Game Play Boundary Detection for Multimedia Indexing
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Solution Overview
Problem
Current methods for displaying game plays in sporting events lack efficiency, as they do not provide clear boundaries for plays, making it difficult for fans to find specific plays and analyze game data effectively.
Innovation Solution
A system that automatically determines the bounds of plays by processing game data from various sources, generating play events, and indexing multimedia content, allowing for the display of play events and drives in a graphical user interface on mobile devices, enabling users to select and download specific segments of multimedia content.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If game data is displayed without automatic play boundary detection, then the system complexity is reduced, but the user experience deteriorates due to difficulty in finding specific plays
Solution Approach 1:
The continuous game data stream is segmented into discrete plays by detecting boundary events (scoring, possession changes, timeouts). This segmentation allows users to easily navigate to and review specific plays without manually searching through entire game footage, directly improving ease of operation.
Solution Approach 2:
The system performs preliminary detection and marking of play boundaries during or immediately after the game, so that when users want to review specific plays, the boundaries are already identified and indexed. This eliminates the need for users to manually determine play boundaries, enhancing ease of operation without requiring complex real-time processing during user interaction.
2Productivity
If manual play boundary identification is used, then automation is reduced, but time consumption increases for both data processing and user review
Solution Approach 1:
The system automatically detects play boundaries using predefined criteria (scoring events, possession changes, timeouts) without requiring manual intervention. The data processing system self-identifies play segments and creates indexes, dramatically improving productivity by eliminating manual review time while maintaining high automation levels.
Solution Approach 2:
The system uses feedback from game data events (scoring, possession changes) to automatically update play boundary markers. This automated feedback loop enables rapid identification and indexing of plays, significantly increasing the speed at which users can review game content compared to manual methods.
3Loss of information
If detailed play boundary information is provided, then user experience is improved, but data processing complexity increases
Solution Approach 1:
The system extracts only the essential boundary information (start time, end time, key events) from the complete game data stream, rather than processing and storing all raw data. This extraction approach preserves the necessary play information for user review while avoiding the complexity of processing entire game sequences, balancing information completeness with processing simplicity.
Solution Approach 2:
The system applies different levels of data processing to different parts of the game data: detailed event information is captured at play boundaries, while intermediate segments are handled more efficiently. This local quality approach ensures complete play information is available where needed (at boundaries) without uniformly complex processing throughout the entire data set.
4Loss of time
If play segments are pre-processed and indexed, then user access speed is improved, but initial processing time and resources increase
Solution Approach 1:
The system performs play boundary detection and indexing as a preliminary action during or immediately after the game concludes, rather than waiting until users need to review content. This preliminary processing creates ready-to-use indexes that enable rapid user access to specific plays, reducing user wait time while accepting the trade-off of initial processing duration.
Solution Approach 2:
The indexing system is designed to be dynamic and incremental, processing and indexing plays as they are identified rather than requiring complete game processing before any plays become available. This dynamic approach allows users to access plays sooner in the processing timeline, reducing the effective duration of unavailability while maintaining efficient access speeds.
Data Source
AI summary
Computer systems and methods in various embodiments are configured for improving speed and efficiency of server computers and remote client devices connected to the server computers, and requesting and downloading indexed and persistently stored segments of multimedia content, such as video during a sporting event, in real-time and/or with minimal delay from the server computers. In an embodiment, a computer system comprises a memory; a processor coupled to the memory; play event transceiver logic coupled to the memory and the processor and configured to electronically receive a first set of digital data associated with the sporting event; play event processing logic coupled to the memory and the processor and configured to determine that a first play has ended based on the first set of digital data, and in response, to generate a first play event signal; wherein the play event transceiver logic is further configured to send the first play event signal to the one or more mobile computing devices; a data storage device configured to store mobile device app logic comprising one or more sequences of instructions which when downloaded to and executed using the one or more mobile computing devices causes each of the one or more mobile computing devices, in response to receiving the first play event signal, to display a first graphical tile in a graphical tile list in a graphical user interface on a display coupled to that mobile computing device.


