws since it was founded in 1787.
  • ICC International Cricket Council
  • MCC Marylebone Cricket Club
  • a cricket match is played on a cricket field at the centre of which is a pitch.
  • the match is contested between two teams of eleven players each.
  • Pre-production Preparations are made for the shoot, in which cast and crew are hired, locations are selected, and sets are built.
  • the film is screened for potential buyers (distributors), is picked up by a distributor and reaches its theater and/or home media audience.
  • Sports content is expected to be a key driver for compelling new infotainment applications and services because of its mass appeal and inherent structures that are amenable for automatic processing. Due to its wide viewer ship and tremendous commercial value, there has been an explosive growth in the research area of sports video analysis. Sports video is a major part in most broadcasting TV programs, and has a large number of audiences. Compared to other videos such as news and movies, sports videos have well-defined content structure and domain rules.
  • Live Cricket matches which are dynamic, interactive, on demand or preference based and combined with fantasy, special or visual effects, film making and video editing technologies, multiple camera angles, localization, new match format, special character players teams e.g. film stars, fashion models, non expert players, set of teams of international and local players, celebrities, sumo, comedian, new or existing cartoon or digital or fictional characters etc.
  • special character players teams e.g. film stars, fashion models, non expert players, set of teams of international and local players, celebrities, sumo, comedian, new or existing cartoon or digital or fictional characters etc.
  • the main object of the invention is to produce, for the purpose of entertainment, a system by which the viewer can watch a sports game or sports match.
  • This game will consists of clips from real life matches or clips specially shot for the purpose.
  • the system will be automated and viewer can select the outcome of the game or may leave game to the system to take care of the same randomly. This way the game/sports event will be exciting since the end result of the same is not known before-hand.
  • the administrator can be a television channel which can broadcast the sports event.
  • the sports event can be broadcasted on internet and smart devices such as cellular phones besides television.
  • the system can also bundled or ship or pre-installed with existing or new customized devices e.g. PC, laptop, video player, game console and provides on demand service to subscribers e.g. on demand customize sports video as per user preferences and settings.
  • the invention will enable dynamic and scalable sports matches to be played in the sense that any player can be part of any team
  • the invention will enable providing thrilling and exciting matches to be played with the help of film making techniques, skills and technologies like camera angles, video editing, composition, special effects or visual and digital effects.
  • the players may be from the domain or from non-domain.
  • a film star or fashion model may be shown to be playing a cricket match.
  • the invention may employ animated or cartoon or digital players (characters).
  • the main object of the present invention is to automate or generate on demand real time or near real time real and live or recorded sport matches as per user settings or selection or input by various methods and systems and broadcast over television or streaming online and smart devices including mobiles.
  • Another significant objective of the present invention is to integrate real and live sports production system with existing sports games as add-on features for generating sports event based on digital or video games scores and online mass player cricket or baseball games.
  • Yet another important objective of the present invention is to generate dynamic and scalable sports matches comprising any player can part of any team squad and play against any player of opponent team e.g. cricket, baseball and any 2 teams generates (N) number of games like soccer, football, basketball, tennis.
  • So main objective of the present invention is to create entire new line or category or field of entertainment i.e. real and live fantasy sports which give original and live like experience. User can watch always new sports contents with or without fantasy anytime, anywhere, any devices with any like teams i.e. on demand, dynamic and interactive sports.
  • the present invention may uses Rule based systems and the same is described hereunder.
  • rule-based systems are used as a way to store and manipulate knowledge to interpret information in a useful way. They are often used in artificial intelligence applications and research.
  • rule-based programming attempts to derive execution instructions from a starting set of data and rules, which is a more indirect method than using a programming language which lists execution steps straightforwardly.
  • a typical rule-based system has four basic components:
  • a rule engine or semantic reasoner which infers information or takes action based on the interaction of input and the rule base.
  • An expert system is software that attempts to reproduce the performance of one or more human experts, most commonly in a specific problem domain, and is a traditional application and/or subfield of artificial intelligence.
  • a wide variety of methods can be used to simulate the performance of the expert however common to most or all are 1) the creation of a so-called "knowledgebase” which uses some knowledge representation formalism to capture the Subject Matter Experts (SME) knowledge and 2) a process of gathering that knowledge from the SME and codifying it according to the formalism, which is called knowledge engineering.
  • Expert systems may or may not have learning components but a third common element is that once the system is developed it is proven by being placed in the same real world problem solving situation as the human SME, typically as an aid to human workers or a supplement to some information system
  • Forward chaining starts with the data available and uses the inference rules to conclude more data until a desired goal is reached.
  • An rule engine using forward chaining searches the inference rules until it finds one in which the if clause is known to be true. It then concludes the then clause and adds this information to its data. It would continue to do this until a goal is reached. Because the data available determines which inference rules are used, this method is also called data driven.
  • Backward chaining starts with a list of goals and works backwards to see if there is data which will allow it to conclude any of these goals.
  • a rule engine using backward chaining would search the inference rules until it finds one which has a then clause that matches a desired goal. If the if clause of that inference rule is not known to be true, then it is added to the list of goals. For example, suppose a rule base contains
  • SME Subject Matter Expert
  • rule engine In computer science, and specifically the branches of knowledge engineering and artificial intelligence, a rule engine is a computer program that tries to derive answers from a knowledge base or a rule base. It is the "brain" that expert systems use to reason about the information in the knowledge base for the ultimate purpose of formulating new conclusions. Rule engines are considered to be a special case of reasoning engines, which can use more general methods of reasoning.
  • rule engines as a distinct software component stems from the typical production system architecture.
  • This architecture relies on a data store, or working memory, serving as a global database of symbols representing facts or assertions about the problem; on a set of rules which constitute the program, stored in a rule memory of production memory; and on a rule engine, required to execute the rules.
  • Executing rules is also referred to as firing rules.
  • the rule engine must determine which rules are relevant to a given data store configuration and choose which one(s) to apply.
  • the control strategy used to select rules is often called conflict resolution.
  • a rule engine has three main elements. They are:
  • the interpreter executes the chosen agenda items by applying the corresponding base rules.
  • a scheduler maintains control over the agenda by estimating the effects of applying inference rules in light of item priorities or other criteria on the agenda.
  • a consistency enforcer The consistency enforcer attempts to maintain a consistent representation of the emerging solution.
  • the recognize-act cycle The recognize-act cycle:
  • the rule engine can be described as a form of finite state machine with a cycle consisting of three action states: match rules, select rules, and execute rules.
  • match rules the rule engine finds all of the rules that are satisfied by the current contents of the data store.
  • rules are in the typical condition-action form, this means testing the conditions against the working memory.
  • the rule matching that are found are all candidates for execution: they are collectively referred to as the conflict set. Note that the same rule may appear several times in the conflict set if it matches different subsets of data items.
  • the pair of a rule and a subset of matching data items are called an instantiation of the rule.
  • the rule engine then passes along the conflict set to the second state, select rules.
  • the rule engine applies some selection strategy to determine which rules will actually be executed.
  • the selection strategy can be hard-coded into the engine or may be specified as part of the model.
  • the rule engine executes or fires the selected rules, with the instantiation's data items as parameters.
  • the actions in the right-hand side of a rule change the data store, but they may also trigger further processing outside of the rule engine (interacting with users through a graphical user interface or calling local or remote programs, for instance). Since the data store is usually updated by firing rules, a different set of rules will match during the next cycle after these actions are performed.
  • the rule engine then cycles back to the first state and is ready to start over again.
  • This control mechanism is referred to as the recognize-act cycle.
  • the rule engine stops either on a given number of cycles, controlled by the operator, or on a quiescent state of the data store when no rules match the data.
  • the rule engine control is based on the frequent reevaluation of the data store states, not on any static control structure of the program.
  • the computation is often qualified as data-driven or pattern-directed in contrast to the more traditional procedural control.
  • Rules can communicate with one another only by way of the data, whereas in traditional programming languages procedures and functions explicitly call one another. Unlike instructions, rules are not executed sequentially and it is not always possible to determine through inspection of a set of rules which rule will be executed first or cause the rule engine to terminate.
  • the rule engine model allows a more complete separation of the knowledge (in the rules) from the control (the rule engine).
  • a production system (or production rule system) is a computer program typically used to provide some form of artificial intelligence, which consists primarily of a set of rules about behavior. These rules, termed productions, are a basic representation found useful in AI planning, expert systems and action selection.
  • a production system provides the mechanism necessary to execute productions in order to achieve some goal for the system.
  • Productions consist of two parts: a sensory precondition (or "IF” statement) and an action (or "THEN"). If a production's precondition matches the current state of the world, then the production is said to be triggered. If a production's action is executed, it is said to have fired.
  • a production system also contains a database, sometimes called working memory, which maintains data about current state or knowledge, and a rule interpreter. The rule interpreter must provide a mechanism for prioritizing productions when more than one is triggered.
  • a semantic reasoner, reasoning engine, rules engine, or simply a reasoner is a piece of software able to infer logical consequences from a set of asserted facts or axioms.
  • the notion of a semantic reasoner generalizes that of a rule engine, by providing a richer set of mechanisms to work with.
  • the inference rules are commonly specified by means of an ontology language, and often a description language.
  • Many reasoners use first-order predicate logic to perform reasoning; inference commonly proceeds by forward chaining and backward chaining.
  • a domain ontology models a specific domain, or part of the world. It represents the particular meanings of terms as they apply to that domain. For example the word card has many different meanings. An ontology about the domain of poker would model the "playing card” meaning of the word, while an ontology about the domain of computer hardware would model the "punch card” and "video card” meanings.
  • An upper ontology (or foundation ontology) is a model of the common objects that are generally applicable across a wide range of domain ontologies. It contains a core glossary in whose terms objects in a set of domains can be described.
  • a knowledge base (or knowledgebase; abbreviated KB, kb ) is a special kind of database for knowledge management, providing the means for the computerized collection, organization, and retrieval of knowledge.
  • Machine-readable knowledge bases store knowledge in a computer-readable form, usually for the purpose of having automated deductive reasoning applied to them. They contain a set of data, often in the form of rules that describe the knowledge in a logically consistent manner.
  • An ontology can define the structure of stored data - what types of entities are recorded and what their relationships are.
  • Logical operators, such as And (conjunction), Or (disjunction), material implication and negation may be used to build it up from simpler pieces of information. Consequently, classical deduction can be used to reason about the knowledge in the knowledge base.
  • Some machine-readable knowledge bases are used with artificial intelligence, for example as part of an expert system that focuses on a domain like prescription drugs or customs law. Such knowledge bases are also used by the semantic web.
  • Human-readable knowledge bases are designed to allow people to retrieve and use the knowledge they contain. They are commonly used to complement a help desk or for sharing information among employees within an organization. They might store troubleshooting information, articles, white papers, user manuals, or answers to frequently asked questions. Typically, a search engine is used to locate information in the system, or users may browse through a classification scheme.
  • AI knowledge representation and knowledge engineering are central to AI research. Many of the problems machines are expected to solve will require extensive knowledge about the world. Among the things that AI needs to represent are: objects, properties, categories and relations between objects; situations, events, states and time; causes and effects; knowledge about knowledge (what we know about what other people know); and many other, less well researched domains. A complete representation of "what exists" is an ontology, of which the most general are called upper ontologies.
  • a pattern is a type of theme of recurring events of or objects, sometimes referred to as elements of a set. These elements repeat in a predictable manner. It can be a template or model which can be used to generate things or parts of a thing, especially if the things that are created have enough in common for the underlying pattern to be inferred, in which case the things are said to exhibit the unique pattern. Pattern matching is the act of checking for the presence of the constituents of a pattern, whereas the detecting for underlying patterns is referred to as pattern recognition. The question of how a pattern emerges is accomplished through the work of the scientific field of pattern formation. Patterns are also related to repeated shapes or objects, sometimes referred to as elements of the series.
  • Some patterns may be directly observable, such as simple decorative patterns (stripes, zigzags, and polka-dots). Others can be more complicated, such as the regular tiling of a plane, echos, and balanced binary branching e.g. e.g. Architectural Pattern, Design patterns, Pattern matching, Regular expression.
  • Working memory (also referred to as short-term memory, depending on the specific theory) is a theoretical construct within cognitive psychology that refers to the structures and processes used for temporarily storing and manipulating information.
  • the user interface (also known as Human Computer Interface or Man-Machine Interface (MMI)) is the aggregate of means by which people— the users— interact with the system— a particular machine, device, computer program or other complex tool.
  • MMI Human Computer Interface
  • the user interface provides means of:
  • GUI Graphical user interfaces
  • OOUIs Object-oriented user interfaces
  • application oriented interfaces application oriented interfaces
  • Web-based user interfaces or web user interfaces accept input and provide output by generating web pages which are transmitted via the Internet and viewed by the user using a web browser program.
  • Newer implementations utilize Java, AJAX, Adobe Flex, Microsoft .NET, or similar technologies to provide real-time control in a separate program, eliminating the need to refresh a traditional HTML based web browser.
  • Administrative web interfaces for web-servers, servers and networked computers are often called Control panels.
  • Programming languages In broad strokes, programming languages divide into programming paradigms and a classification by intended domain of use. Paradigms include procedural programming, object-oriented programming, functional programming, and logic programming; some languages are hybrids of paradigms or multi-paradigmatic. An assembly language is not so much a paradigm as a direct model of underlying machine architecture.
  • programming languages might be considered general purpose, system programming languages, scripting languages, domain-specific languages, or concurrent/distributed languages (or a combination of these).
  • the present invention preferably employ film making techniques, skills and technology and the same is described hereunder.
  • Movie or Film encompasses individual motion pictures, the field of film as an art form, and the motion picture industry. Films are produced by recording images from the world with cameras, or by creating images using animation techniques or special effects.
  • Animation is the technique in which each frame of a film is produced individually, whether generated as a computer graphic, or by photographing a drawn image, or by repeatedly making small changes to a model unit, and then photographing the result with a special animation camera.
  • the frames are strung together and the resulting film is viewed at a speed of 16 or more frames per second, there is an illusion of continuous movement (due to the persistence of vision).
  • a "DVD”, “videotape”, “video” or “vid” is a digital reproduction of an analogue film, or a product with all of the elements of an analogue film but made in an electromagnetic storage medium.
  • Filmmaking is the process of making a film, from an initial story idea or commission through scriptwriting, shooting, editing and finally distribution to an audience. Typically it involves a large number of people and can take anywhere between a few months to several years to complete. Filmmaking takes place all over the world in a huge range of economic, social and political contexts, using a variety of technologies and techniques.
  • the chronology of a film is conventionally divided into five stages: Development: The script is written and drafted into a workable blueprint for a film.
  • Pre-production Preparations are made for the shoot, in which cast and crew are hired, locations are selected, and sets are built.
  • Post-production The film is edited; production sound (dialogue) is concurrently (but separately) edited, music tracks (and songs) are composed, performed and recorded; sound effects are designed and recorded; and any other computer-graphic 'visual' effects are digitally added, all sound elements are mixed into “stems” then the stems are mixed then married to picture and the film is fully completed ("locked").
  • Sales and distribution The film is screened for potential buyers (distributors), is picked up by a distributor and reaches its cinema and/or home media audience.
  • Film crew is a group of people hired by a film company, employed during the "production” or "photography” phase, for the purpose of producing a film or motion picture. Crews are distinguished from cast, the actors who appear in front of the camera or provide voices for characters in the film. An actor or actress is a person who acts in a dramatic production and who works in film, television, theatre, or radio in that capacity.
  • the crew interacts with but is also distinct from the production staff, consisting of producers, managers, company representatives, their assistants, and those whose primary responsibility falls in pre-production or post-production phases, such as writers and editors. Communication between production and crew generally passes through the director and his/her staff of assistants.
  • the camera operator uses the camera at the direction of the cinematographer, director of photography, or the film director to capture the scenes on film.
  • a cinematographer or director of photography does not operate the camera, but sometimes these jobs may be combined.
  • Film editing is the process of selecting and joining together shots, connecting the resulting sequences, and ultimately creating a finished motion picture.
  • film editing is the art, technique, and practice of assembling shots into a coherent whole.
  • a film editor is a person who practices film editing by assembling the footage.
  • a film editor must creatively work with the layers of images, story, dialogue, music, pacing, as well as the actors' performances to effectively "redirect” and even rewrite the film to craft a cohesive whole.
  • Editors usually play a dynamic role in the making of a film. Cutting between shots taken at different times is known as film editing, and is one of the central arts of filmmaking.
  • Visual effects are the various processes by which imagery is created and/or manipulated outside the context of a live action shoot.
  • Visual effects often involve the integration of live-action footage and computer generated imagery (CGI) in order to create environments which look realistic, but would be costly, or simply impossible to capture on film. They have become increasingly common in big-budget films, and have also recently become accessible to the amateur filmmaker with the introduction of affordable animation and compositing software.
  • Visual effects are frequently integral to a movie's story and appeal. Although most visual effects work is completed during post-production, it usually must be carefully planned and choreographed in pre-production and production. A visual effects supervisor is usually involved with the production from an early stage to work closely with production and the film's director to achieve the desired effects.
  • Use of visual effects or special effect in real and live sports production system are show exciting shots like goal, runs, point and show combined players scenes e.g. when player out, when team wins, talk with other player, drink time, show more than one active player of active team e.g. toss by two team captains, two active openers coming for batting, show active bowler and active batsman together e.g. join two parts of pitch from particular angle.
  • People like to watch sport games to see exciting actions (e.g. goals, catch, scores etc.) and by using film making theory like shooting (multi takes and retakes) and visual effects, non expert (actor) can also play like sport super star and possible to mimic all historical sports games great or exciting shots and design or develop or shoot more impossible shots.
  • Compositing is the combining of visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene. Live-action shooting for compositing is variously called “blue screen,” “green screen,” “chroma key,” and other names. Today, most, though not all, compositing is achieved through digital image manipulation. All compositing involves the replacement of selected parts of an image with other material, usually, but not always, from another image. In the digital method of compositing, software commands designate a narrowly defined color as the part of an image to be replaced. Then every pixel within the designated color range is replaced by the software with a pixel from another image, aligned to appear as part of the original.
  • compositing is the process of digitally assembling multiple images to make a final image, typically for print, motion pictures or screen display. It is the evolution into the digital realm of optical film compositing.
  • a video recording is a sequence of images.
  • Image processing can be applied to one single image or an image that is part of a video sequence.
  • the first step in the image processing is the image acquisition that is to acquire a digital image.
  • the image is acquired by a digital video camera.
  • the next step is preprocessing that image.
  • the aim of the preprocessing is to improve the image in ways that increase the chances for success of the other processes. Preprocessing often deals with techniques for enhancing contrast and removing noise.
  • the next stage of the image processing is called image segmentation. Segmentation is defined as partitioning an input image into its constituent parts or objects. In the case of analysis of a football match, the picture consists of a football pitch with 22 players. The task of the image segmentation is to locate the 22 individual players.
  • the output of the segmentation stage usually is raw pixel data.
  • Computer-generated imagery is the application of the field of computer graphics or, more specifically, 3D computer graphics to special effects in films, television programs, commercials, CGI is used for visual effects because computer generated effects are more controllable than other more physically based processes, such as constructing miniatures for effects shots or hiring extras for crowd scenes, and because it allows the creation of images that would not be feasible using any other technology. It can also allow a single artist to produce content without the use of actors, expensive set pieces, or props.
  • live-action refers to works that are acted out by human actors, as opposed to by animation.
  • the term is usually superfluous, but it makes an important distinction in situations in which one might normally expect animation, as in a Pixar film, a video game or when the work is adapted from an animated cartoon, such as The Flintstones or Josie and the Pussycats films, or The Tick television program.
  • Use of puppets in films such as The Dark Crystal is also considered to be live-action, provided that stop-motion is not used to animate them.
  • live-action in a live-action/animated film such as Who Framed Roger Rabbit or Mary Poppins, in which humans and cartoons co-exist, "live-action" characters are the "real" actors, such as Bob Hoskins and Julie Andrews, as opposed to the animated "actors", such as Roger Rabbit himself.
  • Live-action can also mean that a film or a show is adapted from comics. Adaptations from comics include live-action film versions of Marvel Comics' Spider-Man and X-Men, DC Comics' Superman and Batman, or manga such as Death Note and Great Teacher Onizuka.
  • a scene is a part of the action in a single location. Due to the ability to edit recorded visual works, it is typically much shorter than a stage play scene.
  • footage is the raw, unedited material as it had been originally recorded by video camera, which usually must be edited to create a motion picture, video clip, television show or similar completed work. More loosely, footage can also refer to all sequences used in film and video editing, such as special effects and archive material. Since the term originates in film, footage is only used for recorded images, such as film stock, videotapes or digitized clips - on live television, the signals from the cameras are called sources instead.
  • a sequence is a series of scenes which form a distinct narrative unit, usually connected either by unity of location or unity of time.
  • a heist film might include an extended recruitment sequence in which the leader of the gang collects together the conspirators, a robbery sequence, an escape sequence, and so on.
  • Each of these sequences might further contain subsequences; for example the robbery sequence might consist of an entry sequence, a safe-cracking sequence, and so on.
  • the sequence is one of a hierarchy of structural units used to describe the structure of films in varying degrees of granularity. Analyzed this way, a film is composed of one or more acts; acts include one or more sequences; sequences comprise one or more scenes; and scenes may be thought of as being built out of shots (if one is thinking visually) or beats (if one is thinking in narrative terms).
  • a shot is a continuous strip of motion picture film, created of a series of frames that runs for an uninterrupted period of time. Shots are generally filmed with a single camera and can be of any duration. Frames, shots, scenes, and sequences form a hierarchy of units fundamental to many tasks in the creation of moving-image works. Shots can be Extreme close-up, Close-up: Batsman, bowler, fielder, umpire, public etc., Medium shot: pitch and Long shot aerial view etc. (Full shot or a wide shot).A long take is an uninterrupted shot in a film
  • a film frame, or just frame, is one of the many single photographic images in a motion picture.
  • the individual frames are separated by frame lines. Normally, 24 frames are needed for one second of film.
  • the frames are photographed automatically, one after the other, in a movie camera.
  • special effects or animation filming the frames are often shot one at a time.
  • a frame is one of the many still images which compose the complete moving picture.
  • the average shot length (ASL) of a film is one of it's cinematically measures. For example, The Mist has a length of 117 minutes and consists of 1292 shots, so the ASL is 5.4 seconds.
  • Cinematographic techniques such as the choice of shot, and camera movement, can greatly influence the structure and meaning of a film.
  • a take is a single continuous recorded performance. The term is used in film and music to denote and track the stages of production. In cinematography, a take refers to each filmed "version" of a particular shot or “set up”. Takes of each shot are generally numbered starting with “take one” and the number of each successive take is increased (with the director calling for "take two” or “take eighteen") until the filming of the shot is completed. Multiple takes of repeated performances, shot from various camera angles quickly add up. Shooting over a million feet of film for a movie and using ten thousand feet for the finished product is common.
  • Computer-generated most often refers to a sound or visual that has been created in whole or in part with the aid of computer software. Sounds and visuals are the most easily computer-generated objects. They are created either from the ground up, or by using real-world models recorded by a microphone or camera, over which computer-generated objects are placed.
  • Computer software or just software is a general term used to describe a collection of computer programs, procedures and documentation that perform some tasks on a computer system.
  • Full motion video based games are video games that rely upon pre-recorded TV-quality movie or animation rather than sprites, vectors or 3D models to display action in the game.
  • Video production can be used at sporting, school, stage, wedding, church, and similar events to provide recordings of the events. Event video productions range in distribution from a wedding video that is custom made for a bride and groom and their immediate family and friends, to a dance recital where dozens to hundreds of videos are sold to individual dancers.
  • a television studio is an installation in which television or video productions take place, either for live television, for recording live to tape, or for the acquisition of raw footage for postproduction.
  • Video is the technology of electronically capturing, recording, processing, storing, transmitting, and reconstructing a sequence of still images representing scenes in motion. Computing hardware can now be used to capture, store, edit, and transmit television and movie content.
  • Video clips are short clips of video, usually part of a longer piece. Most commonly use FLV format (Flash Video), but also Windows Media Video, Real Media, QuickTime or DivX;
  • Video editing is the process of re-arranging or modifying segments of video to form another piece of video.
  • the goals of video editing are the same as in film editing
  • a video server is a computer based device (also called a 'host') dedicated to delivering video online. Unlike PCs or Macs, both being multi-application devices, a video server are designed for one purpose; provisioning video, often for broadcasters.
  • a professional grade video server records, stores, and plays back multiple streams of video without any degradation in the video signal. Broadcast quality video servers often store hundreds of hours of compressed video (in different codecs), play out multiple and synchronized simultaneous streams of video.
  • a television network is a distribution network for television content whereby a central operation provides programming for many television stations.
  • a network may or may not produce its own prime time programmes.
  • a broadcast network is an organization, such as a corporation or other association that provides live or recorded content, such as movies, newscasts, sports, and public affairs programs for broadcast over a group of radio or television stations. They are generally primarily either a television network or a radio network, although some organizations run both types of networks.
  • Broadcasting is distribution of audio and/or video signals which transmit programs to an audience.
  • the audience may be the general public or a relatively large sub-audience, such as children or young adults.
  • the sequencing of content in a broadcast is called a schedule.
  • Television and radio programs are distributed through radio broadcasting or cable, often both simultaneously.
  • By coding signals and having decoding equipment in homes, the latter also enables subscription-based channels and pay-per-view services. Broadcasts can be classified as recorded broadcasts or live broadcasts. The former allows correcting errors, and removing superfluous or undesired material, rearranging it, applying slow-motion and repetitions, and other techniques to enhance the program.
  • a narrowcast is the transmission of data to a specific list of recipients.
  • Cable television is an example of broadcast model in which the signals are transmitted everywhere and anyone with an antenna can receive them.
  • the Internet uses both a broadcast and a narrowcast model. Most Web sites are on a broadcast model since anyone with Internet access can view the sites. However, sites that require one to log-in before viewing content are based more on the narrowcast model.
  • Streaming media is multimedia that is constantly received by, and normally presented to, an end-user while it is being delivered by a streaming provider
  • Internet television (Internet TV or iTV) is television service distributed via the Internet.
  • Internet television allows viewers to choose the show they want to watch from a library of shows.
  • the primary models for Internet television are streaming Internet TV or selectable video on an Internet location, typically a website.
  • the video can also be broadcast with a peer-to-peer network (P2PTV), which doesn't rely on a single website's streaming.
  • P2PTV peer-to-peer network
  • IPTV IPTV
  • IPTV IPTV
  • IPTV Internet Protocol Television
  • IPTV Internet Protocol Television
  • a general definition of IPTV is television content that, instead of being delivered through traditional broadcast and cable formats, is received by the viewer through the technologies used for computer networks.
  • IPTV is often provided in conjunction with Video on Demand and may be bundled with Internet services such as Web access and VoIP.
  • IPTV may be used to deliver television content over corporate LANs.
  • Video podcast (sometimes shortened to vodcast or less commonly vidcast) is a term used for the online delivery of video on demand video clip content via Atom or RSS enclosures.
  • Web television is an emerging genre of digital entertainment that is distinct from traditional broadcast television. Delivered originally online via broadband and mobile networks, Web television shows, or Web series, are short-form in nature (2-9 minutes per episode), episodic, and produced in seasons.
  • a set-top box (STB) or set-top unit (STU) is a device that connects to a television and an external source of signal, turning the signal into content which is then displayed on the television screen. Special digital set-top boxes are available for receiving digital television broadcasts on TV sets that do not have a built in digital tuner.
  • Programming is broadcast by television stations, sometimes called "channels", as stations are licensed by their governments to broadcast only over assigned channels in the television band.
  • a television station is a type of broadcast station that broadcasts both audio and video to television receivers in a particular area.
  • TV stations made their broadcasts by sending specially-encoded radio signals over the air, called terrestrial television.
  • Individual television stations are usually granted licenses by a government agency to use a particular section of the radio spectrum (a channel) through which they send their signals.
  • Some stations use LPTV broadcast translators to retransmit or rebroadcast to further areas.
  • Television stations are a form of television channel, but not all television channels are necessarily stations.
  • the broadcasting of sports events is the coverage of sports on television, radio and other broadcasting mediums. It usually involves one or more commentators describing the events as they happen, multiple camera angles, effects microphones to capture sounds from the players on the pitch, and on-screen graphics.
  • a spectator sport is a sport that is characterized by the presence of spectators, or watchers, at its matches. For instance, cricket, ice hockey, basketball, baseball and football are spectator sports. Spectator sports require venues or sometimes stadia in which the fans may observe a game or event.
  • the increasing Broadcasting of sports events, along with media reporting can effect the number of people attending sports due to the ability to experience the sport without the need to physically attend and sometimes an increasingly enhanced experience including highlights, replays, commentary, statistics and analysis.
  • Some sports are particularly known as "armchair sports” or "loungeroom sports” due to the quality of the broadcasting experience in comparison to the live experience.
  • Sports videos are composed of a series of semantic shots, which appear repeatedly with similar actions and events in the same shot class.
  • the structure of the sports video makes it feasible to classify these shots according to the semantic meanings.
  • Some sports are structured games such as tennis, cricket, while some sports are unstructured sports such as soccer, American football, baseball and basketball.
  • As basic unit a shot describes part of or an entire semantic concept. Therefore, the representation and classification of shot are crucial to semantic understanding and provide the basic video structure for further video analysis.
  • the basic unit of computation commonly used is the shot, a continuous camera take without break.
  • View A semantic entity. Frames with similar content may be deemed to have the same view. A shot may also be said to belong to a particular view
  • Syntactic structures of the game can therefore be "reverse engineered” by recognizing these view type changes. Audio cues may also be used; since the crowd is usually quiet during play, the detectable sounds are ball hits, followed by loud eruption of cheers and applause when point is won. Similar structures can be observed in other sports video, e.g. soccer shows the general structure of a broadcast tennis video with typical view sequences.
  • the proposed system makes use of domain knowledge of specific sport to perform a top-down video shot classification. That is, combining with inherent game rules and television field production.
  • Sports video can be characterized by its predictable temporal syntax, recurrent events with consistent features, and a fixed number of views. Sports game usually occurs in one specific playground, has a fixed number of camera views, contains abundant motion information and has well-defined content structures.
  • the proposed system also clearly define the sequence type of each type of sport e.g. in cricket each sequence is start of each ball delivery up to start of next ball delivery and each sequence comprises (N) numbers of shots as per user instruction (input e.g. score or runs in each ball) and near live sports production rule base which are selected, matched and executed by rule engine.
  • the system may or may not employ same laws, rules and techniques of present sports.
  • System can also modify some or all laws, techniques, rules of present sports or using entire new type or format of sports.
  • Some of sports in which system may employ are:
  • Underwater Sports Ball Sports e.g. Water polo, Underwater rugby, Underwater Soccer and Competitive swimming e.g. backstroke, Breaststroke, Butterfly stroke, Freestyle swimming, Individual Medley, Synchronized swimming, Medley relay and Underwater Diving e.g. Free diving, Scuba Diving, Snorkeling and
  • Auto racing Autocross, Auto grass, Banger racing, Board track racing, Combine Racing, Demolition derby, Dirt track racing, Drag racing, Drifting, Folk race, Formula racing, Hill climbing, Ice racing, Kart racing, Legends car racing, Midget car racing, Off-road racing, Open wheel racing, Pickup truck racing, Production car racing, Rally cross, Rallying, Road racing, Short track motor racing, Slalom, Sports car racing, Sprint car racing, Sprinting, Street racing, Stock car racing Time Attack, Touring car racing, Truck racing and
  • Ballooning Cluster ballooning, Hopper ballooning and
  • Bat-and-ball Baseball, Bat-and-Trap, British baseball, Bran boll, Cork ball, Cricket( Test cricket, First-class cricket, Blind cricket, Catchy Shubby, Club cricket, French cricket, Gilli- danda, Kilikiti, One Day International, Kwik cricket, List A cricket, Pro40, Indoor Cricket, Super Sixes Cricket, Limited over cricket, Short form cricket, Single Wicket, Twenty20), Lapta, The Massachusetts Game, Oina, Old Cat, Over-the-line, Pesapallo, Podex, Rounders, Scrub baseball, Softball, Spanish Wiffleball, Stickball, Stool ball, T-BaIl, Town ball, K-BaIl, Vigoro, Wireball and
  • Cycling A Track Cycling Race Cycling sports using bicycles or unicycles.
  • Bicycle Artistic cycling, BMX racing, Bobrun cycling, Cyclo-cross, Mountain bicycling, Road bicycle racing, Track cycling, FMX or foot motocross, Skibob (Skibobbing), Unicycle (Mountain unicycling, Unicycle trials)
  • Competative aerobatics Powered (Aerobatics, Air racing), Unpowered (Gliding, Hang Gliding),
  • Cue sports Carom billiards including Three-cushion, Five-pins, Balkline and straight rail, Cushion caroms, Four-ball (yotsudama), Artistic billiards), Novuss, Pocket billiards (pool) (Eight-ball (and Blackball), Nine-ball , Straight pool, One-pocket, Three-ball, Seven-ball, Ten- ball, Rotation, Baseball pocket billiards, Cribbage (pool), Bank pool, Artistic pool, Trick shot competition, Speed pool , Bowlliards, Chicago, Kelly pool, Cutthroat, Killer, Russian pyramid and Snooker (Snooker plus), Hybrid carom-pocket games (English billiards, Bottle pool, Cowboy ), Obstacle variations (Bagatelle, Bar billiards, Bumper pool
  • Equine Sports Sports using a horse including Barrel racing, Campdrafting, Cross Country, Dressage, Endurance riding, English Pleasure, Equitation, Eventing, Equestrian vaulting, Gymkhana, Harness racing, Horse racing, Hunter, Reining, Rodeo, Show Jumping, Steeplechase, Team penning, Tent pegging, Western Pleasure,
  • Football family Association Football, Five-a-side football, Australian Football, Gaelic football, Gridiron football, American Football, Canadian Football, Arena Football Eight-man football, Rugby Football, Rugby League, Rugby Union, Touch Football
  • Handball Family American handball, Australian Handball, Basketball, European Handball, Field handball, Fistball, Fives, Eton Fives, rugby Fives, Frisian handball, Four square, Gaelic handball, Goalball, Jeu de paume, Korfball, Netball, Palla, Tchoukball, Team handball, Valencian pilota, Volleyball, Water polo
  • Hockey Family Bandy, Broomball, Field Hockey, Indoor field hockey, Floorball, Hurling , Ice Hockey( Ringette) , Knotty, Roller hockey (Inline hockey, Road hockey, Roller hockey (Quad)), Shinty, Underwater hockey
  • Polo Bicycle polo, Elephant polo, Horse polo
  • Rhoquet (or racket) sports Sports where a player use a racquet (or racket) to hit a ball or other objects including Badminton, Ball badminton, Bilbocatch, Frescoball, Frontenis, Jai-Alai, Matkot, Paddleball, Pelota mixteca, Pickleball, Platform tennis, Pington, Racquetball, Racquets, Racketlon, Rapid Ball, Real tennis, Soft tennis, Speedball Speedminton, Squash, Squash tennis, Sticke, Table tennis, Tennis, Xare
  • Radiosports Sports using a radio including Amateur Radio Direction Finding, Radiosport / Contesting, High Speed Chaty, Remote control, Model Aerobatics, RC Racing Robot combat,
  • Skiing Alpine skiing, Cross country skiing, Freestyle skiing, Nordic combined, Nordic skiing, Ski jumping, Skijoring, Ski touring, Snowboarding, Speed skiing, Telemark skiing
  • Sport stacking Sport stacking
  • Air sports Aerobatics, Banzai skydiving, BASE jumping, Bungee jumping, Hang gliding, Hot air ballooning, Paragliding, Parasailing, Sky diving, Wingsuit flying
  • Endurance sports Cycling, Running, Ultra marathon, swimming, Triathlon, Orienteering, Decathlon, Inline speed skating, Rowing, Wheelchair racing, Wood chopping, Razza Racing, Cross-Country Skiing, Endurance riding,
  • Skating sports Aggressive inline skating, Artistic roller skating, Bandy, Bobrun Skating, Ice hockey, Ice Skating, Inline speed skating, Inline hockey, Figure skating, Ringette, Rinkball, Rink hockey, Skateboarding, Freestyle slalom skating, Roller derby, Roller hockey, Roller skating, Roller speed skating, Short track speed skating, Skater hockey Speed skating, Synchronized skating
  • Skiing Alpha sport skiing, Freestyle skiing, Speed skiing, Nordic skiing, Arcathlon, Biathlon, Cross country skiing, Nordic combined, Ski flying, Ski jumping, Telemark skiing, Ski touring, Skijoring, Skibob, Snowball Association, Snowboarding
  • Strength sports Sports mainly based on sheer power including Arm Wrestling,Arm Wrestling, Thumb wrestling, Bodybuilding, Powerlifting, Toe wrestling, Tug-o-war, Zourkhaneh, Weightlifting
  • Tables sports Chess, Air hockey, Backgammon, Card games, Chess, Chinese Checkers, Connect Four, Cue sports (Carom billiards, Three-cushion, Five-pins, Balkline and straight rail, Cushion caroms, Four-ball (yotsudama), Artistic billiards, several other variants), Pocket billiards (pool) ( Pool balls,Eight-ball (and Blackball), Nine-ball Straight pool , One-pocket , Three-ball, Seven- ball, Ten-ball, Rotation, Baseball pocket, billiards, Cribbage (pool), Bank pool, Artistic pool, Trick shot competition, Speed pool Bowlliards, Chicago, Kelly pool, Cutthroat, Killer, Russian pyramid, many other variants, Snooker (Snooker plus), Hybrid carom-pocket games ( English billiards, Bottle pool, Cowboy), Obstacle variations (Bagatelle,Bar billiards,Bumper pool, many other generally obsolete variants)), Draughts (
  • Target sports Sports where the main objective is to hit a certain target including Archery, Kyudo, Duckpin bowling, Atlatl, Five-pin bowling, Billiards ,Bar billiards Bowls, Bowling Pin Shooting, Carambole billiard, Candlepin bowling, Pool, Snooker, Bocce, Boccia, Boules, Calva, Croquet,Curling , Darts, Gateball, Golf, Disc golf, Speed golf, Golfcross, Horseshoes (horseshoe throwing), Knife throwing, Laser Tag, Lawn bowls, Matball, Pall mall, Petanque, Paintball, Shooting, Skittles, Ten-pin bowling, Trugo, Skittles, Skee ball, Pitch and putt
  • Team sports Sports that involve teams including American football, Kilikiti, Association Football (soccer), Australian rules football, Ball Hockey, Bandy, Baseball, Basketball, Beach handball, Beach soccer, Beach rugby, Beach volleyball, Bossaball, Box/indoor lacrosse, Bowling, Basque pelota, Broomball, Bunnock, Camogie, Canadian football Cheerleading, Cricket, Curling, Dodgeball, Field Hockey, Fistball, Floorball, Cubbies Footballtennis, Footvolley, Frisian handball, Futsal, Gaelic football, Gaelic handball Gateball, Goalball, Handball, Harrow Football, Hornussen, Horseshoe, Hurling, Indoor soccer, Ice Hockey, Inline hockey, Kabaddi, Kickball, Korfball, Lacrosse, Mesoamerican ballgame, Netball, Oina, Paintball, Pesapallo, Petanque, Polo, Polocrosse, Ringette, Rinkball, Road hockey, Roller Hockey (Rink Hockey), Rounders, Rowing, Royal, Shrovetide Football,
  • Team sport refers to sports that are practiced between opposing teams, where the players interact directly and simultaneously between them to achieve an objective.
  • the objective generally involves team members facilitating the movement of a ball or similar item in accordance with a set of rules, in order to score points.
  • An athlete is a sportsperson in a general sense or specifically person who is respectful, a team player, and shows compassion for the game he/she is playing. An athlete is also someone who plays not for the glory, but for the sheer joy of competing. A sportsperson or athlete is any person who participates regularly in a sport.
  • Cricket is a bat-and-ball team sport, are field games played by two teams. A cricket match is played on a cricket field at the centre of which is a pitch. The match is contested between two teams of eleven players each.
  • the teams alternate between “batting” and “fielding” roles, sometimes called in “at bat” and out “in the field” or simply in and out. Only the batting team may score, so the fielding team is defending, but they have equal chances in both roles. The game is counted rather than timed.
  • a player on the fielding team puts the ball in play with a delivery whose restriction depends on the game.
  • a player on the batting team attempts to strike the delivered ball, commonly with a "bat", which is a club governed by the rules of the game.
  • the teams switch roles when the fielding team puts the batting team out, which varies by game.
  • a cricket match is played between two teams (or sides) of eleven players each on a field of variable size and shape.
  • the ground is grassy and is prepared by grounds men whose jobs include fertilizing, mowing, rolling and leveling the surface.
  • Field diameters of 140-160 yards (130-150 m) are usual.
  • the perimeter of the field is known as the boundary and this is sometimes painted and sometimes marked by a rope that encircles the outer edge of the field.
  • the field may be round, square or oval - one of cricket's most famous venues is called The Oval.
  • each team is to score more "runs” than the other team and to completely “dismiss” the other team.
  • winning the game is achieved by scoring the most runs, even if the opposition has not been completely dismissed.
  • Toss In the sport of cricket, a coin is tossed to determine which team bats first. This is known as the toss. Before play commences, the two team captains toss a coin to decide which team shall bat or bowl first. The captain who wins the toss makes his decision on the basis of tactical considerations which may include the current and expected pitch and weather conditions.
  • Pitch The key action takes place in a specially prepared area of the field (generally in the centre) that is called the "pitch". At either end of the pitch, 22 yards (20 m) apart, are placed the "wickets". These serve as a target for the "bowling” aka “fielding” side and are defended by the "batting" side which seeks to accumulate runs. Basically, a run is scored when the “batsman” has literally run the length of the pitch after hitting the ball with his bat, although as explained below there are many ways of scoring runs. If the batsmen are not attempting to score any more runs, the ball is "dead” and is returned to the bowler to be bowled again. The bowling side seeks to dismiss the batsmen by various means until the batting side is "all out", whereupon the side that was bowling takes its turn to bat and the side that was batting must "take the field”.
  • Umpires and scorers The game on the field is regulated by two umpires, one of whom stands behind the wicket at the bowler's end, the other in a position called "square leg" which is several yards behind the batsman on strike. When the bowler delivers the ball, the umpire at the wicket is between the bowler and the non-striker. The umpires confer if there is doubt about playing conditions and can postpone the match by taking the players off the field if necessary, for example rain or deterioration of the light. Off the field and in televised matches, there is often a third umpire who can make decisions on certain incidents with the aid of video evidence. Off the field, the match details including runs and dismissals are recorded by two official scorers, one representing each team. The scorers are directed by the hand signals of an umpire.
  • the bowler bowls the ball in sets of six deliveries (or "balls") and each set of six balls is called an over. This name came about because the umpire calls "Over!” when six balls have been bowled. At this point, another bowler is deployed at the other end and the fielding side changes ends. A bowler cannot bowl two successive overs, although a bowler can bowl unchanged at the same end for several overs. The batsmen do not change ends and so the one who was non-striker is now the striker and vice-versa. The umpires also change positions so that the one who was at square leg now stands behind the wicket at the non-striker's end and vice-versa.
  • an over is a set of six consecutive balls bowled in succession.
  • An over is normally bowled by a single bowler.
  • An over must consist of six legal deliveries. No balls and wides do not count toward the six-ball tally.
  • the captain of the fielding team decides which bowler will bowl any given over (subject to the restriction that no bowler may bowl two overs in succession).
  • bowlers are restricted to the total number of overs they may bowl in a match.
  • the general rule is that no bowler can bowl more than one-fifth (1/5) or 20% of the allotted overs per innings.
  • each bowler can bowl up to a maximum of 10 overs.
  • one bowler can bowl a maximum of 4 overs, and the length of the game is determined by the total number of overs bowled (usually 40 or 50 per innings and just 20 overs per innings in Twenty20).
  • Test and county cricket teams are usually required to bowl a minimum number of overs per day to prevent spoiling of the game by a slow over rate. Captains and teams are regularly punished for going at a slower rate than the required rate. The punishment often comes in cutting the match fees or banning from games.
  • a maiden over is one in which no runs are scored.
  • a wicket maiden is one in which no runs are scored and one wicket is taken. Double and even triple wicket maidens can also be scored, albeit seldom in occurrence.
  • Team structure A team consists of eleven players. Depending on his or her primary skills, a player may be classified as a specialist batsman or bowler. A well-balanced team usually has five or six specialist batsmen and four or five specialist bowlers. Teams nearly always include a specialist wicket-keeper because of the importance of this fielding position. Each team is headed by a captain who is responsible for making tactical decisions such as determining the batting order, the placement of fielders and the rotation of bowlers.
  • a player who excels in both batting and bowling is known as an all-rounder.
  • One who excels as a batsman and wicket-keeper is known as a "wicket-keeper/batsman", sometimes regarded as a type of all-rounder.
  • True all-rounders are rare as most players focus on either batting or bowling skills.
  • Fielding All eleven players on the fielding side take the field together. One of them is the wicket-keeper who operates behind the wicket being defended by the batsman on strike.
  • Wicket-keeping is normally a specialist occupation and his primary job is to gather deliveries that the batsman does not hit, so that the batsmen cannot run byes. He wears special gloves (he is the only fielder allowed to do so), and pads to cover his lower legs. Owing to his position directly behind the striker, the wicket-keeper has a good chance of getting a batsman out caught off a fine edge from the bat. He is the only player who can get a batsman out stumped.
  • the captain is the most important member of the fielding side as he determines all the tactics including who should bowl (and how); and he is responsible for "setting the field", though usually in consultation with the bowler.
  • Fielding in the sport of cricket is the action of fielders in collecting the ball after it is struck by the batsman, in such a way as to either limit the number of runs that the batsman scores or get the batsman out by catching the ball in flight or running the batsman out.
  • a fielder or fieldsman may field the ball with any part of his person.
  • fielding positions There are a number of named basic fielding positions, some of which are employed very commonly and others that are used less often. However, fielding positions are not fixed, and fielders can be placed in positions that differ from the basic positions. Most of the positions are named roughly according to a system of polar coordinates - one word (leg, cover, mid-wicket) specifies the angle from the batsman, and is optionally preceded by an adjective describing the distance from the batsman (silly, short, deep or long). Words such as “backward”, “forward”, or “square” can further indicate the angle.
  • Fielding Catching positions Some fielding positions are used offensively. That is, players are put there with the main aim being to catch out the batsman rather than to stop or slow down the scoring of runs.
  • Positions include: Slip (often there are multiple slips next to each other, designated First slip, Second slip, Third slip, etc, numbered outwards from the wicket-keeper); Fly slip; Gully; Leg slip; Leg gully; the short and silly positions.
  • Bat pad is a position specifically intended to catch balls that unintentionally strike the bat and leg pad, and thus end up only a meter or two to the leg side
  • Modifiers Deep, long: Farther away from the batsman, Short: Closer to the batsman, Silly: Very close to the batsman, Square: Somewhere along an imaginary extension of the popping crease, Fine: Closer to an extension of an imaginary line along the middle of the pitch bisecting the stumps, Wide: Further from an extension of an imaginary line along the middle of the pitch bisecting the stumps, Forward: In front of square; further towards the end occupied by the bowler and further away from the end occupied by the batsman on strike, Backward: Behind square; further towards the end occupied by the batsman on strike and further away from the end occupied by the bowler.
  • Wicket-keeper The wicket-keeper (also spelt wicketkeeper and often shortened to keeper) in the sport of cricket is the player on the fielding side who stands behind the wicket being guarded by the batsman currently on strike. It is essentially a specialist role although a keeper is occasionally called upon to bowl, in which case another member of the fielding side temporarily keeps wicket.
  • the keeper's major function is to stop deliveries that pass the batsman (in order to prevent runs being scored), but he can also attempt to dismiss the batsman in various ways:
  • the keeper can stump the batsman by using the ball to remove the bails from the stumps, if the batsman has come out of his crease during a delivery.
  • a keeper's position depends on the bowler: for fast bowling he will crouch some distance from the stumps, in order to have time to react to edges from the batsman, while for slower bowling, he will come much nearer to the stumps (known as “standing up”), to pressure the batsman into remaining within the crease or risk being stumped.
  • the more skilled the keeper the faster the bowling to which he is able to "stand up”.
  • Bowler A bowler in the sport of cricket is usually a player whose specialty is bowling, analogous to a pitcher in baseball. A bowler who is also a competent batsman is known as an all- rounder.
  • a fast bowler is usually the mainstay of a team's attack. They will take a long run up before bowling each ball to build momentum and rhythm and can deliver the cricket ball at speeds up to 160 km/h (100 mph).
  • Some medium pacers are simply accurate; they can repeatedly deliver the ball to a place which forces the batsman to defend rather than scoring runs. Others grip the ball so that it pitches on its upraised seam, which then causes the following trajectory to be awkward or uncertain.
  • a spin bowler usually bowls quite slowly and puts tremendous spin on the ball causing it to bounce at an angle off the pitch, forcing the batsman to treat each ball carefully.
  • Bowling The bowler reaches his delivery stride by means of a "run-up", although some bowlers with a very slow delivery take no more than a couple of steps before bowling. A fast bowler needs momentum and takes quite a long run-up, running very fast as he does so.
  • the fastest bowlers can deliver the ball at a speed of over 90 miles per hour (140 km/h) and they sometimes rely on sheer speed to try and defeat the batsman, who is forced to react very quickly.
  • Other fast bowlers rely on a mixture of speed and guile.
  • Some fast bowlers make use of the seam of the ball so that it "curves” or "swings” in flight. This type of delivery can deceive a batsman into mistiming his shot so that the ball touches the edge of the bat and can then be "caught behind" by the wicketkeeper or a slip fielder.
  • LF left arm fast bowler
  • LBG right arm spin bowler who bowls deliveries that are called a "leg break” and a "googly”.
  • bowling In the sport of cricket, bowling is the action of propelling the ball toward the wicket defended by a batsman. A player skilled at bowling is called a bowler. A single act of bowling the ball towards the batsman is called a ball or a delivery. Bowlers bowl deliveries in sets of six, called an over. Once a bowler has bowled their over, one of their team mates will bowl an over from the other end of the pitch.
  • a delivery or ball in cricket is a single action of bowling a cricket ball towards the batsman.
  • a member of the fielding team is designated as the bowler, and bowls deliveries towards the batsman.
  • Six balls in a row constitute an over, after which a different member of the fielding side takes over the role of bowler for the next over.
  • Hat-trick cricket hat-trick is, the occasions when a bowler has taken three wickets in consecutive deliveries.
  • Batting At any one time, there are two batsmen in the playing area. One takes station at the striker's end to defend the wicket as above and to score runs if possible. His partner, the non- striker, is at the end where the bowler is operating. Batsmen come in to bat in a batting order, decided by the team captain. The first two batsmen - the "openers" - usually face the most hostile bowling, from fresh fast bowlers with a new ball. The top batting positions are usually given to the most competent batsmen in the team, and the non-batsmen typically bat last. The pre-announced batting order is not mandatory and when a wicket falls any player who has not yet batted may be sent in next.
  • a skilled batsman can use a wide array of "shots” or “strokes” in both defensive and attacking mode. The idea is to hit the ball to best effect with the flat surface of the bat's blade. If the ball touches the side of the bat it is called an "edge". Batsmen do not always seek to hit the ball as hard as possible, and a good player can score runs just by making a deft stroke with a turn of the wrists or by simply "blocking" the ball but directing it away from fielders so that he has time to take a run. There is a wide variety of shots played in cricket. The batsman's repertoire includes strokes named according to the style of swing and the direction aimed: e.g., "cut”, "drive”, "hook”, “pull”.
  • Batsman A batsman in the sport of cricket is any player in the act of batting. During the play of a cricket match, two members of the batting team are on the field, while their team-mates wait off the field. Those two players are the current batsmen. Each batsman stands near one of the two wickets at either end of the cricket pitch near the centre of the ground.
  • the two batsmen have different roles:
  • the non-striker stands inactive near the bowler's wicket. While defending his wicket, the striker may also hit the ball into the field and attempt to run to the opposite wicket, exchanging places with the non-striker. This scores a run. The two batsmen may continue to exchange places, scoring additional runs, until members of the fielding team collect and return the ball to either wicket.
  • Batting In the sport of cricket, batting is the act or skill of hitting the cricket ball with a cricket bat in order to score runs without getting out. Each team usually consists of eleven players, and all the players are expected to bat. A person either skilled at batting or presently taking his turn at batting is called a batsman, and a batsman's main aim is to try and score runs for the team without getting 'out'. At a given moment, only two batsmen from one team can bat. A batsman can bat in each innings until he is 'out'. Once a batsman is 'out', he is replaced by a team mate until ten out of eleven players in his team are 'out' and their innings is closed.
  • Run(s) In the sport of cricket, a run is the basic unit of scoring. Runs are scored by a batsman, and the aggregate of the scores of a team's batsmen (plus any extras) constitutes the team's score. A batsman scoring 50 (a 'half century') or 100 runs (a 'century' or 'ton'), or any higher multiple of 50 runs, is considered a particular achievement. By extension, a partnership of two batsmen moving the team score on by a multiple of 50 runs, or the team score passing a multiple of 50 runs, is also cause for celebration.
  • Run(s) Rules The simplest way for a batsman to score a run is by the striker hitting the ball such that both batsman can run from one end of the pitch to the other without either batsman getting out: the batsmen effectively exchanging positions, so the striking batsman becomes the non-striker, and vice versa.
  • the batsmen may be able to run up and down the pitch more than once, crossing each time, to score two, three or more runs.
  • a batsman can also score four or six runs by hitting the ball to or over the boundary, and may be awarded five penalty runs in certain situations.
  • a run is scored when the batsmen, or their runner, at any time while the ball is in play, have crossed and made good their ground from end to end; when a boundary is scored; when penalty runs are awarded; when "lost ball” is called. Runs are added to the team score, but not the score of an individual batsman, for extras (no balls, wides, byes and leg byes).To score a run, each batsman must run from the popping crease at one end to the popping crease at the other end.
  • the primary concern of the batsman on strike is to prevent the ball hitting the wicket and secondarily to score runs by hitting the ball with his bat so that he and his partner have time to run from one end of the pitch to the other before the fielding side can return the ball.
  • both runners To register a run, both runners must touch the ground behind the crease with either their bats or their bodies (the batsmen carry their bats as they run). Each completed run increments the score.
  • More than one run can be scored from a single hit but, while hits worth one to three runs are common, the size of the field is such that it is usually difficult to run four or more. To compensate for this, hits that reach the boundary of the field are automatically awarded four runs if the ball touches the ground en route to the boundary or six runs if the ball clears the boundary on the full. The batsmen do not need to run if the ball reaches or crosses the boundary.
  • Running is a calculated risk because if a fielder breaks the wicket with the ball while the nearest batsman is out of his ground (i.e., he does not have part of his body or bat in contact with the ground behind the popping crease), the batsman is run out.
  • a team's score is reported in terms of the number of runs scored and the number of batsmen that have been dismissed. For example, if five batsmen are out and the team has scored 224 runs, they are said to have scored 224 for the loss of 5 wickets (commonly shortened to "224 for five” and written 224/5 or, in Australia, "five for 224" and 5/224).
  • Dismissals In the sport of cricket, a dismissal occurs when the batsman is out (also known as the fielding side taking a wicket and/or the batting side losing a wicket). At this point a batsman must discontinue batting and leave the field permanently for the innings.
  • Test cricket it is necessary for a side fielding last to have dismissed ten players of the opposing team in their final innings to achieve victory.
  • dismissal decisions are handled primarily by the players - thus if the dismissal is obvious the batsman will voluntarily leave the field without the umpire needing to dismiss them. If the batsman and fielding side disagree about a dismissal then the fielding side must appeal to the umpire who will then decide whether the batsman is out. In competitive cricket, many difficult catching and LBW decisions will be left to the umpire; if a batsman acknowledges that he is out in such cases and departs without waiting for the umpire's decision it is known as 'walking', and regarded as an honorable but controversial act. If the umpire believes he has incorrectly dismissed a batsman, he may recall him to the crease if he has not already left the field of play.
  • the bowler is credited in the statistics with having taken a wicket if the batsman is out bowled, LBW, caught, stumped, or hit wicket. If the ball is a no ball then the batsman cannot be out in any of these ways. The bowler is not credited with having taken a wicket if the batsman is run out, handles the ball, hits the ball twice, obstructs the field, or is timed out; these dismissals may occur if the delivery is a no ball.
  • the fieldsman is credited in the statistics with a dismissal if he takes a catch or a stumping (for a stumping this will necessarily be the wicket-keeper), and may be credited on scorecards for a run-out (although a run-out will not be credited to a player's statistics).
  • Leg before wicket (lbw) - is complex but basically means that the batsman would have been bowled if the ball had not hit his leg first Run out - a member of the fielding side has broken or "put down" the wicket with the ball while a batsman was out of his ground; this usually occurs by means of an accurate throw to the wicket while the batsmen are attempting a run
  • Stumped - is similar except that it is done by the wicketkeeper after the batsman has missed the bowled ball and has stepped out of his ground, and is not attempting a run.
  • Hit wicket - a batsman is out hit wicket, if he dislodges one or both bails with his bat, person, clothing or equipment in the act of hitting the ball, or when setting off for a run
  • Boundary Boundary has two distinct meanings in the sport of cricket;
  • Scoring Runs Four runs are scored if the ball bounces before touching or going over the edge of the field and six runs if it does not bounce before passing over the boundary in the air. These events are known as a four or a six respectively. When this happens the runs are automatically added to the batsman's and his team's score and the ball become dead. If the ball did not touch the bat or a hand holding the bat, four runs are scored as the relevant type of extra instead; but six runs cannot be scored as extras, even if the ball clears the boundary (which is in any case extremely unlikely).Four runs (or more) can also be scored by hitting the ball into the outfield and running between the wickets. Four runs scored in this way are referred to as an 'all run four' and is not counted as a boundary.
  • the scoring of a four or six by a good aggressive shot displays a certain amount of mastery by the batsman over the bowler, and is usually greeted by applause from the spectators.
  • the proportion of his runs scored in boundaries often rises.
  • one team's combined first and second innings total may be less than the other side's first innings total.
  • the team with the greater score is then said to have won by an innings and n runs, and does not need to bat again: n is the difference between the two teams' aggregate scores.
  • a one-day match can also be declared a "no-result" if fewer than a previously agreed number of overs have been bowled by either team, in circumstances that make normal resumption of play impossible; for example, wet weather.
  • Group Stage Four groups of three teams (two seeds and one qualifier) with two games per team and the top two teams qualifying for the Super 8s.
  • Super 8s Two four-team groups playing three games each. The make up of the groups was pre-decided based upon all seeds qualifying; if a seed failed to qualify the beneficiary took their allotted place in their respective group. • Semi-Finals: Group Winners playing the runner up of the other Super 8 Group.
  • An umpire in cricket is a person who has the authority to make decisions on the cricket field, according to the Laws of Cricket. Besides making decisions about legality of delivery, appeals for wickets and general conduct of the game in legal manner, the umpire also keeps a record of the deliveries and announces the completion of an over.
  • cricket matches have two umpires on the field, one standing at the end where the bowler delivers the ball (Bowler's end), and one directly opposite the facing batsman (usually, but not always, at square leg).
  • the umpire at the bowler's end makes the decisions, which he mainly indicates, using arm movements. Some decisions must be instantaneous, whereas for others he may pause to think or discuss it with the square leg umpire, especially if the latter may have had a better view.
  • No-ball Either umpire may call, and signal, No Ball, for a ball which is illegally delivered (bowled), although each umpire has unique jurisdictions.
  • the most usual causes for No Balls are foot faults or a ball passing above a batsmen's head, each of these being under the bowler's end umpire's jurisdiction.
  • the signal is to hold one arm out horizontally and shout "no-ball" ; the idea being that the batsman is aware of the no-ball being bowled.
  • the no-ball doesn't count as one of the six in the over, and severely reduces the ways in which batsmen may be out.
  • a no ball In the sport of cricket a no ball is a penalty against the fielding team, usually as a result of an illegal delivery by the bowler.
  • the delivery of a no ball results in one run (or occasionally two, depending upon the competition) to be added to the batting team's score, and an additional ball must be bowled.
  • the number of ways in which the batsman can be given out is reduced.
  • a batsman receives a 'free hit' on the ball after a 'front foot 1 no ball. This means the batsman can freely hit the ball with no danger of being out in certain ways.
  • No balls are not uncommon, especially in short form cricket, and fast bowlers tend to bowl them more often than spin bowlers due to their longer run-up.
  • Free hit is a cricket terminology, relevant in one day internationals and twenty20 matches.
  • the batsman cannot be ruled out in any dismissal modes, other than run out, handling the ball, hitting the ball twice and obstructing the field. This freedom enables the batsman to play a powerful shot without the fear of getting out caught, bowled or leg before. For this reason, the delivery immediately after a front-foot no ball is called a free hit.
  • Front-foot no ball If the bowler bowls without some part of the front-foot (either grounded or raised) behind the popping crease then that ball is treated as a front-foot no ball.
  • a Wide Ball is the term used to describe an illegal delivery in cricket, which is illegal due to it being "wide of the striker where he is standing and would also have passed wide of him standing in a normal guard position.”
  • a batsman can not, by definition, be out bowled, leg before wicket, caught, or hit the ball twice off a wide, as a ball cannot be ruled as a wide if the ball strikes the batsman's bat or person. He may be out handled the ball, hit wicket, obstructing the field, run out, or stumped. If the wicket-keeper fumbles or misses the ball, the batsmen may be able to take additional runs safely, and may choose to do so. The numbers of runs scored are scored as wides, not byes. If the wicket-keeper misses the ball and it travels all the way to the boundary, the batting team immediately scores five wides, similarly as if the ball had been hit to the boundary for a four on a no ball.
  • Dead ball If the ball is no-longer considered in play, it is a dead ball. An umpire will signal this, by crossing and uncrossing his wrists below his waist with the call Dead Ball, if he is required to do so under certain Laws, and also may do it if he thinks it is necessary to inform the players.
  • This signal varies a lot between umpires, from two short, restrained, waves finishing with the arm across the chest, to elaborate signals that resemble those of a conductor of an orchestra. Whichever way the umpire signals a four he must, by law, finish with his arm across the chest (so as to avoid confusion about whether a No Ball was delivered as well).
  • Short run If one of the batsmen turns to complete runs after the first without grounding his person or equipment behind the popping crease, then a short run is signalled by the umpire tapping his near shoulder with his fingers and the short runs are not scored.
  • the umpire may additionally refer decisions to the Third Umpire regarding Bump Balls and catches being taken cleanly (but only after the on-field umpires have consulted and both were unsighted).
  • the Third Umpire is not used except in international or important domestic matches.
  • the signal to refer a matter is using both hands to mime a TV screen by making a box shape.
  • Penalty runs For extreme misconduct by one team, the umpire may award five penalty runs to the other team. Placing one arm on the opposite shoulder indicates that the penalty run are awarded to the fielding team, but if the umpire taps that shoulder, the penalties are awarded to the batting team.
  • Last hour In Test cricket and first class cricket, the last hour of the last day of play has special significance. Firstly, there are a minimum number of overs (20 in the Laws of Cricket, fifteen in Tests) that must be bowled in the last hour. The umpire signals the last hour by pointing to his wrist (and the watch on it), which is raised above his head.
  • Revoke last signal If the umpire makes an incorrect signal, he may revoke it. The cancellation is made if the umpire finds the wrong of application of the laws, such as, signalling "out” but then realizing that the other umpire signalled a no-ball. Also, an umpire may revoke if he accidentally signals a four though he intended to signal six.
  • New Ball In matches lasting more than two days the captain usually has the option of a new ball set number of overs (usually 80).
  • the umpire at the bowler's end signals to the scorers that a new ball has been taken by holding the ball above his head.
  • the scorers note the time that the new ball has been taken.
  • Scoring in cricket matches involves citing two facts, the number of runs scored by each team and the number of wickets each has lost. These are the basic figures likely to be quoted in a media report on a match completed or still in progress.
  • the bowler and the kind of dismissal e.g. LBW
  • the bowler and the kind of dismissal e.g. LBW
  • the total the batting team reached that that point in the game 'the fall of wicket'.
  • the beehive chart shows where a bowler's balls arrived at a batsman (high, low, wide, on the off stump etc.), while the pitch map shows where the balls pitched.
  • Scores and points In most one day competitions based on leagues, 2 points are awarded for a win and 0 for a loss, regardless of the margin of victory.
  • the result in a game of cricket may be a win for one of the two teams playing, a draw or a tie. In the case of a limited overs game, the game can also end with no result. Which of these results applies, and how the result is expressed is governed by Law 21 of the Laws of cricket.
  • Win and loss The result of a match is a win when one side scores more runs than the opposing side and all the innings of the match are completed. The side scoring more runs has won the game, and the side scoring fewer has lost. If the match ends without all the innings being completed, the result may be a draw or no result.
  • a bowl-out is used to decide a result that would otherwise be a tie.
  • the result of a match is a draw if a match is concluded, as defined in Law 16, without being a win or a tie. This means that a draw occurs when a team does not complete its innings by the scheduled end of play. In matches where the number of overs is not limited, therefore, a team unable to win may be able to 'save the draw' by managing to not complete its final innings (i.e. by having batsmen left at the end of play who are 'not out'). The match is then drawn regardless of the total of runs accumulated by either side.
  • a no result is effectively the same as a draw, but occurs only in limited-overs cricket. With a limited number of overs, a team cannot bat to the end of the match and secure a draw as above - if they have scored fewer runs they have lost the game. A no result, therefore, occurs only when weather conditions stop play before the second teams have batted enough overs to have a recalculated target under the Duckworth-Lewis method or other rain rules. In One Day International cricket, one team needs to have faced less than 20 overs (of the allotted 50 for a match) for a match to be a no result.
  • a match can be abandoned if weather or other conditions prevent any play from occurring at all. If the toss has not occurred, the match is recorded as having been 'abandoned without a ball being bowled'. Such a game is not included in official statistical records.
  • the umpires also have the power to award a match to one side where the other side either concedes defeat or in the opinion of the umpires refuses to play, in which case the game can be deemed to have been forfeited by the side in question.
  • Exemplary 3 over sample cricket match between India and Australia, created by administrator see Fig.6-15) (Input) via Live and Real Cricket Match (Movie or Film) Production System's (Rule Engine) Sample Source Code in VB .Net (Business Logic or Middle tier) which uses MS SQL Server Database system, Fig.32-40 explains sample relational data structure with sample data (Data tier) and based on that generated sample script below for creating exemplary real and live match (Output).
  • Cur_Betting_Team_No dread.GetValue(O)
  • TeamsQry "SELECT Series Cup.*, Series Cup Teams.*, Matches.*, Teams.*, Team Players.*, Players_Profile_Master.* " & _
  • Cur_Bowling_Team_Name dr("Team_Name)
  • BallByBallScoreQry "SELECT Master Ball Settings.Master Ball Settings,
  • Match_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Match_No")
  • Team_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Team_No")
  • Bowler_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Bowler_No")
  • Batsman_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Batsman_No")
  • Over_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).ltem("Over_No")
  • Ball_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Ball_No")
  • Bowler_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Bowler_No")
  • Batsman_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Batsman_No")
  • sqlCurrentActiveFielder "Select Team Players.PlayerNo " & _
  • Curent Fielding Position Player No dreadl .Get Value(O) 'Current fielding postion of fielder dread l.Close()
  • sqlCurrentMatchedActiveFielder "SELECT Team Players.PlayerNo
  • cur scb New SqlCommandBuilder(cur sda) cur_sda.Fill(cur_ds, sqlCurrentMatchedActiveFielder)
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  • Cur Random Video ClipNo foundrows(rndl.Next(0, foundrows.Count))("Video_Clip_No")
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Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

La présente invention concerne un appareil, un système et un procédé de production automatique d'une vidéo de sport au moyen de règles de production de vidéo de sport établies par un système expert. Les procédés et systèmes de production automatisée de vidéo ou de film de sport réel en direct sur la base de règles, consistent à fusionner des clips vidéo normalisés préalablement créés selon des paramètres de score, de points ou de buts administrateur et des règles de production de vidéo ou de film spécifiques aux domaines ou aux sujets, par un moteur à règles spécifiques des domaines et sujets, et à diffuser en direct en temps réel ou pratiquement en temps réel, à télédiffuser, à diffuser en continu, à visualiser, à transmettre, à lire ou à enregistrer un événement de match sportif en direct ou en temps réel via de multiples réseaux de communication sur de multiples types de dispositifs utilisateurs à l'intention de spectateurs, par ex. pour des sports en temps réel et en direct comprenant le cricket, le base-ball, le golf, le football, le soccer, le basket-ball, le hockey, le tennis, les courses.
PCT/IN2009/000384 2009-07-08 2009-07-08 Appareil, système et procédé de production automatique d'événement sportif quasiment en direct sur la base de règles, sous la forme d'une vidéo à des fins de divertissement WO2011004381A1 (fr)

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US9398213B1 (en) 2014-07-11 2016-07-19 ProSports Technologies, LLC Smart field goal detector
US9474933B1 (en) 2014-07-11 2016-10-25 ProSports Technologies, LLC Professional workout simulator
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WO2013156828A1 (fr) * 2012-04-16 2013-10-24 Talkalter Inc. Procédé et système pour la création et le partage de portraits vidéo interactifs
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US9610491B2 (en) 2014-07-11 2017-04-04 ProSports Technologies, LLC Playbook processor
US9502018B2 (en) 2014-07-11 2016-11-22 ProSports Technologies, LLC Whistle play stopper
US9474933B1 (en) 2014-07-11 2016-10-25 ProSports Technologies, LLC Professional workout simulator
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WO2019175676A3 (fr) * 2017-11-22 2020-01-02 Cairns Christopher Système et procédé de pour faciliter les ligues de sport dans le monde entier
US10912975B1 (en) 2019-05-03 2021-02-09 Lycurgus Barnhill Ward Extended skating rink and method of play thereon
US11570525B2 (en) * 2019-08-07 2023-01-31 WeMovie Technologies Adaptive marketing in cloud-based content production
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US11570511B2 (en) 2020-05-06 2023-01-31 EXA Properties, L.L.C. Composite video competition
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US11369843B2 (en) 2020-07-16 2022-06-28 Dribbleup, Inc Online, real-time, synchronized training system for multiple participants
US11943512B2 (en) 2020-08-27 2024-03-26 WeMovie Technologies Content structure aware multimedia streaming service for movies, TV shows and multimedia contents
US11564014B2 (en) 2020-08-27 2023-01-24 WeMovie Technologies Content structure aware multimedia streaming service for movies, TV shows and multimedia contents
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