Demo Data from SIGIR 2026 / reviewers in the wild / expert
Eric Foote
dblp:117/4967
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorArtificial intelligence and machine learning · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Databases, data mining, and information retrieval
1 paper |
Data mining · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
User interface design and tools · 100% | |
| Artificial intelligence
1 paper |
Video understanding and tracking · 100% | |
| Computer graphics and multimedia
1 paper |
Multimedia systems and quality of experience · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
User interface design and tools › natural user interface
touch screen interface |
0.2 | 1 | 2013 | One-man-band: a touch screen interface for producing live multi-camera sports broadcasts · ACM Multimedia 2013 |
Computer vision › Video understanding and tracking › video analytics › behavior analysis › human behavior analysis
group behavior analysis |
0.1 | 1 | 2012 | Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League · AAAI 2012 |
Data mining
spatiotemporal data mining |
0.1 | 1 | 2012 | Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League · AAAI 2012 |
Data mining
sports analytics |
0.1 | 1 | 2012 | Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier League · AAAI 2012 |
Methods — techniques the papers use, named apart from their topics
pan-tilt-zoom camera control · 0.3play-segment representation · 0.3entropy maps · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | One-man-band: a touch screen interface for producing live multi-camera sports broadcastsabstractGenerating live broadcasts of sporting events requires a coordinated crew of camera operators, directors, and technical personnel to control and switch between multiple cameras to tell the evolving story of a game. In this paper, we present an unimodal interface concept that allows one person to cover live sporting action by controlling multiple cameras and and determining which view to broadcast. The interface exploits the structure of sports broadcasts which typically switch between a zoomed out game-camera view (which records the strategic team-level play), and a zoomed in iso-camera view (which captures the animated adversarial relations between opposing players). The operator simultaneously controls multiple pan-tilt-zoom cameras by pointing at a location on the touch screen, and selects which camera to broadcast using one or two points of contact. The image from the selected camera is superimposed on top of a wide-angle view captured from a context-camera which provides the operator with periphery information (which is useful for ensuring good framing while controlling the camera). We show that by unifying directorial and camera operation functions, we can achieve comparable broadcast quality to a multi-person crew, while reducing cost, logistical, and communication complexities. Eric Foote, Peter Carr 0001, Patrick Lucey, Yaser Sheikh, Iain A. Matthews |
ACM Multimedia | 1 |
| 2012 | Characterizing Multi-Agent Team Behavior from Partial Team Tracings: Evidence from the English Premier LeagueabstractReal-world AI systems have been recently deployed which can automatically analyze the plan and tactics of tennis players. As the game-state is updated regularly at short intervals (i.e. point-level), a library of successful and unsuccessful plans of a player can be learnt over time. Given the relative strengths and weaknesses of a player’s plans, a set of proven plans or tactics from the library that characterize a player can be identified. For low-scoring, continuous team sports like soccer, such analysis for multi-agent teams does not exist as the game is not segmented into “discretized” plays (i.e. plans), making it difficult to obtain a library that characterizes a team’s behavior. Additionally, as player tracking data is costly and difficult to obtain, we only have partial team tracings in the form of ball actions which makes this problem even more difficult. In this paper, we propose a method to overcome these issues by representing team behavior via play-segments, which are spatio-temporal descriptions of ball movement over fixed windows of time. Using these representations we can characterize team behavior from entropy maps, which give a measure of predictability of team behaviors across the field. We show the efficacy and applicability of our method on the 2010-2011 English Premier League soccer data. Patrick Lucey, Alina Bialkowski, Peter Carr 0001, Eric Foote, Iain A. Matthews |
AAAI | 4 |