A method for visualizing plays in a sporting event may include receiving a video stream of the sporting event and a measurement stream, asynchronous to the video stream, associated with objects in the sporting event. The method may further include displaying a synchronized presentation of the video stream and the measurement stream. The synchronization may be performed near the time of the displaying. Another method for visualizing plays in a sporting event may include receiving measurement information related to actions from one or more sporting events. The method may also include identifying plays from the actions using the measurement information and displaying a representation of the identified plays. A system for visualizing plays in a sporting event may include an integrated server and a synchronization mechanism. Another method for visualizing plays in a sporting event may include displaying a video of a play selected from a representation.
FIELD OF INVENTION (1) Embodiments of this invention relate to video media provided for television, mobile devices and the Internet. BACKGROUND (2) Coaching staff, television announcers, analysts and fans have a great interest in understanding the nuances of a sporting event. Statistical records of manually enumerated data have been the longest standing approach for recording “what happened” during a sporting event, and have been the prevalent means for recording the capabilities of athletes. Performance is often measured by enumerated specific actions: baseball batter at bats (hits vs. outs), basketball player shots (made vs. misses), hockey goalie defense (goals vs. saves), and football running back (yards gains vs. carries). These actions may be annotated by observers who detect occurrences of the events and determine the results of the actions. These statistics only give a partial picture of the results of a game. (3) The use of low cost video solutions has become the standard for coaches and analysts to augment official data. Coaches and broadcast analysts may learn a lot from observing nuances of play surrounding specific actions. For example, these nuances may include a baseball batter swinging, a basketball player planting his or her feet during a shot, a goalie reacting during a shot and a running back identifying holes in the offensive line. Coaches often refer to footage of the games to get answers about what went right or wrong at particular parts of a game. It ma
1. A computer implemented method, comprising: receiving a video stream of a sporting event; extracting a first play sequence comprising one or more athletic actions wherein the first play sequence is represented as a first icon; extracting a second play sequence comprising one or more athletic actions wherein the second play sequence is represented as a second icon, wherein the first play sequence and the second play sequence are different temporal play sequences; determining whether the first play sequence and the second play sequence satisfy a similarity measure based on at least a comparison of the one or more athletic actions of the first play sequence and the one or more athletic actions of the second play sequence; linking the first play sequence and the second play sequence when the similarity measure is satisfied; transmitting coded play sequences as an interactive media interface including multiple interactive options, wherein the multiple interactive options comprise moving a player in the first play sequence or the second play sequence from an actual position during the first play sequence or the second play sequence; and updating the first play sequence or the second play sequence based on the moving of the player in the first play sequence or the second play sequence. ||
9. A non-transitory computer readable storage medium comprising lines of code executable by a processor and configured to perform operations comprising: receiving a video stream of a sporting event; extracting a first play sequence comprising one or more athletic actions wherein the first play sequence is represented by a first icon; extracting a second play sequence comprising one or more athletic actions wherein the second play sequence is represented as a second icon, wherein the first play sequence and the second play sequence are different temporal play sequences; determining whether the first play sequence and the second play sequence satisfy a similarity measure based on at least a comparison of the one or more athletic actions of the first play sequence and the one or more athletic actions of the second play sequence; linking the first play sequence and the second play sequence when the similarity measure is satisfied; transmitting coded play sequences as an interactive media interface including multiple interactive options, wherein the multiple interactive options comprise moving a player in the first play sequence or the second play sequence from an actual position during the first play sequence or the second play sequence; and updating the first play sequence or the second play sequence based on the moving of the player in the first play sequence or the second play sequence. ||
17. A processor connected to a communication infrastructure, and configured to: receive a video stream of a sporting event; extract a first play sequence comprising one or more athletic actions wherein the first play sequence is represented as a first icon; extract a second play sequence comprising one or more athletic actions wherein the second play sequence is represented as a second icon, wherein the first play sequence and the second play sequence are different temporal play sequences; determine whether the first play sequence and the second play sequence satisfy a similarity measure based on at least a comparison of the one or more athletic actions of the first play sequence and the one or more athletic actions of the second play sequence; link the first play sequence and the second play sequence when the similarity measure is satisfied; generate, for transmission, coded play sequences as an interactive media interface including multiple interactive options, wherein the multiple interactive options comprise moving a player in the first play sequence or the second play sequence from an actual position during the first play sequence or the second play sequence; and update the first play sequence or the second play sequence based on the moving of the player in the first play sequence or the second play sequence.