News and Updates
New: We have assigned 15 minute slots to every paper. Plan to present for 10-12 minutes and allow 3-5 minutes questions and answers (Q&A). The slide aspect ratio for your presentation should be set to 16:9. Starting with the event date, the proceedings material will be available in ACM DL .Keynote: Experiencing the Body as Play through Human-Computer Integration by Florian ‘Floyd’ Mueller, Director, Exertion Games Lab, Monash University, Melbourne, Australia
Introduction
Athletic endeavors, both at amateur and professional level, have a tremendous economic, political, and cultural influence on our society. Recreational sportsmen of all ages actively and passively pursue an astonishing variety of sports for joy, health, stress relieve, or building relationships within communities. Thanks to the prevalence of television and internet, we actively consume sporting events even if not physically involved in sports ourselves.
The influence of rapidly developing technologies has changed the way of how we sense, participate, watch, analyze, understand, and research sports. For example, television broadcasts augment live video footage with computer vision-based and social media-based graphics in real time to emphasize different aspects of a game or performance and assist focus and understanding of viewers. The astonishing impact of wearables plays a pivotal role in how we pursue and evaluate our personal training goals. In a professional setting, coaches and training scientists directly benefit from the latest technological research and sensors, reshaping the way we think about improving the performance and technique of athletes, understand sport injuries or enhance the qualitative and quantitative analyses of performances.
While research fields like computer vision, sensor technology, machine learning and data driven approaches have recently made huge advancements and massively influenced many aspects of sports, the joint assessment of multiple modalities for sport technologies offers appealing innovations to advance the field. For example, audio-visual cues are used for classifying different sport types or performing crowed sentiment analyses. Computer vision systems using high-speed camera arrays generate performance coefficients and perform 3D technical game analyses, while force predictions from force plates and wearable sensors can be utilized to predict impending injuries.
The ambition of this workshop is to bring together researchers and practitioners from many different disciplines to share ideas and methods on current multimedia/multimodal content analysis research in sports.
Workshop History
- 6th International ACM Workshop on Multimedia Content Analysis in Sports (ACM MMSports'23)
- 5th International ACM Workshop on Multimedia Content Analysis in Sports (ACM MMSports'22)
- 4th International ACM Workshop on Multimedia Content Analysis in Sports (ACM MMSports'21)
- 3rd International ACM Workshop on Multimedia Content Analysis in Sports (ACM MMSports'20)
- 2nd International ACM Workshop on Multimedia Content Analysis in Sports (ACM MMSports'19)
- 1st International ACM Workshop on Multimedia Content Analysis in Sports (ACM MMSports'18)
Contact
Have questions?
Please feel free to send an email if you have any questions relating to the workshop.