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ISSN

2661-4111(Online)

Article Processing Charges (APCs)

US$800

Publication Frequency

Quarterly

PDF

Published

2025-04-15

Issue

Vol 7 No 1 (2025): Published

Section

Articles

Enhancing fan engagement in a 5G stadium with AI-Based technologies and live streaming

Tai-Jung Huang

Longyan University, Institute of Mathematics and Information Engineering

Jing Huang Lecturer

Longyan University, Institute of Mathematics and Information Engineering


DOI: https://doi.org/10.59429/pmcs.v7i1.9512



Abstract

We participated in Taiwan’s National Intercollegiate Athletic Games (NIAG) in early May 2021, and formed a Sport Technology Team of more than 30 scholars, students, and engineers to provide novel systems and solutions that make the athletic games rich in sport technologies. Some of the features could be the first time shown to the Internet audience for large-scale ath- letic games. The technologies involved include table tennis ball trajectory and bounce distribution, badminton shuttlecock track- ing and trajectory, augmented-reality enriched video streaming on social networks, real-time three-dimensional broadcasting with free view-angle, instadium video stream pushing by a private fifth-generation (5G) network with multiaccess edge computing, AIbased sport data analytics during live streaming, etc. All the technologies and applications are integrated in a novel technology- enhanced broadcasting system (TEBS) that is dedicated to sport events. This article introduces the respective technologies that we have developed, deployed, and demonstrated in the 2021 NIAG. We stress the layered architecture design and integration of the TEBS, as well as experimental results from real games in the smart stadium and swimming pool. We also discuss the technical challenges and our approaches to tackle them, as well as lessons learned.


References

[1] H.-C. Shih, “A survey of content-aware video analysis for sports,” IEEE Trans. Circuits Syst. Video Tech., vol. 28, no. 5, pp. 1212–1231, May 2018.

[2] M. Stein et al., “Bring it to the pitch: Combining video and movement data to enhance team sport analysis,” IEEE Trans. Visual. Comput. Graph., vol. 24, no. 1, pp. 13–22, Jan. 2018.

[3] P. Soltani and A. H. P. Morice, “Augmented reality tools for sports educa- tion and training,” Comput.Educ., vol. 155, May 2020, Art. no. 103923.

[4] H.-C. Shih, “A survey of content-aware video analysis for sports,” IEEE Trans. Circuits Syst. Video Tech., vol. 28, no. 5, pp. 1212–1231, May 2018.

[5] M. Stein et al., “Bring it to the pitch: Combining video and movement data to enhance team sport analysis,” IEEE Trans. Visual. Comput. Graph., vol. 24, no. 1, pp. 13–22, Jan. 2018.

[6] P. Soltani and A. H. P. Morice, “Augmented reality tools for sports educa- tion and training,” Comput. Educ., vol. 155, May 2020, Art. no. 103923



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