Demo Data from SIGIR 2026 / reviewers in the wild / expert
Iwan W. Griffiths
dblp:22/10398
· DBLP profile ↗
6ranked-venue papers
0as 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 · 5Artificial 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.
| Computer graphics and multimedia
2 papers |
Visualization and visual analytics · 62% Multimedia analysis and retrieval · 38% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
visual analytics |
0.2 | 2 | 2013 | Transformation of an Uncertain Video Search Pipeline to a Sketch-Based Visual Analytics Loop · IEEE Trans. Vis. Comput. Graph. 2013 Hierarchical Event Selection for Video Storyboards with a Case Study on Snooker Video Visualization · IEEE Trans. Vis. Comput. Graph. 2011 |
Multimedia analysis and retrieval
video retrieval |
0.2 | 1 | 2013 | Transformation of an Uncertain Video Search Pipeline to a Sketch-Based Visual Analytics Loop · IEEE Trans. Vis. Comput. Graph. 2013 |
Visualization and visual analytics
video visualization |
0.1 | 1 | 2011 | Hierarchical Event Selection for Video Storyboards with a Case Study on Snooker Video Visualization · IEEE Trans. Vis. Comput. Graph. 2011 |
Multimedia analysis and retrieval › multimodal summarization
event summarization |
0.0 | 1 | 2011 | Hierarchical Event Selection for Video Storyboards with a Case Study on Snooker Video Visualization · IEEE Trans. Vis. Comput. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
sketch-based interface · 0.2active machine learning · 0.2importance-based selection · 0.1hierarchical event representation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Automated 3-D Animation From Snooker Videos With Information-Theoretical OptimizationabstractAutomated 3-D modeling from real sports videos can provide useful resources for visual design in sports-related computer games, saving a lot of effort in manual design of visual contents. However, image-based 3-D reconstruction usually suffers from inaccuracy caused by statistic image analysis. In this paper, we propose an information-theoretical scheme to minimize errors of automated 3-D modeling from monocular sports videos. In the proposed scheme, mutual information (MI) was exploited to compute the fitting scores of a 3-D model against the observed single-view scene, and the optimization of model fitting was carried out subsequently. With this optimization scheme, errors in model fitting were minimized without human intervention, allowing automated reconstruction of 3-D animation from consecutive monocular video frames at high accuracy. In our work, the Snooker videos were taken as our case study, balls were positioned in 3-D space from single-view frames, and 3-D animation was reproduced from real Snooker videos. Our experimental results validated that the proposed information-theoretical scheme can help attain better accuracy in the automated reconstruction of 3-D animation, and demonstrated that information-theoretical evaluation can be an effective approach for model-based reconstruction from single-view videos. Richard Jiang 0001, Matthew L. Parry, Philip A. Legg, David H. S. Chung, Iwan W. Griffiths |
IEEE Trans. Comput. Intell. AI Games | 5 |
| 2013 | Transformation of an Uncertain Video Search Pipeline to a Sketch-Based Visual Analytics LoopabstractTraditional sketch-based image or video search systems rely on machine learning concepts as their core technology. However, in many applications, machine learning alone is impractical since videos may not be semantically annotated sufficiently, there may be a lack of suitable training data, and the search requirements of the user may frequently change for different tasks. In this work, we develop a visual analytics systems that overcomes the shortcomings of the traditional approach. We make use of a sketch-based interface to enable users to specify search requirement in a flexible manner without depending on semantic annotation. We employ active machine learning to train different analytical models for different types of search requirements. We use visualization to facilitate knowledge discovery at the different stages of visual analytics. This includes visualizing the parameter space of the trained model, visualizing the search space to support interactive browsing, visualizing candidature search results to support rapid interaction for active learning while minimizing watching videos, and visualizing aggregated information of the search results. We demonstrate the system for searching spatiotemporal attributes from sports video to identify key instances of the team and player performance. Philip A. Legg, David H. S. Chung, Matthew L. Parry, Rhodri Bown, Mark W. Jones 0001, Iwan W. Griffiths, Min Chen 0001 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2012 | MatchPad: Interactive Glyph-Based Visualization for Real-Time Sports Performance AnalysisabstractAbstract Today real‐time sports performance analysis is a crucial aspect of matches in many major sports. For example, in soccer and rugby, team analysts may annotate videos during the matches by tagging specific actions and events, which typically result in some summary statistics and a large spreadsheet of recorded actions and events. To a coach, the summary statistics (e.g., the percentage of ball possession) lacks sufficient details, while reading the spreadsheet is time‐consuming and making decisions based on the spreadsheet in real‐time is thereby impossible. In this paper, we present a visualization solution to the current problem in real‐time sports performance analysis. We adopt a glyph‐based visual design to enable coaching staff and analysts to visualize actions and events “at a glance”. We discuss the relative merits of metaphoric glyphs in comparison with other types of glyph designs in this particular application. We describe an algorithm for managing the glyph layout at different spatial scales in interactive visualization. We demonstrate the use of this technical approach through its application in rugby, for which we delivered the visualization software,MatchPad, on a tablet computer. The MatchPad was used by the Welsh Rugby Union during the Rugby World Cup 2011. It successfully helped coaching staff and team analysts to examine actions and events in detail whilst maintaining a clear overview of the match, and assisted in their decision making during the matches. It also allows coaches to convey crucial information back to the players in a visually‐engaging manner to help improve their performance. Philip A. Legg, David H. S. Chung, Matthew L. Parry, Mark W. Jones 0001, R. Long, Iwan W. Griffiths, Min Chen 0001 |
Comput. Graph. Forum | 6 |
| 2011 | Intelligent filtering by semantic importance for single-view 3D reconstruction from Snooker videoabstractIn this paper we investigate the challenge of 3D reconstruction from Snooker video data. We propose a system pipeline for intelligent filtering based on semantic importance in Snooker. The system can be divided into table detection and correction, followed by ball detection, classification and tracking. It is apparent from previous work that there are several challenges presented here. Firstly, previous methods tend to use a fixed top-down camera mounted above the table. To capture a full table view from this is challenging due to space limitations above the table. Instead, we capture video data from a tripod and correct the viewpoint through processing. Secondly, previous methods tend to simply detect the balls without considering other interfering objects such as player and cue. This becomes even more apparent when the player strikes the cue ball. Our intelligent filtering avoids such issues to give accurate 3D table reconstruction. Philip A. Legg, Matthew L. Parry, David H. S. Chung, Richard Jiang 0001, Adrian Morris, Iwan W. Griffiths, David Marshall 0001, Min Chen 0001 |
ICIP | 6 |
| 2011 | Hierarchical Event Selection for Video Storyboards with a Case Study on Snooker Video VisualizationabstractVideo storyboard, which is a form of video visualization, summarizes the major events in a video using illustrative visualization. There are three main technical challenges in creating a video storyboard, (a) event classification, (b) event selection and (c) event illustration. Among these challenges, (a) is highly application-dependent and requires a significant amount of application specific semantics to be encoded in a system or manually specified by users. This paper focuses on challenges (b) and (c). In particular, we present a framework for hierarchical event representation, and an importance-based selection algorithm for supporting the creation of a video storyboard from a video. We consider the storyboard to be an event summarization for the whole video, whilst each individual illustration on the board is also an event summarization but for a smaller time window. We utilized a 3D visualization template for depicting and annotating events in illustrations. To demonstrate the concepts and algorithms developed, we use Snooker video visualization as a case study, because it has a concrete and agreeable set of semantic definitions for events and can make use of existing techniques of event detection and 3D reconstruction in a reliable manner. Nevertheless, most of our concepts and algorithms developed for challenges (b) and (c) can be applied to other application areas. Matthew L. Parry, Philip A. Legg, David H. S. Chung, Iwan W. Griffiths, Min Chen 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2010 | Video Visualization for Snooker Skill TrainingabstractAbstract We present a feasibility study on using video visualization to aid snooker skill training. By involving the coaches and players in the loop of intelligent reasoning, our approach addresses the difficulties of automated semantic reasoning, while benefiting from mature video processing techniques. This work was conducted in conjunction with a snooker club and a sports scientist. In particular, we utilized the principal design of the VideoPerpetuoGram (VPG) to convey spatiotemporal information to the viewers through static visualization, removing the burden of repeated video viewing. We extended the VPG design to accommodate the need for depicting multiple video streams and respective temporal attribute fields, including silhouette extrusion, spatial attributes, and non‐spatial attributes. Our results and evaluation have shown that video visualization can provide snooker coaching with visually quantifiable and comparable summary records, and is thus a cost‐effective means for assessing skill levels and monitoring progress objectively and consistently. Markus Höferlin, Edward Grundy, Rita Borgo, Daniel Weiskopf, Min Chen 0001, Iwan W. Griffiths, W. Griffiths |
Comput. Graph. Forum | 6 |