[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3304113.3326116acmconferencesArticle/Chapter ViewAbstractPublication PagesmmsysConference Proceedingsconference-collections
research-article

Summarizing E-sports matches and tournaments: the example of counter-strike: global offensive

Published: 18 June 2019 Publication History

Abstract

That video and computer games have reached the masses is a well known fact. Furthermore, game streaming and watching other people play video games is another phenomenon that has outgrown its small beginning by far, and game streams, be it live or recorded, are today viewed by millions. E-sports is the result of organized leagues and tournaments in which players can compete in controlled environments and viewers can experience the matches, discuss and criticize, just like in physical sports. However, as traditional sports, e-sports matches may be long and contain less interesting parts, introducing the challenge of producing well directed summaries and highlights. In this paper, we describe our efforts to approach the game streaming and e-sports phenomena from a multimedia research point of view. We focus on the challenge of summarizing matches from specific relevant game, Counter-Strike: Global Offensive (CS:GO). We survey related work, describe the rules and structure of the game and identify the main challenges for summarizing e-sports matches. With this contribution, we aim to foster multimedia research in the area of e-sports and game streaming.

References

[1]
Konstantin Nicholas Dörr. 2016. Mapping the field of Algorithmic Journalism. Digital Journalism 4, 6 (2016), 700--722.
[2]
Magy Seif El-Nasr, Anders Drachen, and Alessandro Canossa. 2013. Game Analytics: Maximizing the Value of Player Data. Springer Publishing Company, Incorporated.
[3]
Farhad Bayat Farshad Bayat, Mohammad Shahram Moin. 2014. Goal Detection in Soccer Video: Role-Based Events Detection Approach. International Journal of Electrical and Computer Engineering (IJECE) 4, 6 (Dec 2014), 979--988.
[4]
Andreas Graefe, Mario Haim, Bastian Haarmann, and Hans-Bernd Brosius. 2018. Readers' perception of computer-generated news: Credibility, expertise, and readability. Journalism 19, 5 (2018).
[5]
Zhuo Lei, Ke Sun, Qian Zhang, and Guoping Qiu. 2016. User Video Summarization Based on Joint Visual and Semantic Affinity Graph. In Proc. of ACM iV&L-MM. 45--52.
[6]
Mathias Lux, Michael Riegler, Duc-Tien Dang-Nguyen, Marcus Larson, Martin Potthast, and Pål Halvorsen. 2018. GameStory Task at MediaEval 2018. In Working Notes Proceedings of the MediaEval 2018 Workshop.
[7]
Mathias Lux, Michael Riegler, Duc-Tien Dang-Nguyen, Marcus Larson, Martin Potthast, and Pål Halvorsen. 2018. Team ORG@ GameStory Task 2018. In Working Notes Proceedings of the MediaEval 2018 Workshop.
[8]
Jiquan Ngiam, Aditya Khosla, Mingyu Kim, Juhan Nam, Honglak Lee, and Andrew Y. Ng. 2011. Multimodal Deep Learning. In Proc. of ICML. 689--696.
[9]
Jia-Yu Pan, Hyungjeong Yang, and C. Faloutsos. 2004. MMSS: multi-modal story-oriented video summarization. In Proc. of IEEE ICDM. 491--494.
[10]
Yuxin Peng, Xin Huang, and Jinwei Qi. 2016. Cross-Media Shared Representation by Hierarchical Learning with Multiple Deep Networks. In Proc. of IJCAI.
[11]
Ehud Reiter. 2010. Natural Language Generation. Wiley-Blackwell, 574--598.
[12]
Jacques Robin and Kathleen McKeown. 1996. Empirically Designing and Evaluating a New Revision-Based Model for Summary Generation. Artif. Intell. 85, 1--2 (1996), 135--179.
[13]
H. C. Shih. 2017. A Survey on Content-aware Video Analysis for Sports. IEEE Transactions on Circuits and Systems for Video Technology 28, 5 (2017), 1212--1231.
[14]
Nitish Srivastava and Ruslan Salakhutdinov. 2012. Learning representations for multimodal data with deep belief nets. In Proc. of ICML Representation Learning Workshop.
[15]
Tynan Sylvester. 2013. Designing games: A guide to engineering experiences." O'Reilly Media, Inc.".
[16]
Ninh Van-Tu, Le Tu-Khiem, and Tran Minh-Triet. 2018. GameStory: An event-based Approach. In Working Notes Proceedings of the MediaEval 2018 Workshop.
[17]
Michael Wutti. 2018. Automated Killstreak Extraction in CS: GO Tournaments. In Working Notes Proceedings of the MediaEval 2018 Workshop.
[18]
Min Xu, Ling-Yu Duan, Changsheng Xu, M. Kankanhalli, and Qi Tian. 2003. Event detection in basketball video using multiple modalities. In Proc. of the joint International Conference on Information, Communications and Signal Processing and Pacific Rim Conference on Multimedia, Vol. 3. 1526--1530 vol.3.
[19]
Y. Yuan, T. Mei, P. Cui, and W. Zhu. 2017. Video Summarization by Learning Deep Side Semantic Embedding. IEEE Transactions on Circuits and Systems for Video Technology 29, 1 (2017), 226--237.

Cited By

View all
  • (2023)E-Sport: Ball and the Rifle Are on the NetMetaverse10.1007/978-981-99-4641-9_22(323-331)Online publication date: 13-Oct-2023
  • (2022)Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter PlayersProceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia10.1145/3568444.3568448(172-181)Online publication date: 27-Nov-2022
  • (2022)Definitions of Esports: A Systematic Review and Thematic AnalysisProceedings of the ACM on Human-Computer Interaction10.1145/35494906:CHI PLAY(1-45)Online publication date: 31-Oct-2022
  • Show More Cited By

Index Terms

  1. Summarizing E-sports matches and tournaments: the example of counter-strike: global offensive

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    MMVE '19: Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems
    June 2019
    53 pages
    ISBN:9781450362993
    DOI:10.1145/3304113
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    In-Cooperation

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 18 June 2019

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. E-sports
    2. counter-strike
    3. multimodal
    4. video summaries

    Qualifiers

    • Research-article

    Conference

    MMSys '19
    Sponsor:
    MMSys '19: 10th ACM Multimedia Systems Conference
    June 18, 2019
    Massachusetts, Amherst

    Acceptance Rates

    MMVE '19 Paper Acceptance Rate 9 of 18 submissions, 50%;
    Overall Acceptance Rate 26 of 44 submissions, 59%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)54
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 30 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2023)E-Sport: Ball and the Rifle Are on the NetMetaverse10.1007/978-981-99-4641-9_22(323-331)Online publication date: 13-Oct-2023
    • (2022)Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter PlayersProceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia10.1145/3568444.3568448(172-181)Online publication date: 27-Nov-2022
    • (2022)Definitions of Esports: A Systematic Review and Thematic AnalysisProceedings of the ACM on Human-Computer Interaction10.1145/35494906:CHI PLAY(1-45)Online publication date: 31-Oct-2022
    • (2022)A Dataset to Investigate First-Person Shooter PlayersExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558331(51-56)Online publication date: 2-Nov-2022
    • (2021)Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game PlayersProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445245(1-12)Online publication date: 6-May-2021
    • (2021)The Effects of Network Latency on Competitive First-Person Shooter Game Players2021 13th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX51781.2021.9465419(151-156)Online publication date: 14-Jun-2021
    • (2020)Identification of Players Ranking in E-SportApplied Sciences10.3390/app1019676810:19(6768)Online publication date: 27-Sep-2020

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media