WO2011004381A1 - An apparatus, system, and method for automated production of rule based near live sports event in the form of a video film for entertainment - Google Patents

An apparatus, system, and method for automated production of rule based near live sports event in the form of a video film for entertainment Download PDF

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Publication number
WO2011004381A1
WO2011004381A1 PCT/IN2009/000384 IN2009000384W WO2011004381A1 WO 2011004381 A1 WO2011004381 A1 WO 2011004381A1 IN 2009000384 W IN2009000384 W IN 2009000384W WO 2011004381 A1 WO2011004381 A1 WO 2011004381A1
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WIPO (PCT)
Prior art keywords
video
ball
shot
foundrows
movie
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PCT/IN2009/000384
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French (fr)
Inventor
Yogesh Chunilal Rathod
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Yogesh Chunilal Rathod
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Priority to PCT/IN2009/000384 priority Critical patent/WO2011004381A1/en
Publication of WO2011004381A1 publication Critical patent/WO2011004381A1/en

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    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/02Editing, e.g. varying the order of information signals recorded on, or reproduced from, record carriers
    • G11B27/031Electronic editing of digitised analogue information signals, e.g. audio or video signals
    • G11B27/034Electronic editing of digitised analogue information signals, e.g. audio or video signals on discs
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/10Indexing; Addressing; Timing or synchronising; Measuring tape travel
    • G11B27/102Programmed access in sequence to addressed parts of tracks of operating record carriers
    • G11B27/105Programmed access in sequence to addressed parts of tracks of operating record carriers of operating discs
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/10Indexing; Addressing; Timing or synchronising; Measuring tape travel
    • G11B27/19Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier
    • G11B27/28Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier by using information signals recorded by the same method as the main recording
    • G11B27/32Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier by using information signals recorded by the same method as the main recording on separate auxiliary tracks of the same or an auxiliary record carrier
    • G11B27/322Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier by using information signals recorded by the same method as the main recording on separate auxiliary tracks of the same or an auxiliary record carrier used signal is digitally coded
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/10Indexing; Addressing; Timing or synchronising; Measuring tape travel
    • G11B27/34Indicating arrangements 
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N5/00Details of television systems
    • H04N5/222Studio circuitry; Studio devices; Studio equipment
    • H04N5/262Studio circuits, e.g. for mixing, switching-over, change of character of image, other special effects ; Cameras specially adapted for the electronic generation of special effects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the present invention relates in general to automated sports video production and more particularly to an automated system and method for producing sports videos using expert sports video production rules.
  • Methods and systems for automated rule based real and near live sports video or film or movie productions by merging pre-created standardized video clips of actual, live and real sportspersons or players as per administrator's score or points or goal and preferences settings and domain or subject specific film or movie or video production rules by domain and subject specific rule engine and real time or near real time live broadcasting or telecasting or streaming or screening or transmission or playing or showing or sending or distributing or recording live or real sport's match event via multiple communication networks on multiple types of user(s) device(s) to viewers, e.g. real and live sports comprising cricket, baseball, golf, football, soccer, basketball, hockey, tennis, racing and many other sports.
  • the present invention relates to a method and a system for sports entertainment by using video clips from shooting video clips or recording of already played sports events matches.
  • the sports can be any sports such as cricket, baseball, football, soccer, basketball, hockey, racing, golf or tennis.
  • the clips may be picked from already played matches or may be shot specifically for the purpose.
  • These clips are then used to generate a near-real sports match / sports event by using different combinations of clips by using rule based automated sports video production system.
  • Such near-real sports event can be watched on television or any other devices such as a mobile phone or any smart devices.
  • a novel method of and system for generating or creating or developing or streaming real or near real time live or recorded movie productions based on domain or subject specific movie or film production rules such as real and live sports comprising cricket, baseball, football, soccer, basketball, hockey, racing, golf, tennis from pre-created rule specific and standardized video clips as per domain specific movie production rules e.g. as per cricket (film or movie) production rules, generates real (live actor or player) cricket matches dynamically.
  • the present invention relates to a computer generated real and live movie production system; and more particularly, to a computer interface enabling administrator to real time broadcast automated or computer generated live sports e.g. real and live cricket matches over television or online or smart devices. Administrator can broadcast live cricket matches at anytime from anywhere with any combination of players and/or teams and with any combination of scores or points or goals via online or offline graphical user interface.
  • the clips may be accompanied by sound and visuals. These sounds and visuals may be computer-generated or may be actual sounds picked up from the live matches.
  • the clips can be that has been created in whole or in part with the aid of computer software. Sounds and visuals can be easily generated on computers.
  • the invention will use the clips from the live matches or clips actually shot for the purpose.
  • the sports business industry is one of the largest and fastest growing industries in the United States. Current size of the industry estimated the sports business industry at $213 billion including advertising $30.86 billion, internet $927 million, media broadcast rights $7.7 billion, sponsorships $10 billion, gambling $20.3 billion, multimedia $2.2 billion and e-commerce $50 billion. It is far more than twice the size of the U.S. auto industry and seven times the size of the movie industry.
  • the Business of Sports is a multi-billion dollar global industry propelled by enormous consumer demand. In the U.S., it is the 14th largest grossing industry sector; larger than the steel and railroad industries. The growth in sports closely follows entertainment's explosion, in terms of their importance to our culture and economic implications. When it comes to sports advertising, broadcast television is still king, as it will rake in well over $6 billion ⁇ or 63% of all U.S. sports ad revenue in 2008.
  • Cricket is a bat-and-ball team sport that is first documented as being played in southern England in the 16th century. By the end of the 18th century, cricket had developed to the point where it had become the national sport of England. The expansion of the British Empire led to cricket being played overseas and by the mid- 19th century the first international matches were being held. Today, the sport is played in more than 100 countries. It is estimated that more than two billion people watched the last Cricket World Cup.
  • the rules of the game are known as the Laws of Cricket. These are maintained by the International Cricket Council (ICC), the governing body of cricket, and the Marylebone Cricket Club (MCC), the club that has been the guardian of the Laws since it was founded in 1787.
  • ICC International Cricket Council
  • MCC Marylebone Cricket Club
  • a cricket match is played on a cricket field at the centre of which is a pitch.
  • the match is contested between two teams of eleven players each.
  • Pre-production Preparations are made for the shoot, in which cast and crew are hired, locations are selected, and sets are built.
  • the film is screened for potential buyers (distributors), is picked up by a distributor and reaches its theater and/or home media audience.
  • Sports content is expected to be a key driver for compelling new infotainment applications and services because of its mass appeal and inherent structures that are amenable for automatic processing. Due to its wide viewer ship and tremendous commercial value, there has been an explosive growth in the research area of sports video analysis. Sports video is a major part in most broadcasting TV programs, and has a large number of audiences. Compared to other videos such as news and movies, sports videos have well-defined content structure and domain rules.
  • Live Cricket matches which are dynamic, interactive, on demand or preference based and combined with fantasy, special or visual effects, film making and video editing technologies, multiple camera angles, localization, new match format, special character players teams e.g. film stars, fashion models, non expert players, set of teams of international and local players, celebrities, sumo, comedian, new or existing cartoon or digital or fictional characters etc.
  • special character players teams e.g. film stars, fashion models, non expert players, set of teams of international and local players, celebrities, sumo, comedian, new or existing cartoon or digital or fictional characters etc.
  • the main object of the invention is to produce, for the purpose of entertainment, a system by which the viewer can watch a sports game or sports match.
  • This game will consists of clips from real life matches or clips specially shot for the purpose.
  • the system will be automated and viewer can select the outcome of the game or may leave game to the system to take care of the same randomly. This way the game/sports event will be exciting since the end result of the same is not known before-hand.
  • the administrator can be a television channel which can broadcast the sports event.
  • the sports event can be broadcasted on internet and smart devices such as cellular phones besides television.
  • the system can also bundled or ship or pre-installed with existing or new customized devices e.g. PC, laptop, video player, game console and provides on demand service to subscribers e.g. on demand customize sports video as per user preferences and settings.
  • the invention will enable dynamic and scalable sports matches to be played in the sense that any player can be part of any team
  • the invention will enable providing thrilling and exciting matches to be played with the help of film making techniques, skills and technologies like camera angles, video editing, composition, special effects or visual and digital effects.
  • the players may be from the domain or from non-domain.
  • a film star or fashion model may be shown to be playing a cricket match.
  • the invention may employ animated or cartoon or digital players (characters).
  • the main object of the present invention is to automate or generate on demand real time or near real time real and live or recorded sport matches as per user settings or selection or input by various methods and systems and broadcast over television or streaming online and smart devices including mobiles.
  • Another significant objective of the present invention is to integrate real and live sports production system with existing sports games as add-on features for generating sports event based on digital or video games scores and online mass player cricket or baseball games.
  • Yet another important objective of the present invention is to generate dynamic and scalable sports matches comprising any player can part of any team squad and play against any player of opponent team e.g. cricket, baseball and any 2 teams generates (N) number of games like soccer, football, basketball, tennis.
  • So main objective of the present invention is to create entire new line or category or field of entertainment i.e. real and live fantasy sports which give original and live like experience. User can watch always new sports contents with or without fantasy anytime, anywhere, any devices with any like teams i.e. on demand, dynamic and interactive sports.
  • the present invention may uses Rule based systems and the same is described hereunder.
  • rule-based systems are used as a way to store and manipulate knowledge to interpret information in a useful way. They are often used in artificial intelligence applications and research.
  • rule-based programming attempts to derive execution instructions from a starting set of data and rules, which is a more indirect method than using a programming language which lists execution steps straightforwardly.
  • a typical rule-based system has four basic components:
  • a rule engine or semantic reasoner which infers information or takes action based on the interaction of input and the rule base.
  • An expert system is software that attempts to reproduce the performance of one or more human experts, most commonly in a specific problem domain, and is a traditional application and/or subfield of artificial intelligence.
  • a wide variety of methods can be used to simulate the performance of the expert however common to most or all are 1) the creation of a so-called "knowledgebase” which uses some knowledge representation formalism to capture the Subject Matter Experts (SME) knowledge and 2) a process of gathering that knowledge from the SME and codifying it according to the formalism, which is called knowledge engineering.
  • Expert systems may or may not have learning components but a third common element is that once the system is developed it is proven by being placed in the same real world problem solving situation as the human SME, typically as an aid to human workers or a supplement to some information system
  • Forward chaining starts with the data available and uses the inference rules to conclude more data until a desired goal is reached.
  • An rule engine using forward chaining searches the inference rules until it finds one in which the if clause is known to be true. It then concludes the then clause and adds this information to its data. It would continue to do this until a goal is reached. Because the data available determines which inference rules are used, this method is also called data driven.
  • Backward chaining starts with a list of goals and works backwards to see if there is data which will allow it to conclude any of these goals.
  • a rule engine using backward chaining would search the inference rules until it finds one which has a then clause that matches a desired goal. If the if clause of that inference rule is not known to be true, then it is added to the list of goals. For example, suppose a rule base contains
  • SME Subject Matter Expert
  • rule engine In computer science, and specifically the branches of knowledge engineering and artificial intelligence, a rule engine is a computer program that tries to derive answers from a knowledge base or a rule base. It is the "brain" that expert systems use to reason about the information in the knowledge base for the ultimate purpose of formulating new conclusions. Rule engines are considered to be a special case of reasoning engines, which can use more general methods of reasoning.
  • rule engines as a distinct software component stems from the typical production system architecture.
  • This architecture relies on a data store, or working memory, serving as a global database of symbols representing facts or assertions about the problem; on a set of rules which constitute the program, stored in a rule memory of production memory; and on a rule engine, required to execute the rules.
  • Executing rules is also referred to as firing rules.
  • the rule engine must determine which rules are relevant to a given data store configuration and choose which one(s) to apply.
  • the control strategy used to select rules is often called conflict resolution.
  • a rule engine has three main elements. They are:
  • the interpreter executes the chosen agenda items by applying the corresponding base rules.
  • a scheduler maintains control over the agenda by estimating the effects of applying inference rules in light of item priorities or other criteria on the agenda.
  • a consistency enforcer The consistency enforcer attempts to maintain a consistent representation of the emerging solution.
  • the recognize-act cycle The recognize-act cycle:
  • the rule engine can be described as a form of finite state machine with a cycle consisting of three action states: match rules, select rules, and execute rules.
  • match rules the rule engine finds all of the rules that are satisfied by the current contents of the data store.
  • rules are in the typical condition-action form, this means testing the conditions against the working memory.
  • the rule matching that are found are all candidates for execution: they are collectively referred to as the conflict set. Note that the same rule may appear several times in the conflict set if it matches different subsets of data items.
  • the pair of a rule and a subset of matching data items are called an instantiation of the rule.
  • the rule engine then passes along the conflict set to the second state, select rules.
  • the rule engine applies some selection strategy to determine which rules will actually be executed.
  • the selection strategy can be hard-coded into the engine or may be specified as part of the model.
  • the rule engine executes or fires the selected rules, with the instantiation's data items as parameters.
  • the actions in the right-hand side of a rule change the data store, but they may also trigger further processing outside of the rule engine (interacting with users through a graphical user interface or calling local or remote programs, for instance). Since the data store is usually updated by firing rules, a different set of rules will match during the next cycle after these actions are performed.
  • the rule engine then cycles back to the first state and is ready to start over again.
  • This control mechanism is referred to as the recognize-act cycle.
  • the rule engine stops either on a given number of cycles, controlled by the operator, or on a quiescent state of the data store when no rules match the data.
  • the rule engine control is based on the frequent reevaluation of the data store states, not on any static control structure of the program.
  • the computation is often qualified as data-driven or pattern-directed in contrast to the more traditional procedural control.
  • Rules can communicate with one another only by way of the data, whereas in traditional programming languages procedures and functions explicitly call one another. Unlike instructions, rules are not executed sequentially and it is not always possible to determine through inspection of a set of rules which rule will be executed first or cause the rule engine to terminate.
  • the rule engine model allows a more complete separation of the knowledge (in the rules) from the control (the rule engine).
  • a production system (or production rule system) is a computer program typically used to provide some form of artificial intelligence, which consists primarily of a set of rules about behavior. These rules, termed productions, are a basic representation found useful in AI planning, expert systems and action selection.
  • a production system provides the mechanism necessary to execute productions in order to achieve some goal for the system.
  • Productions consist of two parts: a sensory precondition (or "IF” statement) and an action (or "THEN"). If a production's precondition matches the current state of the world, then the production is said to be triggered. If a production's action is executed, it is said to have fired.
  • a production system also contains a database, sometimes called working memory, which maintains data about current state or knowledge, and a rule interpreter. The rule interpreter must provide a mechanism for prioritizing productions when more than one is triggered.
  • a semantic reasoner, reasoning engine, rules engine, or simply a reasoner is a piece of software able to infer logical consequences from a set of asserted facts or axioms.
  • the notion of a semantic reasoner generalizes that of a rule engine, by providing a richer set of mechanisms to work with.
  • the inference rules are commonly specified by means of an ontology language, and often a description language.
  • Many reasoners use first-order predicate logic to perform reasoning; inference commonly proceeds by forward chaining and backward chaining.
  • a domain ontology models a specific domain, or part of the world. It represents the particular meanings of terms as they apply to that domain. For example the word card has many different meanings. An ontology about the domain of poker would model the "playing card” meaning of the word, while an ontology about the domain of computer hardware would model the "punch card” and "video card” meanings.
  • An upper ontology (or foundation ontology) is a model of the common objects that are generally applicable across a wide range of domain ontologies. It contains a core glossary in whose terms objects in a set of domains can be described.
  • a knowledge base (or knowledgebase; abbreviated KB, kb ) is a special kind of database for knowledge management, providing the means for the computerized collection, organization, and retrieval of knowledge.
  • Machine-readable knowledge bases store knowledge in a computer-readable form, usually for the purpose of having automated deductive reasoning applied to them. They contain a set of data, often in the form of rules that describe the knowledge in a logically consistent manner.
  • An ontology can define the structure of stored data - what types of entities are recorded and what their relationships are.
  • Logical operators, such as And (conjunction), Or (disjunction), material implication and negation may be used to build it up from simpler pieces of information. Consequently, classical deduction can be used to reason about the knowledge in the knowledge base.
  • Some machine-readable knowledge bases are used with artificial intelligence, for example as part of an expert system that focuses on a domain like prescription drugs or customs law. Such knowledge bases are also used by the semantic web.
  • Human-readable knowledge bases are designed to allow people to retrieve and use the knowledge they contain. They are commonly used to complement a help desk or for sharing information among employees within an organization. They might store troubleshooting information, articles, white papers, user manuals, or answers to frequently asked questions. Typically, a search engine is used to locate information in the system, or users may browse through a classification scheme.
  • AI knowledge representation and knowledge engineering are central to AI research. Many of the problems machines are expected to solve will require extensive knowledge about the world. Among the things that AI needs to represent are: objects, properties, categories and relations between objects; situations, events, states and time; causes and effects; knowledge about knowledge (what we know about what other people know); and many other, less well researched domains. A complete representation of "what exists" is an ontology, of which the most general are called upper ontologies.
  • a pattern is a type of theme of recurring events of or objects, sometimes referred to as elements of a set. These elements repeat in a predictable manner. It can be a template or model which can be used to generate things or parts of a thing, especially if the things that are created have enough in common for the underlying pattern to be inferred, in which case the things are said to exhibit the unique pattern. Pattern matching is the act of checking for the presence of the constituents of a pattern, whereas the detecting for underlying patterns is referred to as pattern recognition. The question of how a pattern emerges is accomplished through the work of the scientific field of pattern formation. Patterns are also related to repeated shapes or objects, sometimes referred to as elements of the series.
  • Some patterns may be directly observable, such as simple decorative patterns (stripes, zigzags, and polka-dots). Others can be more complicated, such as the regular tiling of a plane, echos, and balanced binary branching e.g. e.g. Architectural Pattern, Design patterns, Pattern matching, Regular expression.
  • Working memory (also referred to as short-term memory, depending on the specific theory) is a theoretical construct within cognitive psychology that refers to the structures and processes used for temporarily storing and manipulating information.
  • the user interface (also known as Human Computer Interface or Man-Machine Interface (MMI)) is the aggregate of means by which people— the users— interact with the system— a particular machine, device, computer program or other complex tool.
  • MMI Human Computer Interface
  • the user interface provides means of:
  • GUI Graphical user interfaces
  • OOUIs Object-oriented user interfaces
  • application oriented interfaces application oriented interfaces
  • Web-based user interfaces or web user interfaces accept input and provide output by generating web pages which are transmitted via the Internet and viewed by the user using a web browser program.
  • Newer implementations utilize Java, AJAX, Adobe Flex, Microsoft .NET, or similar technologies to provide real-time control in a separate program, eliminating the need to refresh a traditional HTML based web browser.
  • Administrative web interfaces for web-servers, servers and networked computers are often called Control panels.
  • Programming languages In broad strokes, programming languages divide into programming paradigms and a classification by intended domain of use. Paradigms include procedural programming, object-oriented programming, functional programming, and logic programming; some languages are hybrids of paradigms or multi-paradigmatic. An assembly language is not so much a paradigm as a direct model of underlying machine architecture.
  • programming languages might be considered general purpose, system programming languages, scripting languages, domain-specific languages, or concurrent/distributed languages (or a combination of these).
  • the present invention preferably employ film making techniques, skills and technology and the same is described hereunder.
  • Movie or Film encompasses individual motion pictures, the field of film as an art form, and the motion picture industry. Films are produced by recording images from the world with cameras, or by creating images using animation techniques or special effects.
  • Animation is the technique in which each frame of a film is produced individually, whether generated as a computer graphic, or by photographing a drawn image, or by repeatedly making small changes to a model unit, and then photographing the result with a special animation camera.
  • the frames are strung together and the resulting film is viewed at a speed of 16 or more frames per second, there is an illusion of continuous movement (due to the persistence of vision).
  • a "DVD”, “videotape”, “video” or “vid” is a digital reproduction of an analogue film, or a product with all of the elements of an analogue film but made in an electromagnetic storage medium.
  • Filmmaking is the process of making a film, from an initial story idea or commission through scriptwriting, shooting, editing and finally distribution to an audience. Typically it involves a large number of people and can take anywhere between a few months to several years to complete. Filmmaking takes place all over the world in a huge range of economic, social and political contexts, using a variety of technologies and techniques.
  • the chronology of a film is conventionally divided into five stages: Development: The script is written and drafted into a workable blueprint for a film.
  • Pre-production Preparations are made for the shoot, in which cast and crew are hired, locations are selected, and sets are built.
  • Post-production The film is edited; production sound (dialogue) is concurrently (but separately) edited, music tracks (and songs) are composed, performed and recorded; sound effects are designed and recorded; and any other computer-graphic 'visual' effects are digitally added, all sound elements are mixed into “stems” then the stems are mixed then married to picture and the film is fully completed ("locked").
  • Sales and distribution The film is screened for potential buyers (distributors), is picked up by a distributor and reaches its cinema and/or home media audience.
  • Film crew is a group of people hired by a film company, employed during the "production” or "photography” phase, for the purpose of producing a film or motion picture. Crews are distinguished from cast, the actors who appear in front of the camera or provide voices for characters in the film. An actor or actress is a person who acts in a dramatic production and who works in film, television, theatre, or radio in that capacity.
  • the crew interacts with but is also distinct from the production staff, consisting of producers, managers, company representatives, their assistants, and those whose primary responsibility falls in pre-production or post-production phases, such as writers and editors. Communication between production and crew generally passes through the director and his/her staff of assistants.
  • the camera operator uses the camera at the direction of the cinematographer, director of photography, or the film director to capture the scenes on film.
  • a cinematographer or director of photography does not operate the camera, but sometimes these jobs may be combined.
  • Film editing is the process of selecting and joining together shots, connecting the resulting sequences, and ultimately creating a finished motion picture.
  • film editing is the art, technique, and practice of assembling shots into a coherent whole.
  • a film editor is a person who practices film editing by assembling the footage.
  • a film editor must creatively work with the layers of images, story, dialogue, music, pacing, as well as the actors' performances to effectively "redirect” and even rewrite the film to craft a cohesive whole.
  • Editors usually play a dynamic role in the making of a film. Cutting between shots taken at different times is known as film editing, and is one of the central arts of filmmaking.
  • Visual effects are the various processes by which imagery is created and/or manipulated outside the context of a live action shoot.
  • Visual effects often involve the integration of live-action footage and computer generated imagery (CGI) in order to create environments which look realistic, but would be costly, or simply impossible to capture on film. They have become increasingly common in big-budget films, and have also recently become accessible to the amateur filmmaker with the introduction of affordable animation and compositing software.
  • Visual effects are frequently integral to a movie's story and appeal. Although most visual effects work is completed during post-production, it usually must be carefully planned and choreographed in pre-production and production. A visual effects supervisor is usually involved with the production from an early stage to work closely with production and the film's director to achieve the desired effects.
  • Use of visual effects or special effect in real and live sports production system are show exciting shots like goal, runs, point and show combined players scenes e.g. when player out, when team wins, talk with other player, drink time, show more than one active player of active team e.g. toss by two team captains, two active openers coming for batting, show active bowler and active batsman together e.g. join two parts of pitch from particular angle.
  • People like to watch sport games to see exciting actions (e.g. goals, catch, scores etc.) and by using film making theory like shooting (multi takes and retakes) and visual effects, non expert (actor) can also play like sport super star and possible to mimic all historical sports games great or exciting shots and design or develop or shoot more impossible shots.
  • Compositing is the combining of visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene. Live-action shooting for compositing is variously called “blue screen,” “green screen,” “chroma key,” and other names. Today, most, though not all, compositing is achieved through digital image manipulation. All compositing involves the replacement of selected parts of an image with other material, usually, but not always, from another image. In the digital method of compositing, software commands designate a narrowly defined color as the part of an image to be replaced. Then every pixel within the designated color range is replaced by the software with a pixel from another image, aligned to appear as part of the original.
  • compositing is the process of digitally assembling multiple images to make a final image, typically for print, motion pictures or screen display. It is the evolution into the digital realm of optical film compositing.
  • a video recording is a sequence of images.
  • Image processing can be applied to one single image or an image that is part of a video sequence.
  • the first step in the image processing is the image acquisition that is to acquire a digital image.
  • the image is acquired by a digital video camera.
  • the next step is preprocessing that image.
  • the aim of the preprocessing is to improve the image in ways that increase the chances for success of the other processes. Preprocessing often deals with techniques for enhancing contrast and removing noise.
  • the next stage of the image processing is called image segmentation. Segmentation is defined as partitioning an input image into its constituent parts or objects. In the case of analysis of a football match, the picture consists of a football pitch with 22 players. The task of the image segmentation is to locate the 22 individual players.
  • the output of the segmentation stage usually is raw pixel data.
  • Computer-generated imagery is the application of the field of computer graphics or, more specifically, 3D computer graphics to special effects in films, television programs, commercials, CGI is used for visual effects because computer generated effects are more controllable than other more physically based processes, such as constructing miniatures for effects shots or hiring extras for crowd scenes, and because it allows the creation of images that would not be feasible using any other technology. It can also allow a single artist to produce content without the use of actors, expensive set pieces, or props.
  • live-action refers to works that are acted out by human actors, as opposed to by animation.
  • the term is usually superfluous, but it makes an important distinction in situations in which one might normally expect animation, as in a Pixar film, a video game or when the work is adapted from an animated cartoon, such as The Flintstones or Josie and the Pussycats films, or The Tick television program.
  • Use of puppets in films such as The Dark Crystal is also considered to be live-action, provided that stop-motion is not used to animate them.
  • live-action in a live-action/animated film such as Who Framed Roger Rabbit or Mary Poppins, in which humans and cartoons co-exist, "live-action" characters are the "real" actors, such as Bob Hoskins and Julie Andrews, as opposed to the animated "actors", such as Roger Rabbit himself.
  • Live-action can also mean that a film or a show is adapted from comics. Adaptations from comics include live-action film versions of Marvel Comics' Spider-Man and X-Men, DC Comics' Superman and Batman, or manga such as Death Note and Great Teacher Onizuka.
  • a scene is a part of the action in a single location. Due to the ability to edit recorded visual works, it is typically much shorter than a stage play scene.
  • footage is the raw, unedited material as it had been originally recorded by video camera, which usually must be edited to create a motion picture, video clip, television show or similar completed work. More loosely, footage can also refer to all sequences used in film and video editing, such as special effects and archive material. Since the term originates in film, footage is only used for recorded images, such as film stock, videotapes or digitized clips - on live television, the signals from the cameras are called sources instead.
  • a sequence is a series of scenes which form a distinct narrative unit, usually connected either by unity of location or unity of time.
  • a heist film might include an extended recruitment sequence in which the leader of the gang collects together the conspirators, a robbery sequence, an escape sequence, and so on.
  • Each of these sequences might further contain subsequences; for example the robbery sequence might consist of an entry sequence, a safe-cracking sequence, and so on.
  • the sequence is one of a hierarchy of structural units used to describe the structure of films in varying degrees of granularity. Analyzed this way, a film is composed of one or more acts; acts include one or more sequences; sequences comprise one or more scenes; and scenes may be thought of as being built out of shots (if one is thinking visually) or beats (if one is thinking in narrative terms).
  • a shot is a continuous strip of motion picture film, created of a series of frames that runs for an uninterrupted period of time. Shots are generally filmed with a single camera and can be of any duration. Frames, shots, scenes, and sequences form a hierarchy of units fundamental to many tasks in the creation of moving-image works. Shots can be Extreme close-up, Close-up: Batsman, bowler, fielder, umpire, public etc., Medium shot: pitch and Long shot aerial view etc. (Full shot or a wide shot).A long take is an uninterrupted shot in a film
  • a film frame, or just frame, is one of the many single photographic images in a motion picture.
  • the individual frames are separated by frame lines. Normally, 24 frames are needed for one second of film.
  • the frames are photographed automatically, one after the other, in a movie camera.
  • special effects or animation filming the frames are often shot one at a time.
  • a frame is one of the many still images which compose the complete moving picture.
  • the average shot length (ASL) of a film is one of it's cinematically measures. For example, The Mist has a length of 117 minutes and consists of 1292 shots, so the ASL is 5.4 seconds.
  • Cinematographic techniques such as the choice of shot, and camera movement, can greatly influence the structure and meaning of a film.
  • a take is a single continuous recorded performance. The term is used in film and music to denote and track the stages of production. In cinematography, a take refers to each filmed "version" of a particular shot or “set up”. Takes of each shot are generally numbered starting with “take one” and the number of each successive take is increased (with the director calling for "take two” or “take eighteen") until the filming of the shot is completed. Multiple takes of repeated performances, shot from various camera angles quickly add up. Shooting over a million feet of film for a movie and using ten thousand feet for the finished product is common.
  • Computer-generated most often refers to a sound or visual that has been created in whole or in part with the aid of computer software. Sounds and visuals are the most easily computer-generated objects. They are created either from the ground up, or by using real-world models recorded by a microphone or camera, over which computer-generated objects are placed.
  • Computer software or just software is a general term used to describe a collection of computer programs, procedures and documentation that perform some tasks on a computer system.
  • Full motion video based games are video games that rely upon pre-recorded TV-quality movie or animation rather than sprites, vectors or 3D models to display action in the game.
  • Video production can be used at sporting, school, stage, wedding, church, and similar events to provide recordings of the events. Event video productions range in distribution from a wedding video that is custom made for a bride and groom and their immediate family and friends, to a dance recital where dozens to hundreds of videos are sold to individual dancers.
  • a television studio is an installation in which television or video productions take place, either for live television, for recording live to tape, or for the acquisition of raw footage for postproduction.
  • Video is the technology of electronically capturing, recording, processing, storing, transmitting, and reconstructing a sequence of still images representing scenes in motion. Computing hardware can now be used to capture, store, edit, and transmit television and movie content.
  • Video clips are short clips of video, usually part of a longer piece. Most commonly use FLV format (Flash Video), but also Windows Media Video, Real Media, QuickTime or DivX;
  • Video editing is the process of re-arranging or modifying segments of video to form another piece of video.
  • the goals of video editing are the same as in film editing
  • a video server is a computer based device (also called a 'host') dedicated to delivering video online. Unlike PCs or Macs, both being multi-application devices, a video server are designed for one purpose; provisioning video, often for broadcasters.
  • a professional grade video server records, stores, and plays back multiple streams of video without any degradation in the video signal. Broadcast quality video servers often store hundreds of hours of compressed video (in different codecs), play out multiple and synchronized simultaneous streams of video.
  • a television network is a distribution network for television content whereby a central operation provides programming for many television stations.
  • a network may or may not produce its own prime time programmes.
  • a broadcast network is an organization, such as a corporation or other association that provides live or recorded content, such as movies, newscasts, sports, and public affairs programs for broadcast over a group of radio or television stations. They are generally primarily either a television network or a radio network, although some organizations run both types of networks.
  • Broadcasting is distribution of audio and/or video signals which transmit programs to an audience.
  • the audience may be the general public or a relatively large sub-audience, such as children or young adults.
  • the sequencing of content in a broadcast is called a schedule.
  • Television and radio programs are distributed through radio broadcasting or cable, often both simultaneously.
  • By coding signals and having decoding equipment in homes, the latter also enables subscription-based channels and pay-per-view services. Broadcasts can be classified as recorded broadcasts or live broadcasts. The former allows correcting errors, and removing superfluous or undesired material, rearranging it, applying slow-motion and repetitions, and other techniques to enhance the program.
  • a narrowcast is the transmission of data to a specific list of recipients.
  • Cable television is an example of broadcast model in which the signals are transmitted everywhere and anyone with an antenna can receive them.
  • the Internet uses both a broadcast and a narrowcast model. Most Web sites are on a broadcast model since anyone with Internet access can view the sites. However, sites that require one to log-in before viewing content are based more on the narrowcast model.
  • Streaming media is multimedia that is constantly received by, and normally presented to, an end-user while it is being delivered by a streaming provider
  • Internet television (Internet TV or iTV) is television service distributed via the Internet.
  • Internet television allows viewers to choose the show they want to watch from a library of shows.
  • the primary models for Internet television are streaming Internet TV or selectable video on an Internet location, typically a website.
  • the video can also be broadcast with a peer-to-peer network (P2PTV), which doesn't rely on a single website's streaming.
  • P2PTV peer-to-peer network
  • IPTV IPTV
  • IPTV IPTV
  • IPTV Internet Protocol Television
  • IPTV Internet Protocol Television
  • a general definition of IPTV is television content that, instead of being delivered through traditional broadcast and cable formats, is received by the viewer through the technologies used for computer networks.
  • IPTV is often provided in conjunction with Video on Demand and may be bundled with Internet services such as Web access and VoIP.
  • IPTV may be used to deliver television content over corporate LANs.
  • Video podcast (sometimes shortened to vodcast or less commonly vidcast) is a term used for the online delivery of video on demand video clip content via Atom or RSS enclosures.
  • Web television is an emerging genre of digital entertainment that is distinct from traditional broadcast television. Delivered originally online via broadband and mobile networks, Web television shows, or Web series, are short-form in nature (2-9 minutes per episode), episodic, and produced in seasons.
  • a set-top box (STB) or set-top unit (STU) is a device that connects to a television and an external source of signal, turning the signal into content which is then displayed on the television screen. Special digital set-top boxes are available for receiving digital television broadcasts on TV sets that do not have a built in digital tuner.
  • Programming is broadcast by television stations, sometimes called "channels", as stations are licensed by their governments to broadcast only over assigned channels in the television band.
  • a television station is a type of broadcast station that broadcasts both audio and video to television receivers in a particular area.
  • TV stations made their broadcasts by sending specially-encoded radio signals over the air, called terrestrial television.
  • Individual television stations are usually granted licenses by a government agency to use a particular section of the radio spectrum (a channel) through which they send their signals.
  • Some stations use LPTV broadcast translators to retransmit or rebroadcast to further areas.
  • Television stations are a form of television channel, but not all television channels are necessarily stations.
  • the broadcasting of sports events is the coverage of sports on television, radio and other broadcasting mediums. It usually involves one or more commentators describing the events as they happen, multiple camera angles, effects microphones to capture sounds from the players on the pitch, and on-screen graphics.
  • a spectator sport is a sport that is characterized by the presence of spectators, or watchers, at its matches. For instance, cricket, ice hockey, basketball, baseball and football are spectator sports. Spectator sports require venues or sometimes stadia in which the fans may observe a game or event.
  • the increasing Broadcasting of sports events, along with media reporting can effect the number of people attending sports due to the ability to experience the sport without the need to physically attend and sometimes an increasingly enhanced experience including highlights, replays, commentary, statistics and analysis.
  • Some sports are particularly known as "armchair sports” or "loungeroom sports” due to the quality of the broadcasting experience in comparison to the live experience.
  • Sports videos are composed of a series of semantic shots, which appear repeatedly with similar actions and events in the same shot class.
  • the structure of the sports video makes it feasible to classify these shots according to the semantic meanings.
  • Some sports are structured games such as tennis, cricket, while some sports are unstructured sports such as soccer, American football, baseball and basketball.
  • As basic unit a shot describes part of or an entire semantic concept. Therefore, the representation and classification of shot are crucial to semantic understanding and provide the basic video structure for further video analysis.
  • the basic unit of computation commonly used is the shot, a continuous camera take without break.
  • View A semantic entity. Frames with similar content may be deemed to have the same view. A shot may also be said to belong to a particular view
  • Syntactic structures of the game can therefore be "reverse engineered” by recognizing these view type changes. Audio cues may also be used; since the crowd is usually quiet during play, the detectable sounds are ball hits, followed by loud eruption of cheers and applause when point is won. Similar structures can be observed in other sports video, e.g. soccer shows the general structure of a broadcast tennis video with typical view sequences.
  • the proposed system makes use of domain knowledge of specific sport to perform a top-down video shot classification. That is, combining with inherent game rules and television field production.
  • Sports video can be characterized by its predictable temporal syntax, recurrent events with consistent features, and a fixed number of views. Sports game usually occurs in one specific playground, has a fixed number of camera views, contains abundant motion information and has well-defined content structures.
  • the proposed system also clearly define the sequence type of each type of sport e.g. in cricket each sequence is start of each ball delivery up to start of next ball delivery and each sequence comprises (N) numbers of shots as per user instruction (input e.g. score or runs in each ball) and near live sports production rule base which are selected, matched and executed by rule engine.
  • the system may or may not employ same laws, rules and techniques of present sports.
  • System can also modify some or all laws, techniques, rules of present sports or using entire new type or format of sports.
  • Some of sports in which system may employ are:
  • Underwater Sports Ball Sports e.g. Water polo, Underwater rugby, Underwater Soccer and Competitive swimming e.g. backstroke, Breaststroke, Butterfly stroke, Freestyle swimming, Individual Medley, Synchronized swimming, Medley relay and Underwater Diving e.g. Free diving, Scuba Diving, Snorkeling and
  • Auto racing Autocross, Auto grass, Banger racing, Board track racing, Combine Racing, Demolition derby, Dirt track racing, Drag racing, Drifting, Folk race, Formula racing, Hill climbing, Ice racing, Kart racing, Legends car racing, Midget car racing, Off-road racing, Open wheel racing, Pickup truck racing, Production car racing, Rally cross, Rallying, Road racing, Short track motor racing, Slalom, Sports car racing, Sprint car racing, Sprinting, Street racing, Stock car racing Time Attack, Touring car racing, Truck racing and
  • Ballooning Cluster ballooning, Hopper ballooning and
  • Bat-and-ball Baseball, Bat-and-Trap, British baseball, Bran boll, Cork ball, Cricket( Test cricket, First-class cricket, Blind cricket, Catchy Shubby, Club cricket, French cricket, Gilli- danda, Kilikiti, One Day International, Kwik cricket, List A cricket, Pro40, Indoor Cricket, Super Sixes Cricket, Limited over cricket, Short form cricket, Single Wicket, Twenty20), Lapta, The Massachusetts Game, Oina, Old Cat, Over-the-line, Pesapallo, Podex, Rounders, Scrub baseball, Softball, Spanish Wiffleball, Stickball, Stool ball, T-BaIl, Town ball, K-BaIl, Vigoro, Wireball and
  • Cycling A Track Cycling Race Cycling sports using bicycles or unicycles.
  • Bicycle Artistic cycling, BMX racing, Bobrun cycling, Cyclo-cross, Mountain bicycling, Road bicycle racing, Track cycling, FMX or foot motocross, Skibob (Skibobbing), Unicycle (Mountain unicycling, Unicycle trials)
  • Competative aerobatics Powered (Aerobatics, Air racing), Unpowered (Gliding, Hang Gliding),
  • Cue sports Carom billiards including Three-cushion, Five-pins, Balkline and straight rail, Cushion caroms, Four-ball (yotsudama), Artistic billiards), Novuss, Pocket billiards (pool) (Eight-ball (and Blackball), Nine-ball , Straight pool, One-pocket, Three-ball, Seven-ball, Ten- ball, Rotation, Baseball pocket billiards, Cribbage (pool), Bank pool, Artistic pool, Trick shot competition, Speed pool , Bowlliards, Chicago, Kelly pool, Cutthroat, Killer, Russian pyramid and Snooker (Snooker plus), Hybrid carom-pocket games (English billiards, Bottle pool, Cowboy ), Obstacle variations (Bagatelle, Bar billiards, Bumper pool
  • Equine Sports Sports using a horse including Barrel racing, Campdrafting, Cross Country, Dressage, Endurance riding, English Pleasure, Equitation, Eventing, Equestrian vaulting, Gymkhana, Harness racing, Horse racing, Hunter, Reining, Rodeo, Show Jumping, Steeplechase, Team penning, Tent pegging, Western Pleasure,
  • Football family Association Football, Five-a-side football, Australian Football, Gaelic football, Gridiron football, American Football, Canadian Football, Arena Football Eight-man football, Rugby Football, Rugby League, Rugby Union, Touch Football
  • Handball Family American handball, Australian Handball, Basketball, European Handball, Field handball, Fistball, Fives, Eton Fives, rugby Fives, Frisian handball, Four square, Gaelic handball, Goalball, Jeu de paume, Korfball, Netball, Palla, Tchoukball, Team handball, Valencian pilota, Volleyball, Water polo
  • Hockey Family Bandy, Broomball, Field Hockey, Indoor field hockey, Floorball, Hurling , Ice Hockey( Ringette) , Knotty, Roller hockey (Inline hockey, Road hockey, Roller hockey (Quad)), Shinty, Underwater hockey
  • Polo Bicycle polo, Elephant polo, Horse polo
  • Rhoquet (or racket) sports Sports where a player use a racquet (or racket) to hit a ball or other objects including Badminton, Ball badminton, Bilbocatch, Frescoball, Frontenis, Jai-Alai, Matkot, Paddleball, Pelota mixteca, Pickleball, Platform tennis, Pington, Racquetball, Racquets, Racketlon, Rapid Ball, Real tennis, Soft tennis, Speedball Speedminton, Squash, Squash tennis, Sticke, Table tennis, Tennis, Xare
  • Radiosports Sports using a radio including Amateur Radio Direction Finding, Radiosport / Contesting, High Speed Chaty, Remote control, Model Aerobatics, RC Racing Robot combat,
  • Skiing Alpine skiing, Cross country skiing, Freestyle skiing, Nordic combined, Nordic skiing, Ski jumping, Skijoring, Ski touring, Snowboarding, Speed skiing, Telemark skiing
  • Sport stacking Sport stacking
  • Air sports Aerobatics, Banzai skydiving, BASE jumping, Bungee jumping, Hang gliding, Hot air ballooning, Paragliding, Parasailing, Sky diving, Wingsuit flying
  • Endurance sports Cycling, Running, Ultra marathon, swimming, Triathlon, Orienteering, Decathlon, Inline speed skating, Rowing, Wheelchair racing, Wood chopping, Razza Racing, Cross-Country Skiing, Endurance riding,
  • Skating sports Aggressive inline skating, Artistic roller skating, Bandy, Bobrun Skating, Ice hockey, Ice Skating, Inline speed skating, Inline hockey, Figure skating, Ringette, Rinkball, Rink hockey, Skateboarding, Freestyle slalom skating, Roller derby, Roller hockey, Roller skating, Roller speed skating, Short track speed skating, Skater hockey Speed skating, Synchronized skating
  • Skiing Alpha sport skiing, Freestyle skiing, Speed skiing, Nordic skiing, Arcathlon, Biathlon, Cross country skiing, Nordic combined, Ski flying, Ski jumping, Telemark skiing, Ski touring, Skijoring, Skibob, Snowball Association, Snowboarding
  • Strength sports Sports mainly based on sheer power including Arm Wrestling,Arm Wrestling, Thumb wrestling, Bodybuilding, Powerlifting, Toe wrestling, Tug-o-war, Zourkhaneh, Weightlifting
  • Tables sports Chess, Air hockey, Backgammon, Card games, Chess, Chinese Checkers, Connect Four, Cue sports (Carom billiards, Three-cushion, Five-pins, Balkline and straight rail, Cushion caroms, Four-ball (yotsudama), Artistic billiards, several other variants), Pocket billiards (pool) ( Pool balls,Eight-ball (and Blackball), Nine-ball Straight pool , One-pocket , Three-ball, Seven- ball, Ten-ball, Rotation, Baseball pocket, billiards, Cribbage (pool), Bank pool, Artistic pool, Trick shot competition, Speed pool Bowlliards, Chicago, Kelly pool, Cutthroat, Killer, Russian pyramid, many other variants, Snooker (Snooker plus), Hybrid carom-pocket games ( English billiards, Bottle pool, Cowboy), Obstacle variations (Bagatelle,Bar billiards,Bumper pool, many other generally obsolete variants)), Draughts (
  • Target sports Sports where the main objective is to hit a certain target including Archery, Kyudo, Duckpin bowling, Atlatl, Five-pin bowling, Billiards ,Bar billiards Bowls, Bowling Pin Shooting, Carambole billiard, Candlepin bowling, Pool, Snooker, Bocce, Boccia, Boules, Calva, Croquet,Curling , Darts, Gateball, Golf, Disc golf, Speed golf, Golfcross, Horseshoes (horseshoe throwing), Knife throwing, Laser Tag, Lawn bowls, Matball, Pall mall, Petanque, Paintball, Shooting, Skittles, Ten-pin bowling, Trugo, Skittles, Skee ball, Pitch and putt
  • Team sports Sports that involve teams including American football, Kilikiti, Association Football (soccer), Australian rules football, Ball Hockey, Bandy, Baseball, Basketball, Beach handball, Beach soccer, Beach rugby, Beach volleyball, Bossaball, Box/indoor lacrosse, Bowling, Basque pelota, Broomball, Bunnock, Camogie, Canadian football Cheerleading, Cricket, Curling, Dodgeball, Field Hockey, Fistball, Floorball, Cubbies Footballtennis, Footvolley, Frisian handball, Futsal, Gaelic football, Gaelic handball Gateball, Goalball, Handball, Harrow Football, Hornussen, Horseshoe, Hurling, Indoor soccer, Ice Hockey, Inline hockey, Kabaddi, Kickball, Korfball, Lacrosse, Mesoamerican ballgame, Netball, Oina, Paintball, Pesapallo, Petanque, Polo, Polocrosse, Ringette, Rinkball, Road hockey, Roller Hockey (Rink Hockey), Rounders, Rowing, Royal, Shrovetide Football,
  • Team sport refers to sports that are practiced between opposing teams, where the players interact directly and simultaneously between them to achieve an objective.
  • the objective generally involves team members facilitating the movement of a ball or similar item in accordance with a set of rules, in order to score points.
  • An athlete is a sportsperson in a general sense or specifically person who is respectful, a team player, and shows compassion for the game he/she is playing. An athlete is also someone who plays not for the glory, but for the sheer joy of competing. A sportsperson or athlete is any person who participates regularly in a sport.
  • Cricket is a bat-and-ball team sport, are field games played by two teams. A cricket match is played on a cricket field at the centre of which is a pitch. The match is contested between two teams of eleven players each.
  • the teams alternate between “batting” and “fielding” roles, sometimes called in “at bat” and out “in the field” or simply in and out. Only the batting team may score, so the fielding team is defending, but they have equal chances in both roles. The game is counted rather than timed.
  • a player on the fielding team puts the ball in play with a delivery whose restriction depends on the game.
  • a player on the batting team attempts to strike the delivered ball, commonly with a "bat", which is a club governed by the rules of the game.
  • the teams switch roles when the fielding team puts the batting team out, which varies by game.
  • a cricket match is played between two teams (or sides) of eleven players each on a field of variable size and shape.
  • the ground is grassy and is prepared by grounds men whose jobs include fertilizing, mowing, rolling and leveling the surface.
  • Field diameters of 140-160 yards (130-150 m) are usual.
  • the perimeter of the field is known as the boundary and this is sometimes painted and sometimes marked by a rope that encircles the outer edge of the field.
  • the field may be round, square or oval - one of cricket's most famous venues is called The Oval.
  • each team is to score more "runs” than the other team and to completely “dismiss” the other team.
  • winning the game is achieved by scoring the most runs, even if the opposition has not been completely dismissed.
  • Toss In the sport of cricket, a coin is tossed to determine which team bats first. This is known as the toss. Before play commences, the two team captains toss a coin to decide which team shall bat or bowl first. The captain who wins the toss makes his decision on the basis of tactical considerations which may include the current and expected pitch and weather conditions.
  • Pitch The key action takes place in a specially prepared area of the field (generally in the centre) that is called the "pitch". At either end of the pitch, 22 yards (20 m) apart, are placed the "wickets". These serve as a target for the "bowling” aka “fielding” side and are defended by the "batting" side which seeks to accumulate runs. Basically, a run is scored when the “batsman” has literally run the length of the pitch after hitting the ball with his bat, although as explained below there are many ways of scoring runs. If the batsmen are not attempting to score any more runs, the ball is "dead” and is returned to the bowler to be bowled again. The bowling side seeks to dismiss the batsmen by various means until the batting side is "all out", whereupon the side that was bowling takes its turn to bat and the side that was batting must "take the field”.
  • Umpires and scorers The game on the field is regulated by two umpires, one of whom stands behind the wicket at the bowler's end, the other in a position called "square leg" which is several yards behind the batsman on strike. When the bowler delivers the ball, the umpire at the wicket is between the bowler and the non-striker. The umpires confer if there is doubt about playing conditions and can postpone the match by taking the players off the field if necessary, for example rain or deterioration of the light. Off the field and in televised matches, there is often a third umpire who can make decisions on certain incidents with the aid of video evidence. Off the field, the match details including runs and dismissals are recorded by two official scorers, one representing each team. The scorers are directed by the hand signals of an umpire.
  • the bowler bowls the ball in sets of six deliveries (or "balls") and each set of six balls is called an over. This name came about because the umpire calls "Over!” when six balls have been bowled. At this point, another bowler is deployed at the other end and the fielding side changes ends. A bowler cannot bowl two successive overs, although a bowler can bowl unchanged at the same end for several overs. The batsmen do not change ends and so the one who was non-striker is now the striker and vice-versa. The umpires also change positions so that the one who was at square leg now stands behind the wicket at the non-striker's end and vice-versa.
  • an over is a set of six consecutive balls bowled in succession.
  • An over is normally bowled by a single bowler.
  • An over must consist of six legal deliveries. No balls and wides do not count toward the six-ball tally.
  • the captain of the fielding team decides which bowler will bowl any given over (subject to the restriction that no bowler may bowl two overs in succession).
  • bowlers are restricted to the total number of overs they may bowl in a match.
  • the general rule is that no bowler can bowl more than one-fifth (1/5) or 20% of the allotted overs per innings.
  • each bowler can bowl up to a maximum of 10 overs.
  • one bowler can bowl a maximum of 4 overs, and the length of the game is determined by the total number of overs bowled (usually 40 or 50 per innings and just 20 overs per innings in Twenty20).
  • Test and county cricket teams are usually required to bowl a minimum number of overs per day to prevent spoiling of the game by a slow over rate. Captains and teams are regularly punished for going at a slower rate than the required rate. The punishment often comes in cutting the match fees or banning from games.
  • a maiden over is one in which no runs are scored.
  • a wicket maiden is one in which no runs are scored and one wicket is taken. Double and even triple wicket maidens can also be scored, albeit seldom in occurrence.
  • Team structure A team consists of eleven players. Depending on his or her primary skills, a player may be classified as a specialist batsman or bowler. A well-balanced team usually has five or six specialist batsmen and four or five specialist bowlers. Teams nearly always include a specialist wicket-keeper because of the importance of this fielding position. Each team is headed by a captain who is responsible for making tactical decisions such as determining the batting order, the placement of fielders and the rotation of bowlers.
  • a player who excels in both batting and bowling is known as an all-rounder.
  • One who excels as a batsman and wicket-keeper is known as a "wicket-keeper/batsman", sometimes regarded as a type of all-rounder.
  • True all-rounders are rare as most players focus on either batting or bowling skills.
  • Fielding All eleven players on the fielding side take the field together. One of them is the wicket-keeper who operates behind the wicket being defended by the batsman on strike.
  • Wicket-keeping is normally a specialist occupation and his primary job is to gather deliveries that the batsman does not hit, so that the batsmen cannot run byes. He wears special gloves (he is the only fielder allowed to do so), and pads to cover his lower legs. Owing to his position directly behind the striker, the wicket-keeper has a good chance of getting a batsman out caught off a fine edge from the bat. He is the only player who can get a batsman out stumped.
  • the captain is the most important member of the fielding side as he determines all the tactics including who should bowl (and how); and he is responsible for "setting the field", though usually in consultation with the bowler.
  • Fielding in the sport of cricket is the action of fielders in collecting the ball after it is struck by the batsman, in such a way as to either limit the number of runs that the batsman scores or get the batsman out by catching the ball in flight or running the batsman out.
  • a fielder or fieldsman may field the ball with any part of his person.
  • fielding positions There are a number of named basic fielding positions, some of which are employed very commonly and others that are used less often. However, fielding positions are not fixed, and fielders can be placed in positions that differ from the basic positions. Most of the positions are named roughly according to a system of polar coordinates - one word (leg, cover, mid-wicket) specifies the angle from the batsman, and is optionally preceded by an adjective describing the distance from the batsman (silly, short, deep or long). Words such as “backward”, “forward”, or “square” can further indicate the angle.
  • Fielding Catching positions Some fielding positions are used offensively. That is, players are put there with the main aim being to catch out the batsman rather than to stop or slow down the scoring of runs.
  • Positions include: Slip (often there are multiple slips next to each other, designated First slip, Second slip, Third slip, etc, numbered outwards from the wicket-keeper); Fly slip; Gully; Leg slip; Leg gully; the short and silly positions.
  • Bat pad is a position specifically intended to catch balls that unintentionally strike the bat and leg pad, and thus end up only a meter or two to the leg side
  • Modifiers Deep, long: Farther away from the batsman, Short: Closer to the batsman, Silly: Very close to the batsman, Square: Somewhere along an imaginary extension of the popping crease, Fine: Closer to an extension of an imaginary line along the middle of the pitch bisecting the stumps, Wide: Further from an extension of an imaginary line along the middle of the pitch bisecting the stumps, Forward: In front of square; further towards the end occupied by the bowler and further away from the end occupied by the batsman on strike, Backward: Behind square; further towards the end occupied by the batsman on strike and further away from the end occupied by the bowler.
  • Wicket-keeper The wicket-keeper (also spelt wicketkeeper and often shortened to keeper) in the sport of cricket is the player on the fielding side who stands behind the wicket being guarded by the batsman currently on strike. It is essentially a specialist role although a keeper is occasionally called upon to bowl, in which case another member of the fielding side temporarily keeps wicket.
  • the keeper's major function is to stop deliveries that pass the batsman (in order to prevent runs being scored), but he can also attempt to dismiss the batsman in various ways:
  • the keeper can stump the batsman by using the ball to remove the bails from the stumps, if the batsman has come out of his crease during a delivery.
  • a keeper's position depends on the bowler: for fast bowling he will crouch some distance from the stumps, in order to have time to react to edges from the batsman, while for slower bowling, he will come much nearer to the stumps (known as “standing up”), to pressure the batsman into remaining within the crease or risk being stumped.
  • the more skilled the keeper the faster the bowling to which he is able to "stand up”.
  • Bowler A bowler in the sport of cricket is usually a player whose specialty is bowling, analogous to a pitcher in baseball. A bowler who is also a competent batsman is known as an all- rounder.
  • a fast bowler is usually the mainstay of a team's attack. They will take a long run up before bowling each ball to build momentum and rhythm and can deliver the cricket ball at speeds up to 160 km/h (100 mph).
  • Some medium pacers are simply accurate; they can repeatedly deliver the ball to a place which forces the batsman to defend rather than scoring runs. Others grip the ball so that it pitches on its upraised seam, which then causes the following trajectory to be awkward or uncertain.
  • a spin bowler usually bowls quite slowly and puts tremendous spin on the ball causing it to bounce at an angle off the pitch, forcing the batsman to treat each ball carefully.
  • Bowling The bowler reaches his delivery stride by means of a "run-up", although some bowlers with a very slow delivery take no more than a couple of steps before bowling. A fast bowler needs momentum and takes quite a long run-up, running very fast as he does so.
  • the fastest bowlers can deliver the ball at a speed of over 90 miles per hour (140 km/h) and they sometimes rely on sheer speed to try and defeat the batsman, who is forced to react very quickly.
  • Other fast bowlers rely on a mixture of speed and guile.
  • Some fast bowlers make use of the seam of the ball so that it "curves” or "swings” in flight. This type of delivery can deceive a batsman into mistiming his shot so that the ball touches the edge of the bat and can then be "caught behind" by the wicketkeeper or a slip fielder.
  • LF left arm fast bowler
  • LBG right arm spin bowler who bowls deliveries that are called a "leg break” and a "googly”.
  • bowling In the sport of cricket, bowling is the action of propelling the ball toward the wicket defended by a batsman. A player skilled at bowling is called a bowler. A single act of bowling the ball towards the batsman is called a ball or a delivery. Bowlers bowl deliveries in sets of six, called an over. Once a bowler has bowled their over, one of their team mates will bowl an over from the other end of the pitch.
  • a delivery or ball in cricket is a single action of bowling a cricket ball towards the batsman.
  • a member of the fielding team is designated as the bowler, and bowls deliveries towards the batsman.
  • Six balls in a row constitute an over, after which a different member of the fielding side takes over the role of bowler for the next over.
  • Hat-trick cricket hat-trick is, the occasions when a bowler has taken three wickets in consecutive deliveries.
  • Batting At any one time, there are two batsmen in the playing area. One takes station at the striker's end to defend the wicket as above and to score runs if possible. His partner, the non- striker, is at the end where the bowler is operating. Batsmen come in to bat in a batting order, decided by the team captain. The first two batsmen - the "openers" - usually face the most hostile bowling, from fresh fast bowlers with a new ball. The top batting positions are usually given to the most competent batsmen in the team, and the non-batsmen typically bat last. The pre-announced batting order is not mandatory and when a wicket falls any player who has not yet batted may be sent in next.
  • a skilled batsman can use a wide array of "shots” or “strokes” in both defensive and attacking mode. The idea is to hit the ball to best effect with the flat surface of the bat's blade. If the ball touches the side of the bat it is called an "edge". Batsmen do not always seek to hit the ball as hard as possible, and a good player can score runs just by making a deft stroke with a turn of the wrists or by simply "blocking" the ball but directing it away from fielders so that he has time to take a run. There is a wide variety of shots played in cricket. The batsman's repertoire includes strokes named according to the style of swing and the direction aimed: e.g., "cut”, "drive”, "hook”, “pull”.
  • Batsman A batsman in the sport of cricket is any player in the act of batting. During the play of a cricket match, two members of the batting team are on the field, while their team-mates wait off the field. Those two players are the current batsmen. Each batsman stands near one of the two wickets at either end of the cricket pitch near the centre of the ground.
  • the two batsmen have different roles:
  • the non-striker stands inactive near the bowler's wicket. While defending his wicket, the striker may also hit the ball into the field and attempt to run to the opposite wicket, exchanging places with the non-striker. This scores a run. The two batsmen may continue to exchange places, scoring additional runs, until members of the fielding team collect and return the ball to either wicket.
  • Batting In the sport of cricket, batting is the act or skill of hitting the cricket ball with a cricket bat in order to score runs without getting out. Each team usually consists of eleven players, and all the players are expected to bat. A person either skilled at batting or presently taking his turn at batting is called a batsman, and a batsman's main aim is to try and score runs for the team without getting 'out'. At a given moment, only two batsmen from one team can bat. A batsman can bat in each innings until he is 'out'. Once a batsman is 'out', he is replaced by a team mate until ten out of eleven players in his team are 'out' and their innings is closed.
  • Run(s) In the sport of cricket, a run is the basic unit of scoring. Runs are scored by a batsman, and the aggregate of the scores of a team's batsmen (plus any extras) constitutes the team's score. A batsman scoring 50 (a 'half century') or 100 runs (a 'century' or 'ton'), or any higher multiple of 50 runs, is considered a particular achievement. By extension, a partnership of two batsmen moving the team score on by a multiple of 50 runs, or the team score passing a multiple of 50 runs, is also cause for celebration.
  • Run(s) Rules The simplest way for a batsman to score a run is by the striker hitting the ball such that both batsman can run from one end of the pitch to the other without either batsman getting out: the batsmen effectively exchanging positions, so the striking batsman becomes the non-striker, and vice versa.
  • the batsmen may be able to run up and down the pitch more than once, crossing each time, to score two, three or more runs.
  • a batsman can also score four or six runs by hitting the ball to or over the boundary, and may be awarded five penalty runs in certain situations.
  • a run is scored when the batsmen, or their runner, at any time while the ball is in play, have crossed and made good their ground from end to end; when a boundary is scored; when penalty runs are awarded; when "lost ball” is called. Runs are added to the team score, but not the score of an individual batsman, for extras (no balls, wides, byes and leg byes).To score a run, each batsman must run from the popping crease at one end to the popping crease at the other end.
  • the primary concern of the batsman on strike is to prevent the ball hitting the wicket and secondarily to score runs by hitting the ball with his bat so that he and his partner have time to run from one end of the pitch to the other before the fielding side can return the ball.
  • both runners To register a run, both runners must touch the ground behind the crease with either their bats or their bodies (the batsmen carry their bats as they run). Each completed run increments the score.
  • More than one run can be scored from a single hit but, while hits worth one to three runs are common, the size of the field is such that it is usually difficult to run four or more. To compensate for this, hits that reach the boundary of the field are automatically awarded four runs if the ball touches the ground en route to the boundary or six runs if the ball clears the boundary on the full. The batsmen do not need to run if the ball reaches or crosses the boundary.
  • Running is a calculated risk because if a fielder breaks the wicket with the ball while the nearest batsman is out of his ground (i.e., he does not have part of his body or bat in contact with the ground behind the popping crease), the batsman is run out.
  • a team's score is reported in terms of the number of runs scored and the number of batsmen that have been dismissed. For example, if five batsmen are out and the team has scored 224 runs, they are said to have scored 224 for the loss of 5 wickets (commonly shortened to "224 for five” and written 224/5 or, in Australia, "five for 224" and 5/224).
  • Dismissals In the sport of cricket, a dismissal occurs when the batsman is out (also known as the fielding side taking a wicket and/or the batting side losing a wicket). At this point a batsman must discontinue batting and leave the field permanently for the innings.
  • Test cricket it is necessary for a side fielding last to have dismissed ten players of the opposing team in their final innings to achieve victory.
  • dismissal decisions are handled primarily by the players - thus if the dismissal is obvious the batsman will voluntarily leave the field without the umpire needing to dismiss them. If the batsman and fielding side disagree about a dismissal then the fielding side must appeal to the umpire who will then decide whether the batsman is out. In competitive cricket, many difficult catching and LBW decisions will be left to the umpire; if a batsman acknowledges that he is out in such cases and departs without waiting for the umpire's decision it is known as 'walking', and regarded as an honorable but controversial act. If the umpire believes he has incorrectly dismissed a batsman, he may recall him to the crease if he has not already left the field of play.
  • the bowler is credited in the statistics with having taken a wicket if the batsman is out bowled, LBW, caught, stumped, or hit wicket. If the ball is a no ball then the batsman cannot be out in any of these ways. The bowler is not credited with having taken a wicket if the batsman is run out, handles the ball, hits the ball twice, obstructs the field, or is timed out; these dismissals may occur if the delivery is a no ball.
  • the fieldsman is credited in the statistics with a dismissal if he takes a catch or a stumping (for a stumping this will necessarily be the wicket-keeper), and may be credited on scorecards for a run-out (although a run-out will not be credited to a player's statistics).
  • Leg before wicket (lbw) - is complex but basically means that the batsman would have been bowled if the ball had not hit his leg first Run out - a member of the fielding side has broken or "put down" the wicket with the ball while a batsman was out of his ground; this usually occurs by means of an accurate throw to the wicket while the batsmen are attempting a run
  • Stumped - is similar except that it is done by the wicketkeeper after the batsman has missed the bowled ball and has stepped out of his ground, and is not attempting a run.
  • Hit wicket - a batsman is out hit wicket, if he dislodges one or both bails with his bat, person, clothing or equipment in the act of hitting the ball, or when setting off for a run
  • Boundary Boundary has two distinct meanings in the sport of cricket;
  • Scoring Runs Four runs are scored if the ball bounces before touching or going over the edge of the field and six runs if it does not bounce before passing over the boundary in the air. These events are known as a four or a six respectively. When this happens the runs are automatically added to the batsman's and his team's score and the ball become dead. If the ball did not touch the bat or a hand holding the bat, four runs are scored as the relevant type of extra instead; but six runs cannot be scored as extras, even if the ball clears the boundary (which is in any case extremely unlikely).Four runs (or more) can also be scored by hitting the ball into the outfield and running between the wickets. Four runs scored in this way are referred to as an 'all run four' and is not counted as a boundary.
  • the scoring of a four or six by a good aggressive shot displays a certain amount of mastery by the batsman over the bowler, and is usually greeted by applause from the spectators.
  • the proportion of his runs scored in boundaries often rises.
  • one team's combined first and second innings total may be less than the other side's first innings total.
  • the team with the greater score is then said to have won by an innings and n runs, and does not need to bat again: n is the difference between the two teams' aggregate scores.
  • a one-day match can also be declared a "no-result" if fewer than a previously agreed number of overs have been bowled by either team, in circumstances that make normal resumption of play impossible; for example, wet weather.
  • Group Stage Four groups of three teams (two seeds and one qualifier) with two games per team and the top two teams qualifying for the Super 8s.
  • Super 8s Two four-team groups playing three games each. The make up of the groups was pre-decided based upon all seeds qualifying; if a seed failed to qualify the beneficiary took their allotted place in their respective group. • Semi-Finals: Group Winners playing the runner up of the other Super 8 Group.
  • An umpire in cricket is a person who has the authority to make decisions on the cricket field, according to the Laws of Cricket. Besides making decisions about legality of delivery, appeals for wickets and general conduct of the game in legal manner, the umpire also keeps a record of the deliveries and announces the completion of an over.
  • cricket matches have two umpires on the field, one standing at the end where the bowler delivers the ball (Bowler's end), and one directly opposite the facing batsman (usually, but not always, at square leg).
  • the umpire at the bowler's end makes the decisions, which he mainly indicates, using arm movements. Some decisions must be instantaneous, whereas for others he may pause to think or discuss it with the square leg umpire, especially if the latter may have had a better view.
  • No-ball Either umpire may call, and signal, No Ball, for a ball which is illegally delivered (bowled), although each umpire has unique jurisdictions.
  • the most usual causes for No Balls are foot faults or a ball passing above a batsmen's head, each of these being under the bowler's end umpire's jurisdiction.
  • the signal is to hold one arm out horizontally and shout "no-ball" ; the idea being that the batsman is aware of the no-ball being bowled.
  • the no-ball doesn't count as one of the six in the over, and severely reduces the ways in which batsmen may be out.
  • a no ball In the sport of cricket a no ball is a penalty against the fielding team, usually as a result of an illegal delivery by the bowler.
  • the delivery of a no ball results in one run (or occasionally two, depending upon the competition) to be added to the batting team's score, and an additional ball must be bowled.
  • the number of ways in which the batsman can be given out is reduced.
  • a batsman receives a 'free hit' on the ball after a 'front foot 1 no ball. This means the batsman can freely hit the ball with no danger of being out in certain ways.
  • No balls are not uncommon, especially in short form cricket, and fast bowlers tend to bowl them more often than spin bowlers due to their longer run-up.
  • Free hit is a cricket terminology, relevant in one day internationals and twenty20 matches.
  • the batsman cannot be ruled out in any dismissal modes, other than run out, handling the ball, hitting the ball twice and obstructing the field. This freedom enables the batsman to play a powerful shot without the fear of getting out caught, bowled or leg before. For this reason, the delivery immediately after a front-foot no ball is called a free hit.
  • Front-foot no ball If the bowler bowls without some part of the front-foot (either grounded or raised) behind the popping crease then that ball is treated as a front-foot no ball.
  • a Wide Ball is the term used to describe an illegal delivery in cricket, which is illegal due to it being "wide of the striker where he is standing and would also have passed wide of him standing in a normal guard position.”
  • a batsman can not, by definition, be out bowled, leg before wicket, caught, or hit the ball twice off a wide, as a ball cannot be ruled as a wide if the ball strikes the batsman's bat or person. He may be out handled the ball, hit wicket, obstructing the field, run out, or stumped. If the wicket-keeper fumbles or misses the ball, the batsmen may be able to take additional runs safely, and may choose to do so. The numbers of runs scored are scored as wides, not byes. If the wicket-keeper misses the ball and it travels all the way to the boundary, the batting team immediately scores five wides, similarly as if the ball had been hit to the boundary for a four on a no ball.
  • Dead ball If the ball is no-longer considered in play, it is a dead ball. An umpire will signal this, by crossing and uncrossing his wrists below his waist with the call Dead Ball, if he is required to do so under certain Laws, and also may do it if he thinks it is necessary to inform the players.
  • This signal varies a lot between umpires, from two short, restrained, waves finishing with the arm across the chest, to elaborate signals that resemble those of a conductor of an orchestra. Whichever way the umpire signals a four he must, by law, finish with his arm across the chest (so as to avoid confusion about whether a No Ball was delivered as well).
  • Short run If one of the batsmen turns to complete runs after the first without grounding his person or equipment behind the popping crease, then a short run is signalled by the umpire tapping his near shoulder with his fingers and the short runs are not scored.
  • the umpire may additionally refer decisions to the Third Umpire regarding Bump Balls and catches being taken cleanly (but only after the on-field umpires have consulted and both were unsighted).
  • the Third Umpire is not used except in international or important domestic matches.
  • the signal to refer a matter is using both hands to mime a TV screen by making a box shape.
  • Penalty runs For extreme misconduct by one team, the umpire may award five penalty runs to the other team. Placing one arm on the opposite shoulder indicates that the penalty run are awarded to the fielding team, but if the umpire taps that shoulder, the penalties are awarded to the batting team.
  • Last hour In Test cricket and first class cricket, the last hour of the last day of play has special significance. Firstly, there are a minimum number of overs (20 in the Laws of Cricket, fifteen in Tests) that must be bowled in the last hour. The umpire signals the last hour by pointing to his wrist (and the watch on it), which is raised above his head.
  • Revoke last signal If the umpire makes an incorrect signal, he may revoke it. The cancellation is made if the umpire finds the wrong of application of the laws, such as, signalling "out” but then realizing that the other umpire signalled a no-ball. Also, an umpire may revoke if he accidentally signals a four though he intended to signal six.
  • New Ball In matches lasting more than two days the captain usually has the option of a new ball set number of overs (usually 80).
  • the umpire at the bowler's end signals to the scorers that a new ball has been taken by holding the ball above his head.
  • the scorers note the time that the new ball has been taken.
  • Scoring in cricket matches involves citing two facts, the number of runs scored by each team and the number of wickets each has lost. These are the basic figures likely to be quoted in a media report on a match completed or still in progress.
  • the bowler and the kind of dismissal e.g. LBW
  • the bowler and the kind of dismissal e.g. LBW
  • the total the batting team reached that that point in the game 'the fall of wicket'.
  • the beehive chart shows where a bowler's balls arrived at a batsman (high, low, wide, on the off stump etc.), while the pitch map shows where the balls pitched.
  • Scores and points In most one day competitions based on leagues, 2 points are awarded for a win and 0 for a loss, regardless of the margin of victory.
  • the result in a game of cricket may be a win for one of the two teams playing, a draw or a tie. In the case of a limited overs game, the game can also end with no result. Which of these results applies, and how the result is expressed is governed by Law 21 of the Laws of cricket.
  • Win and loss The result of a match is a win when one side scores more runs than the opposing side and all the innings of the match are completed. The side scoring more runs has won the game, and the side scoring fewer has lost. If the match ends without all the innings being completed, the result may be a draw or no result.
  • a bowl-out is used to decide a result that would otherwise be a tie.
  • the result of a match is a draw if a match is concluded, as defined in Law 16, without being a win or a tie. This means that a draw occurs when a team does not complete its innings by the scheduled end of play. In matches where the number of overs is not limited, therefore, a team unable to win may be able to 'save the draw' by managing to not complete its final innings (i.e. by having batsmen left at the end of play who are 'not out'). The match is then drawn regardless of the total of runs accumulated by either side.
  • a no result is effectively the same as a draw, but occurs only in limited-overs cricket. With a limited number of overs, a team cannot bat to the end of the match and secure a draw as above - if they have scored fewer runs they have lost the game. A no result, therefore, occurs only when weather conditions stop play before the second teams have batted enough overs to have a recalculated target under the Duckworth-Lewis method or other rain rules. In One Day International cricket, one team needs to have faced less than 20 overs (of the allotted 50 for a match) for a match to be a no result.
  • a match can be abandoned if weather or other conditions prevent any play from occurring at all. If the toss has not occurred, the match is recorded as having been 'abandoned without a ball being bowled'. Such a game is not included in official statistical records.
  • the umpires also have the power to award a match to one side where the other side either concedes defeat or in the opinion of the umpires refuses to play, in which case the game can be deemed to have been forfeited by the side in question.
  • Exemplary 3 over sample cricket match between India and Australia, created by administrator see Fig.6-15) (Input) via Live and Real Cricket Match (Movie or Film) Production System's (Rule Engine) Sample Source Code in VB .Net (Business Logic or Middle tier) which uses MS SQL Server Database system, Fig.32-40 explains sample relational data structure with sample data (Data tier) and based on that generated sample script below for creating exemplary real and live match (Output).
  • Cur_Betting_Team_No dread.GetValue(O)
  • TeamsQry "SELECT Series Cup.*, Series Cup Teams.*, Matches.*, Teams.*, Team Players.*, Players_Profile_Master.* " & _
  • Cur_Bowling_Team_Name dr("Team_Name)
  • BallByBallScoreQry "SELECT Master Ball Settings.Master Ball Settings,
  • Match_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Match_No")
  • Team_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Team_No")
  • Bowler_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Bowler_No")
  • Batsman_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Batsman_No")
  • Over_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).ltem("Over_No")
  • Ball_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Ball_No")
  • Bowler_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Bowler_No")
  • Batsman_No ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Batsman_No")
  • sqlCurrentActiveFielder "Select Team Players.PlayerNo " & _
  • Curent Fielding Position Player No dreadl .Get Value(O) 'Current fielding postion of fielder dread l.Close()
  • sqlCurrentMatchedActiveFielder "SELECT Team Players.PlayerNo
  • cur scb New SqlCommandBuilder(cur sda) cur_sda.Fill(cur_ds, sqlCurrentMatchedActiveFielder)
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  • Cur Random Video ClipNo foundrows(rndl.Next(0, foundrows.Count))("Video_Clip_No")
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Abstract

An apparatus, system, and method for automated production of sport video using expert sports video production rules. Methods and systems for automated rule based real and live sports video or film or movie productions by merging pre-created standardized video clips as per administrator score or points or goal settings and domain or subject specific film or movie production rules by domain and subject specific rule engine and real time or near real time live broadcasting or telecasting or streaming or screening or transmission or playing or recording live or real sport's match event via multiple communication networks on multiple types of user(s) device (s) to viewers, e.g. real and live sports comprising cricket, baseball, golf, football, soccer, basketball, hockey, tennis, racing.

Description

TITLE
An apparatus, system, and method for automated production of rule based near live sports event in the form of a video film for entertainment
CROSS-REFERENCE TO RELATED APPLICATIONS
Not Applicable
COPYRIGHTS INFORMATION
A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file, but otherwise reserves all copyright rights whatsoever. The applicant acknowledges the respective rights of various Intellectual property owners.
FIELD OF INVENTION
The present invention relates in general to automated sports video production and more particularly to an automated system and method for producing sports videos using expert sports video production rules. Methods and systems for automated rule based real and near live sports video or film or movie productions by merging pre-created standardized video clips of actual, live and real sportspersons or players as per administrator's score or points or goal and preferences settings and domain or subject specific film or movie or video production rules by domain and subject specific rule engine and real time or near real time live broadcasting or telecasting or streaming or screening or transmission or playing or showing or sending or distributing or recording live or real sport's match event via multiple communication networks on multiple types of user(s) device(s) to viewers, e.g. real and live sports comprising cricket, baseball, golf, football, soccer, basketball, hockey, tennis, racing and many other sports. BACKGROUND OF THE INVENTION
The present invention relates to a method and a system for sports entertainment by using video clips from shooting video clips or recording of already played sports events matches. The sports can be any sports such as cricket, baseball, football, soccer, basketball, hockey, racing, golf or tennis. The clips may be picked from already played matches or may be shot specifically for the purpose. These clips are then used to generate a near-real sports match / sports event by using different combinations of clips by using rule based automated sports video production system. Such near-real sports event can be watched on television or any other devices such as a mobile phone or any smart devices.
A novel method of and system for generating or creating or developing or streaming real or near real time live or recorded movie productions based on domain or subject specific movie or film production rules such as real and live sports comprising cricket, baseball, football, soccer, basketball, hockey, racing, golf, tennis from pre-created rule specific and standardized video clips as per domain specific movie production rules e.g. as per cricket (film or movie) production rules, generates real (live actor or player) cricket matches dynamically.
The present invention relates to a computer generated real and live movie production system; and more particularly, to a computer interface enabling administrator to real time broadcast automated or computer generated live sports e.g. real and live cricket matches over television or online or smart devices. Administrator can broadcast live cricket matches at anytime from anywhere with any combination of players and/or teams and with any combination of scores or points or goals via online or offline graphical user interface.
The clips may be accompanied by sound and visuals. These sounds and visuals may be computer-generated or may be actual sounds picked up from the live matches. The clips can be that has been created in whole or in part with the aid of computer software. Sounds and visuals can be easily generated on computers.
The invention will use the clips from the live matches or clips actually shot for the purpose.
Before the advent of licensed broadcast deals and huge radio and television audiences, the majority of revenue generated by sports activities came from ticket sales. While athletes made reasonable salaries, the costs of team ownership were generally bounded by the conventional costs of salaries, facilities, advertising, and other normal business costs. Ticket sales covered costs with profits often, available to the team owners. Sports broadcasts constitute a major percentage from the total video content that is provided by public and commercial television channels. The development of live, broadcast sports activities promotes the sportspersons significantly. Broadcast sports events provide one of the largest sources of entertainment to one of the largest audiences in existence today. The United States Super Bowl football game, for example, draws over 100 million viewers while European World Cup soccer games boast over a billion spectators. Advertising costs for a Super Bowl television advertisement can at times exceed $2,000,000.00 per 30-second spot. ESPN is estimated to spend over a billion dollars per year for licensing rights to broadcast sports events.
Along with live broadcasts have come high costs. This is particularly true of team sports such as baseball, football, basketball, car racing and soccer. Considering athlete salaries alone, the 'star' status of athletes has driven salaries to extraordinarily high levels. The New York Yankees baseball team has a reported salary cost of over $200,000,000.00 for the 2005 year, while Derek Jeter alone has a contract salary of over $19,000,000.00 for that same year. The Miami Dolphins football team had an estimated salary cost of over $93,000,000 for the year 2004, while for basketball the Boston Celtics have an estimated payroll of over $53,000,000.00 for the 2004- 2005 season divided among just 12 players.
It is not just salary costs that have increased and it is not just team owners that are shouldering the increased costs. Advertising costs for a Super Bowl television advertisement can at times exceed $2,000,000.00 per 30-second spot. ESPN is estimated to spend over a billion dollars per year for licensing rights to broadcast sports events. These increased costs result in a 'trickle down1 effect to fans. Ticket costs have risen astronomically, with season tickets often costing tens of thousands of dollars per season for prime seats. Tickets to particularly desirable events such as playoffs, Super Bowls, etc. may, for practical purposes, are unaffordable by or even unavailable to the average fan.
In fact, the present inventors estimate that ticket sales constitute less than 10% of team sports revenue, with the balance coming largely from broadcast licensing revenue. Even with the significant revenues in direct and ancillary sales resulting from the larger broadcast audiences, the extraordinarily high costs of live broadcasts are posing significant financial burdens and challenges for all parties; owners, fans, broadcasters and others.
The global entertainment and media industry will expand at a 6.4 per cent compound annual growth rate over five years to hit $2 trillion in 201 1, according to PricewaterhouseCoopers' "Global Entertainment and Media Outlook: 2007-201 1 ". Several critical technologies are now reaching tipping points that will deeply influence both the pace and direction of entertainment and media growth over the next five years. Broadband penetration continues to accelerate globally. Mobile is gaining ground quickly— adding subscribers and upgrading infrastructure to enable the next wave of mobile expansion, driven by Internet access, advertising and television. Modern movie houses, digital cinemas and 3-D upgrades are enhancing the cinema-going experience, while high-definition television subscriptions and a resolution of the high definition DVD format wars will invigorate digital living rooms.
The sports business industry is one of the largest and fastest growing industries in the United States. Current size of the industry estimated the sports business industry at $213 billion including advertising $30.86 billion, internet $927 million, media broadcast rights $7.7 billion, sponsorships $10 billion, gambling $20.3 billion, multimedia $2.2 billion and e-commerce $50 billion. It is far more than twice the size of the U.S. auto industry and seven times the size of the movie industry. The Business of Sports is a multi-billion dollar global industry propelled by enormous consumer demand. In the U.S., it is the 14th largest grossing industry sector; larger than the steel and railroad industries. The growth in sports closely follows entertainment's explosion, in terms of their importance to our culture and economic implications. When it comes to sports advertising, broadcast television is still king, as it will rake in well over $6 billion~or 63% of all U.S. sports ad revenue in 2008.
According to the annual M&E industry report prepared by KPMG, sports advertising grew at a compounded annual growth rate (CAGR) of 32 per cent from 2005 to 2007. Consequently, the size of the sports genre in terms of AD revenue stood around INR 7 billion in FY2008 as against to INR 5 billion in FY2005. As a result of the growth in ad revenues from sports, the scramble for sports broadcasting rights has also been getting frantic. It may be recollected, three years ago media and sports marketing company Nimbus committed to pay $ 612 million for the rights to India's international matches and domestic cricket until 2010. ESPN Star broadcasts events staged by cricket's global governing body ICC, including World Cups; it paid more than $ 1.1 billion for global rights between 2007 and 2014.
The symbiotic relationship between media and sports has proved durable because of the mutual benefits to both. The report states that sports marketing, which includes both marketing of sports events and teams as well as using sports to market non-sports products, is today a business worth Rs. 20 billion in India out of which cricket alone accounts for Rs 18 billion. Also, very importantly, it is growing at a rapid pace of 20 per cent a year compared to the global average growth of 5 per cent a year. While developed countries have a mature marketing industry, in India the industry has just started to take off. Cricket still dominates sports in India
In India, sports and cricket are almost synonymous. The KPMG report records that among the three mega sport events in recent years in India, TV viewing of Cricket World Cup 2007 was highest with 113 million viewers followed by Olympics 2004 at 65 million while FIFA Football World Cup 2006 had 39 million viewers.
Its no surprise therefore that one of the most popular Indian sports events in recent times that caused ripples in the entire Indian media industry and brought sports as a mass entertainment genre into the limelight was the Indian Premier League - a 44-day extravaganza that was based on the Twenty20 format that has truly caught the imagination of the cricket lovers both in India and outside
Cricket is a bat-and-ball team sport that is first documented as being played in southern England in the 16th century. By the end of the 18th century, cricket had developed to the point where it had become the national sport of England. The expansion of the British Empire led to cricket being played overseas and by the mid- 19th century the first international matches were being held. Today, the sport is played in more than 100 countries. It is estimated that more than two billion people watched the last Cricket World Cup.
The rules of the game are known as the Laws of Cricket. These are maintained by the International Cricket Council (ICC), the governing body of cricket, and the Marylebone Cricket Club (MCC), the club that has been the guardian of the Laws since it was founded in 1787.
A cricket match is played on a cricket field at the centre of which is a pitch. The match is contested between two teams of eleven players each.
In cricket, one team bats, trying to score as many runs as possible without being dismissed ("out") while the other team bowls and fields, trying to dismiss the other team's batsmen and limit any runs being scored. When the batting team has used all its available overs or has no remaining batsmen, the roles become reversed and it is now the fielding team's turn to bat and try to outscore the opposition.
There are several variations in the length of a game of cricket. In professional cricket this ranges from a limit of 20 overs per side (Limited Overs Cricket) to a game played over 5 days (Test • Development. The script is written and drafted into a workable blueprint for a film.
• Pre-production. Preparations are made for the shoot, in which cast and crew are hired, locations are selected, and sets are built.
• Production. The raw elements for the finished film are recorded.
• Post-production. The film is edited; production sound (dialogue) is concurrently (but separately) edited, music tracks (and songs) are composed, performed and recorded; sound effects are designed and recorded; and any other computer-graphic 'visual' effects are digitally added, all sound elements are mixed into "stems" then the stems are mixed then married to picture and the film is fully completed ("locked").
• Sales and distribution. The film is screened for potential buyers (distributors), is picked up by a distributor and reaches its theater and/or home media audience.
In recent years extensive research efforts have been devoted to sports video content analysis and applications due to their wide viewer-ship and high commercial potentials. Technologies and prototypes have been developed to automatically or semi-automatically analyze sports video content, extract semantic events or highlights, intelligently adapt, enhance and personalize the content to meet users' preferences and network/device capabilities. Many applications have been developed and used in broadcasting video enhancement such as multi-camera based 3D virtual sports events, virtual ads insertion for sports video, and motion analysis systems for sports training, etc
Sports content is expected to be a key driver for compelling new infotainment applications and services because of its mass appeal and inherent structures that are amenable for automatic processing. Due to its wide viewer ship and tremendous commercial value, there has been an explosive growth in the research area of sports video analysis. Sports video is a major part in most broadcasting TV programs, and has a large number of audiences. Compared to other videos such as news and movies, sports videos have well-defined content structure and domain rules.
To organize a sports event, there are number of issues involved which are examined in the paragraphs below:
In addition to financial challenges, sports team owners as well as broadcasters and others in the sports industry are facing other serious challenges.
To organize cricket matches lot' of cost involves in per match including stadium cost, multiple cameras and shooting cost to broadcasting live match over television networks, security cost, team players and umpires cost, managing match events cost. Current issue of terrorist attacks hinders in organizing cricket matches in some countries and it will increase the cost of securities significantly.
International or other celebrity players have prior contracts and limited time to participate in multiple cricket matches.
Other problems in organizing or continuing cricket matches are weather like rain and dim lights.
Another major problem is time zone of different countries. All cricket fans are not able to watch cricket matches due to time zone differences.
All television channels cannot get rights to broadcast live cricket matches, due to limited match organization capacity and less advertisers gets opportunity to advertise their advertising on this popular game.
Limited entertaining capacity of real live cricket matches compare to computer generated Live Cricket matches which are dynamic, interactive, on demand or preference based and combined with fantasy, special or visual effects, film making and video editing technologies, multiple camera angles, localization, new match format, special character players teams e.g. film stars, fashion models, non expert players, set of teams of international and local players, celebrities, sumo, comedian, new or existing cartoon or digital or fictional characters etc.
Players can participate to multiple teams and unlimited match generating capability, which hugely decreases cost of organizing and broadcasting live cricket matches.
In this invented system player have to shoot all shots only once in life time or upgrade shots any time whenever player wants.
Currently only few association rules the cricket game and broadcasting rights like ICC or BCCI or other country specific cricket boards.
Thus, it is clear that there is great need for an improved form of entertainment system which can eliminate the drawbacks of current system and at the same time reduce the costs also but at the same time keep up the interest in this game.
Lot of similar problems are faced by other types of sports also like baseball, golf, football, soccer, basketball, hockey, tennis, and racing which this invention will be able to eliminate. OBJECT OF THE INVENTION
The main object of the invention is to produce, for the purpose of entertainment, a system by which the viewer can watch a sports game or sports match. This game will consists of clips from real life matches or clips specially shot for the purpose. The system will be automated and viewer can select the outcome of the game or may leave game to the system to take care of the same randomly. This way the game/sports event will be exciting since the end result of the same is not known before-hand. The following are the main features of the invention: a) Near-real sports events can be generated and viewed as per input given by the viewer or the manager/administrator. The administrator can be a television channel which can broadcast the sports event. The sports event can be broadcasted on internet and smart devices such as cellular phones besides television. The system can also bundled or ship or pre-installed with existing or new customized devices e.g. PC, laptop, video player, game console and provides on demand service to subscribers e.g. on demand customize sports video as per user preferences and settings.
b) The invention will enable dynamic and scalable sports matches to be played in the sense that any player can be part of any team
c) Limited number of clips can generate "n" number of games.
d) The invention will enable providing thrilling and exciting matches to be played with the help of film making techniques, skills and technologies like camera angles, video editing, composition, special effects or visual and digital effects.
e) The players may be from the domain or from non-domain. For example a film star or fashion model may be shown to be playing a cricket match.
f) Instead of actual players, the invention may employ animated or cartoon or digital players (characters).
g) Same logic as contained in the invention can be employed in other fields such as movies, fashion show, comic films, advertising films etc.
The main object of the present invention is to automate or generate on demand real time or near real time real and live or recorded sport matches as per user settings or selection or input by various methods and systems and broadcast over television or streaming online and smart devices including mobiles. Another significant objective of the present invention is to integrate real and live sports production system with existing sports games as add-on features for generating sports event based on digital or video games scores and online mass player cricket or baseball games.
Yet another important objective of the present invention is to generate dynamic and scalable sports matches comprising any player can part of any team squad and play against any player of opponent team e.g. cricket, baseball and any 2 teams generates (N) number of games like soccer, football, basketball, tennis.
So main objective of the present invention is to create entire new line or category or field of entertainment i.e. real and live fantasy sports which give original and live like experience. User can watch always new sports contents with or without fantasy anytime, anywhere, any devices with any like teams i.e. on demand, dynamic and interactive sports.
DETAILED DESCRIPTION OF THE INVENTION
The present invention now will be described more fully hereinafter with reference to the accompanying drawings, which form a part hereof, and which show, by way of illustration, specific embodiments by which the invention may be practiced. This invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art. Among other things, the present invention may be embodied as methods or devices. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. The following detailed description is, therefore, not to be taken in a limiting sense.
Throughout the specification and claims, the following terms take the meanings explicitly associated herein, unless the context clearly dictates otherwise. The phrase "in one embodiment" as used herein does not necessarily refer to the same embodiment, though it may. Furthermore, the phrase "in another embodiment" as used herein does not necessarily refer to a different embodiment, although it may. Thus, as described below, various embodiments of the invention may be readily combined, without departing from the scope or spirit of the invention.
In addition, as used herein, the term "or" is an inclusive "or" operator, and is equivalent to the term "and/or," unless the context clearly dictates otherwise. The term "based on" is not exclusive and allows for being based on additional factors not described, unless the context clearly dictates otherwise. In addition, throughout the specification, the meaning of "a," "an," and "the" include plural references. The meaning of "in" includes "in" and "on."
The present invention may uses Rule based systems and the same is described hereunder.
In computer science, rule-based systems are used as a way to store and manipulate knowledge to interpret information in a useful way. They are often used in artificial intelligence applications and research.
A classic example of a rule-based system is the domain-specific expert system that uses rules to make deductions or choices. For example, an expert system might help a doctor choose the correct diagnosis based on a cluster of symptoms, or select tactical moves to play a game. Rule-based programming attempts to derive execution instructions from a starting set of data and rules, which is a more indirect method than using a programming language which lists execution steps straightforwardly.
A typical rule-based system has four basic components:
• A list of rules or rule base depending upon the knowledge base.
• A rule engine or semantic reasoner, which infers information or takes action based on the interaction of input and the rule base.
• Temporary working memory.
• A user interface or other connection to the outside world through which input and output signals are received and sent.
An expert system is software that attempts to reproduce the performance of one or more human experts, most commonly in a specific problem domain, and is a traditional application and/or subfield of artificial intelligence. A wide variety of methods can be used to simulate the performance of the expert however common to most or all are 1) the creation of a so-called "knowledgebase" which uses some knowledge representation formalism to capture the Subject Matter Experts (SME) knowledge and 2) a process of gathering that knowledge from the SME and codifying it according to the formalism, which is called knowledge engineering. Expert systems may or may not have learning components but a third common element is that once the system is developed it is proven by being placed in the same real world problem solving situation as the human SME, typically as an aid to human workers or a supplement to some information system
There are two main methods of reasoning when using inference rules: backward chaining and forward chaining.
Forward chaining starts with the data available and uses the inference rules to conclude more data until a desired goal is reached. An rule engine using forward chaining searches the inference rules until it finds one in which the if clause is known to be true. It then concludes the then clause and adds this information to its data. It would continue to do this until a goal is reached. Because the data available determines which inference rules are used, this method is also called data driven.
Backward chaining starts with a list of goals and works backwards to see if there is data which will allow it to conclude any of these goals. A rule engine using backward chaining would search the inference rules until it finds one which has a then clause that matches a desired goal. If the if clause of that inference rule is not known to be true, then it is added to the list of goals. For example, suppose a rule base contains
1. If Fritz is green then Fritz is a frog.
2. If Fritz is a frog then Fritz hops.
Suppose a goal is to conclude that Fritz hops. The rule base would be searched and rule (2) would be selected because its conclusion (the then clause) matches the goal. It is not known that Fritz is a frog, so this "if statement is added to the goal list. The rule base is again searched and this time rule (1) is selected because its then clause matches the new goal just added to the list. This time, if clause (Fritz is green) is known to be true and the goal that Fritz hops is concluded. Because the list of goals determines which rules are selected and used, this method is called goal driven.
Expert system architecture
The following general points about expert systems and their architecture have been illustrated.
1. The sequence of steps taken to reach a conclusion is dynamically synthesized with each new case. It is not explicitly programmed when the system is built.
2. Expert systems can process multiple values for any problem parameter. This permits more than one line of reasoning to be pursued and the results of incomplete (not fully determined) reasoning to be presented.
3. Problem solving is accomplished by applying specific knowledge rather than specific technique. This is a key idea in expert systems technology. It reflects the belief that human experts do not process their knowledge differently from others, but they do possess different knowledge. With this philosophy, when one finds that their expert system does not produce the desired results, work begins to expand the knowledge base, not to re-program the procedures.
There are various expert systems in which a rule base and a rule engine cooperate to simulate the reasoning process that a human expert pursues in analyzing a problem and arriving at a conclusion. In these systems, in order to simulate the human reasoning process, a vast amount of knowledge needed to be stored in the knowledge base. Generally, the knowledge base of such an expert system consisted of a relatively large number of "if then" type of statements that were interrelated in a manner that, in theory at least, resembled the sequence of mental steps that were involved in the human reasoning process.
A Subject Matter Expert (SME) is a person who is an expert in a particular area. In software engineering environments, the term is used to describe professionals with expertise in the field of application but without technical project knowledge. SMEs is often asked to review, improve and approve technical work, to guide others, and to teach.
Rule Definition: (1) Prescribed guide for conduct or action (2) Directions that define the way a game or sport is to be conducted; "he knew the rules of chess"
In computer science, and specifically the branches of knowledge engineering and artificial intelligence, a rule engine is a computer program that tries to derive answers from a knowledge base or a rule base. It is the "brain" that expert systems use to reason about the information in the knowledge base for the ultimate purpose of formulating new conclusions. Rule engines are considered to be a special case of reasoning engines, which can use more general methods of reasoning.
The separation of rule engines as a distinct software component stems from the typical production system architecture. This architecture relies on a data store, or working memory, serving as a global database of symbols representing facts or assertions about the problem; on a set of rules which constitute the program, stored in a rule memory of production memory; and on a rule engine, required to execute the rules. (Executing rules is also referred to as firing rules.) The rule engine must determine which rules are relevant to a given data store configuration and choose which one(s) to apply. The control strategy used to select rules is often called conflict resolution.
A rule engine has three main elements. They are:
An interpreter: The interpreter executes the chosen agenda items by applying the corresponding base rules.
A scheduler: The scheduler maintains control over the agenda by estimating the effects of applying inference rules in light of item priorities or other criteria on the agenda.
A consistency enforcer: The consistency enforcer attempts to maintain a consistent representation of the emerging solution. The recognize-act cycle:
The rule engine can be described as a form of finite state machine with a cycle consisting of three action states: match rules, select rules, and execute rules.
In the first state, match rules, the rule engine finds all of the rules that are satisfied by the current contents of the data store. When rules are in the typical condition-action form, this means testing the conditions against the working memory. The rule matching that are found are all candidates for execution: they are collectively referred to as the conflict set. Note that the same rule may appear several times in the conflict set if it matches different subsets of data items. The pair of a rule and a subset of matching data items are called an instantiation of the rule.
The rule engine then passes along the conflict set to the second state, select rules. In this state, the rule engine applies some selection strategy to determine which rules will actually be executed. The selection strategy can be hard-coded into the engine or may be specified as part of the model.
Finally the selected instantiations are passed over to the third state, execute rules. The rule engine executes or fires the selected rules, with the instantiation's data items as parameters. Usually the actions in the right-hand side of a rule change the data store, but they may also trigger further processing outside of the rule engine (interacting with users through a graphical user interface or calling local or remote programs, for instance). Since the data store is usually updated by firing rules, a different set of rules will match during the next cycle after these actions are performed.
The rule engine then cycles back to the first state and is ready to start over again. This control mechanism is referred to as the recognize-act cycle. The rule engine stops either on a given number of cycles, controlled by the operator, or on a quiescent state of the data store when no rules match the data.
Data-driven computation versus procedural control:
The rule engine control is based on the frequent reevaluation of the data store states, not on any static control structure of the program. The computation is often qualified as data-driven or pattern-directed in contrast to the more traditional procedural control. Rules can communicate with one another only by way of the data, whereas in traditional programming languages procedures and functions explicitly call one another. Unlike instructions, rules are not executed sequentially and it is not always possible to determine through inspection of a set of rules which rule will be executed first or cause the rule engine to terminate.
In contrast to a procedural computation, in which knowledge about the problem domain is mixed in with instructions about the flow of control— although object-oriented programming languages mitigate this entanglement— the rule engine model allows a more complete separation of the knowledge (in the rules) from the control (the rule engine).
A production system (or production rule system) is a computer program typically used to provide some form of artificial intelligence, which consists primarily of a set of rules about behavior. These rules, termed productions, are a basic representation found useful in AI planning, expert systems and action selection. A production system provides the mechanism necessary to execute productions in order to achieve some goal for the system.
Productions consist of two parts: a sensory precondition (or "IF" statement) and an action (or "THEN"). If a production's precondition matches the current state of the world, then the production is said to be triggered. If a production's action is executed, it is said to have fired. A production system also contains a database, sometimes called working memory, which maintains data about current state or knowledge, and a rule interpreter. The rule interpreter must provide a mechanism for prioritizing productions when more than one is triggered.
A semantic reasoner, reasoning engine, rules engine, or simply a reasoner, is a piece of software able to infer logical consequences from a set of asserted facts or axioms. The notion of a semantic reasoner generalizes that of a rule engine, by providing a richer set of mechanisms to work with. The inference rules are commonly specified by means of an ontology language, and often a description language. Many reasoners use first-order predicate logic to perform reasoning; inference commonly proceeds by forward chaining and backward chaining.
A domain ontology (or domain-specific ontology) models a specific domain, or part of the world. It represents the particular meanings of terms as they apply to that domain. For example the word card has many different meanings. An ontology about the domain of poker would model the "playing card" meaning of the word, while an ontology about the domain of computer hardware would model the "punch card" and "video card" meanings. An upper ontology (or foundation ontology) is a model of the common objects that are generally applicable across a wide range of domain ontologies. It contains a core glossary in whose terms objects in a set of domains can be described. A knowledge base (or knowledgebase; abbreviated KB, kb ) is a special kind of database for knowledge management, providing the means for the computerized collection, organization, and retrieval of knowledge.
Knowledge bases are categorized into two major types:
Machine-readable knowledge bases store knowledge in a computer-readable form, usually for the purpose of having automated deductive reasoning applied to them. They contain a set of data, often in the form of rules that describe the knowledge in a logically consistent manner. An ontology can define the structure of stored data - what types of entities are recorded and what their relationships are. Logical operators, such as And (conjunction), Or (disjunction), material implication and negation may be used to build it up from simpler pieces of information. Consequently, classical deduction can be used to reason about the knowledge in the knowledge base. Some machine-readable knowledge bases are used with artificial intelligence, for example as part of an expert system that focuses on a domain like prescription drugs or customs law. Such knowledge bases are also used by the semantic web.
Human-readable knowledge bases are designed to allow people to retrieve and use the knowledge they contain. They are commonly used to complement a help desk or for sharing information among employees within an organization. They might store troubleshooting information, articles, white papers, user manuals, or answers to frequently asked questions. Typically, a search engine is used to locate information in the system, or users may browse through a classification scheme.
Knowledge representation and knowledge engineering are central to AI research. Many of the problems machines are expected to solve will require extensive knowledge about the world. Among the things that AI needs to represent are: objects, properties, categories and relations between objects; situations, events, states and time; causes and effects; knowledge about knowledge (what we know about what other people know); and many other, less well researched domains. A complete representation of "what exists" is an ontology, of which the most general are called upper ontologies.
A pattern is a type of theme of recurring events of or objects, sometimes referred to as elements of a set. These elements repeat in a predictable manner. It can be a template or model which can be used to generate things or parts of a thing, especially if the things that are created have enough in common for the underlying pattern to be inferred, in which case the things are said to exhibit the unique pattern. Pattern matching is the act of checking for the presence of the constituents of a pattern, whereas the detecting for underlying patterns is referred to as pattern recognition. The question of how a pattern emerges is accomplished through the work of the scientific field of pattern formation. Patterns are also related to repeated shapes or objects, sometimes referred to as elements of the series. Some patterns (for example, many visual patterns) may be directly observable, such as simple decorative patterns (stripes, zigzags, and polka-dots). Others can be more complicated, such as the regular tiling of a plane, echos, and balanced binary branching e.g. e.g. Architectural Pattern, Design patterns, Pattern matching, Regular expression.
Working memory (also referred to as short-term memory, depending on the specific theory) is a theoretical construct within cognitive psychology that refers to the structures and processes used for temporarily storing and manipulating information.
The user interface (also known as Human Computer Interface or Man-Machine Interface (MMI)) is the aggregate of means by which people— the users— interact with the system— a particular machine, device, computer program or other complex tool. The user interface provides means of:
• Input, allowing the users to manipulate a system
• Output, allowing the system to indicate the effects of the users' manipulation.
Currently (as of 2009[update]) the following types of user interface are the most common:
Graphical user interfaces (GUI) accept input via devices such as computer keyboard and mouse and provide articulated graphical output on the computer monitor. There are at least two different principles widely used in GUI design: Object-oriented user interfaces (OOUIs) and application oriented interfaces.
Web-based user interfaces or web user interfaces (WUI) accept input and provide output by generating web pages which are transmitted via the Internet and viewed by the user using a web browser program. Newer implementations utilize Java, AJAX, Adobe Flex, Microsoft .NET, or similar technologies to provide real-time control in a separate program, eliminating the need to refresh a traditional HTML based web browser. Administrative web interfaces for web-servers, servers and networked computers are often called Control panels.
Programming languages: In broad strokes, programming languages divide into programming paradigms and a classification by intended domain of use. Paradigms include procedural programming, object-oriented programming, functional programming, and logic programming; some languages are hybrids of paradigms or multi-paradigmatic. An assembly language is not so much a paradigm as a direct model of underlying machine architecture. By purpose, programming languages might be considered general purpose, system programming languages, scripting languages, domain-specific languages, or concurrent/distributed languages (or a combination of these).
The present invention preferably employ film making techniques, skills and technology and the same is described hereunder.
Movie or Film encompasses individual motion pictures, the field of film as an art form, and the motion picture industry. Films are produced by recording images from the world with cameras, or by creating images using animation techniques or special effects.
Traditional films are made up of a series of individual images called frames. When these images are shown rapidly in succession, a viewer has the illusion that motion is occurring. The viewer cannot see the flickering between frames due to an effect known as persistence of vision, whereby the eye retains a visual
Many other terms exist for an individual motion picture, including picture, picture show, photoplay, flick, and most commonly, movie. Additional terms for the field in general include the big screen, the silver screen, the cinema, and the movies.
Most people use "film" and "movie" interchangeably. "Film" is more often used when considering artistic, theoretical, or technical aspects." Movies" more often refers to entertainment or commercial aspects, as where to go for fun on a date.
Shoot - film: make a film or photograph of something; "take a scene"; "shoot a movie"
Animation is the technique in which each frame of a film is produced individually, whether generated as a computer graphic, or by photographing a drawn image, or by repeatedly making small changes to a model unit, and then photographing the result with a special animation camera. When the frames are strung together and the resulting film is viewed at a speed of 16 or more frames per second, there is an illusion of continuous movement (due to the persistence of vision).
A "DVD", "videotape", "video" or "vid" is a digital reproduction of an analogue film, or a product with all of the elements of an analogue film but made in an electromagnetic storage medium. Filmmaking is the process of making a film, from an initial story idea or commission through scriptwriting, shooting, editing and finally distribution to an audience. Typically it involves a large number of people and can take anywhere between a few months to several years to complete. Filmmaking takes place all over the world in a huge range of economic, social and political contexts, using a variety of technologies and techniques.
The chronology of a film is conventionally divided into five stages: Development: The script is written and drafted into a workable blueprint for a film.
Pre-production: Preparations are made for the shoot, in which cast and crew are hired, locations are selected, and sets are built.
Production: The raw elements for the finished film are recorded.
Post-production: The film is edited; production sound (dialogue) is concurrently (but separately) edited, music tracks (and songs) are composed, performed and recorded; sound effects are designed and recorded; and any other computer-graphic 'visual' effects are digitally added, all sound elements are mixed into "stems" then the stems are mixed then married to picture and the film is fully completed ("locked").
Sales and distribution: The film is screened for potential buyers (distributors), is picked up by a distributor and reaches its cinema and/or home media audience.
Film crew is a group of people hired by a film company, employed during the "production" or "photography" phase, for the purpose of producing a film or motion picture. Crews are distinguished from cast, the actors who appear in front of the camera or provide voices for characters in the film. An actor or actress is a person who acts in a dramatic production and who works in film, television, theatre, or radio in that capacity. The crew interacts with but is also distinct from the production staff, consisting of producers, managers, company representatives, their assistants, and those whose primary responsibility falls in pre-production or post-production phases, such as writers and editors. Communication between production and crew generally passes through the director and his/her staff of assistants. Medium-to-large crews are generally divided into departments with well defined hierarchies and standards for interaction and cooperation between the departments. Other than acting, the crew handles everything in the photography phase: props and costumes, shooting, sound, electrics (i.e., lights), sets, and production special effects. Caterers (known in the film industry as "craft services") are usually not considered part of the crew.
The camera operator uses the camera at the direction of the cinematographer, director of photography, or the film director to capture the scenes on film. Generally, a cinematographer or director of photography does not operate the camera, but sometimes these jobs may be combined.
Film editing is the process of selecting and joining together shots, connecting the resulting sequences, and ultimately creating a finished motion picture. On its most fundamental level, film editing is the art, technique, and practice of assembling shots into a coherent whole. A film editor is a person who practices film editing by assembling the footage. A film editor must creatively work with the layers of images, story, dialogue, music, pacing, as well as the actors' performances to effectively "redirect" and even rewrite the film to craft a cohesive whole. Editors usually play a dynamic role in the making of a film. Cutting between shots taken at different times is known as film editing, and is one of the central arts of filmmaking.
The illusions used in the film, television, theater, or entertainment industries to simulate the imagined events in a story are traditionally called special effects (a.k.a. SFX, SPFX, or simply FX).
Special effects are traditionally divided into the categories of optical effects and mechanical effects. With the emergence of digital film-making tools a greater distinction between special effects and visual effects has been recognized, with "visual effects" referring to digital post- production and "special effects" referring to on-set mechanical effects and in-camera optical effects.
Visual effects (commonly shortened to Visual F/X or VFX) are the various processes by which imagery is created and/or manipulated outside the context of a live action shoot. Visual effects often involve the integration of live-action footage and computer generated imagery (CGI) in order to create environments which look realistic, but would be costly, or simply impossible to capture on film. They have become increasingly common in big-budget films, and have also recently become accessible to the amateur filmmaker with the introduction of affordable animation and compositing software. Visual effects are frequently integral to a movie's story and appeal. Although most visual effects work is completed during post-production, it usually must be carefully planned and choreographed in pre-production and production. A visual effects supervisor is usually involved with the production from an early stage to work closely with production and the film's director to achieve the desired effects.
Use of visual effects or special effect in real and live sports production system are show exciting shots like goal, runs, point and show combined players scenes e.g. when player out, when team wins, talk with other player, drink time, show more than one active player of active team e.g. toss by two team captains, two active openers coming for batting, show active bowler and active batsman together e.g. join two parts of pitch from particular angle. People like to watch sport games to see exciting actions (e.g. goals, catch, scores etc.) and by using film making theory like shooting (multi takes and retakes) and visual effects, non expert (actor) can also play like sport super star and possible to mimic all historical sports games great or exciting shots and design or develop or shoot more impossible shots.
Compositing is the combining of visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene. Live-action shooting for compositing is variously called "blue screen," "green screen," "chroma key," and other names. Today, most, though not all, compositing is achieved through digital image manipulation. All compositing involves the replacement of selected parts of an image with other material, usually, but not always, from another image. In the digital method of compositing, software commands designate a narrowly defined color as the part of an image to be replaced. Then every pixel within the designated color range is replaced by the software with a pixel from another image, aligned to appear as part of the original. For example, a TV weather person is recorded in front of a plain blue or green screen, while compositing software replaces only the designated blue or green color with weather maps. Digital compositing is the process of digitally assembling multiple images to make a final image, typically for print, motion pictures or screen display. It is the evolution into the digital realm of optical film compositing.
A video recording is a sequence of images. Image processing can be applied to one single image or an image that is part of a video sequence.
Image Processing: The first step in the image processing is the image acquisition that is to acquire a digital image. In this case, the image is acquired by a digital video camera. After a digital image has been obtained, the next step is preprocessing that image. The aim of the preprocessing is to improve the image in ways that increase the chances for success of the other processes. Preprocessing often deals with techniques for enhancing contrast and removing noise. The next stage of the image processing is called image segmentation. Segmentation is defined as partitioning an input image into its constituent parts or objects. In the case of analysis of a football match, the picture consists of a football pitch with 22 players. The task of the image segmentation is to locate the 22 individual players. The output of the segmentation stage usually is raw pixel data. These data must be converted to a form suitable for computer processing. A method must also be specified for describing the data so that features of interest are highlighted. In this case, the color of the jersey of a player could be a feature of interest since that decides what team the player is on. The final stage of the image processing is recognition and interpretation. Above, the major stages in the image processing have been described. The process can be simplified by using prior knowledge. Knowledge about a problem domain is coded into an image processing system in the form of a knowledge database. In the case of analysis of football, the knowledge database consists for example of knowledge of football rules. This knowledge could possibly be used to simplify the image processing.
Computer-generated imagery(CGI) is the application of the field of computer graphics or, more specifically, 3D computer graphics to special effects in films, television programs, commercials, CGI is used for visual effects because computer generated effects are more controllable than other more physically based processes, such as constructing miniatures for effects shots or hiring extras for crowd scenes, and because it allows the creation of images that would not be feasible using any other technology. It can also allow a single artist to produce content without the use of actors, expensive set pieces, or props.
In film, theatre and video, live-action refers to works that are acted out by human actors, as opposed to by animation. As it is the norm, the term is usually superfluous, but it makes an important distinction in situations in which one might normally expect animation, as in a Pixar film, a video game or when the work is adapted from an animated cartoon, such as The Flintstones or Josie and the Pussycats films, or The Tick television program. Use of puppets in films such as The Dark Crystal is also considered to be live-action, provided that stop-motion is not used to animate them. The term is also used within the animation world to refer to non- cartoon characters: in a live-action/animated film such as Who Framed Roger Rabbit or Mary Poppins, in which humans and cartoons co-exist, "live-action" characters are the "real" actors, such as Bob Hoskins and Julie Andrews, as opposed to the animated "actors", such as Roger Rabbit himself. Live-action can also mean that a film or a show is adapted from comics. Adaptations from comics include live-action film versions of Marvel Comics' Spider-Man and X-Men, DC Comics' Superman and Batman, or manga such as Death Note and Great Teacher Onizuka. In TV and movies, a scene is a part of the action in a single location. Due to the ability to edit recorded visual works, it is typically much shorter than a stage play scene.
In film and video, footage is the raw, unedited material as it had been originally recorded by video camera, which usually must be edited to create a motion picture, video clip, television show or similar completed work. More loosely, footage can also refer to all sequences used in film and video editing, such as special effects and archive material. Since the term originates in film, footage is only used for recorded images, such as film stock, videotapes or digitized clips - on live television, the signals from the cameras are called sources instead.
In film, a sequence is a series of scenes which form a distinct narrative unit, usually connected either by unity of location or unity of time. For example a heist film might include an extended recruitment sequence in which the leader of the gang collects together the conspirators, a robbery sequence, an escape sequence, and so on. Each of these sequences might further contain subsequences; for example the robbery sequence might consist of an entry sequence, a safe-cracking sequence, and so on.
The sequence is one of a hierarchy of structural units used to describe the structure of films in varying degrees of granularity. Analyzed this way, a film is composed of one or more acts; acts include one or more sequences; sequences comprise one or more scenes; and scenes may be thought of as being built out of shots (if one is thinking visually) or beats (if one is thinking in narrative terms).
In film, a shot is a continuous strip of motion picture film, created of a series of frames that runs for an uninterrupted period of time. Shots are generally filmed with a single camera and can be of any duration. Frames, shots, scenes, and sequences form a hierarchy of units fundamental to many tasks in the creation of moving-image works. Shots can be Extreme close-up, Close-up: Batsman, bowler, fielder, umpire, public etc., Medium shot: pitch and Long shot aerial view etc. (Full shot or a wide shot).A long take is an uninterrupted shot in a film
A film frame, or just frame, is one of the many single photographic images in a motion picture. The individual frames are separated by frame lines. Normally, 24 frames are needed for one second of film. In ordinary filming, the frames are photographed automatically, one after the other, in a movie camera. In special effects or animation filming, the frames are often shot one at a time. In film, video production, animation, and related fields, a frame is one of the many still images which compose the complete moving picture. The average shot length (ASL) of a film is one of it's cinematically measures. For example, The Mist has a length of 117 minutes and consists of 1292 shots, so the ASL is 5.4 seconds.
Cinematographic techniques such as the choice of shot, and camera movement, can greatly influence the structure and meaning of a film.
A take is a single continuous recorded performance. The term is used in film and music to denote and track the stages of production. In cinematography, a take refers to each filmed "version" of a particular shot or "set up". Takes of each shot are generally numbered starting with "take one" and the number of each successive take is increased (with the director calling for "take two" or "take eighteen") until the filming of the shot is completed. Multiple takes of repeated performances, shot from various camera angles quickly add up. Shooting over a million feet of film for a movie and using ten thousand feet for the finished product is common.
The term computer-generated most often refers to a sound or visual that has been created in whole or in part with the aid of computer software. Sounds and visuals are the most easily computer-generated objects. They are created either from the ground up, or by using real-world models recorded by a microphone or camera, over which computer-generated objects are placed.
Computer software or just software is a general term used to describe a collection of computer programs, procedures and documentation that perform some tasks on a computer system.
Full motion video based games, usually abbreviated as FMV -based games, are video games that rely upon pre-recorded TV-quality movie or animation rather than sprites, vectors or 3D models to display action in the game.
Professional video production, or videography, is the art and service of videotaping, editing, and distributing a finished video product. This can include television production, commercial video production, and corporate and event videos. Video production can be used at sporting, school, stage, wedding, church, and similar events to provide recordings of the events. Event video productions range in distribution from a wedding video that is custom made for a bride and groom and their immediate family and friends, to a dance recital where dozens to hundreds of videos are sold to individual dancers.
A television studio is an installation in which television or video productions take place, either for live television, for recording live to tape, or for the acquisition of raw footage for postproduction. Video is the technology of electronically capturing, recording, processing, storing, transmitting, and reconstructing a sequence of still images representing scenes in motion. Computing hardware can now be used to capture, store, edit, and transmit television and movie content.
Video clips are short clips of video, usually part of a longer piece. Most commonly use FLV format (Flash Video), but also Windows Media Video, Real Media, QuickTime or DivX;
Video editing is the process of re-arranging or modifying segments of video to form another piece of video. The goals of video editing are the same as in film editing
A video server is a computer based device (also called a 'host') dedicated to delivering video online. Unlike PCs or Macs, both being multi-application devices, a video server are designed for one purpose; provisioning video, often for broadcasters. A professional grade video server records, stores, and plays back multiple streams of video without any degradation in the video signal. Broadcast quality video servers often store hundreds of hours of compressed video (in different codecs), play out multiple and synchronized simultaneous streams of video.
A television network is a distribution network for television content whereby a central operation provides programming for many television stations. A network may or may not produce its own prime time programmes.
A broadcast network is an organization, such as a corporation or other association that provides live or recorded content, such as movies, newscasts, sports, and public affairs programs for broadcast over a group of radio or television stations. They are generally primarily either a television network or a radio network, although some organizations run both types of networks.
Broadcasting is distribution of audio and/or video signals which transmit programs to an audience. The audience may be the general public or a relatively large sub-audience, such as children or young adults. The sequencing of content in a broadcast is called a schedule. Television and radio programs are distributed through radio broadcasting or cable, often both simultaneously. By coding signals and having decoding equipment in homes, the latter also enables subscription-based channels and pay-per-view services. Broadcasts can be classified as recorded broadcasts or live broadcasts. The former allows correcting errors, and removing superfluous or undesired material, rearranging it, applying slow-motion and repetitions, and other techniques to enhance the program. However some live events like sports telecasts can include some of the aspects including slow motion clips of important goals/hits etc in between the live telecast. A narrowcast is the transmission of data to a specific list of recipients. Cable television is an example of broadcast model in which the signals are transmitted everywhere and anyone with an antenna can receive them.
The Internet uses both a broadcast and a narrowcast model. Most Web sites are on a broadcast model since anyone with Internet access can view the sites. However, sites that require one to log-in before viewing content are based more on the narrowcast model.
Streaming media is multimedia that is constantly received by, and normally presented to, an end-user while it is being delivered by a streaming provider
Internet television (Internet TV or iTV) is television service distributed via the Internet. Internet television allows viewers to choose the show they want to watch from a library of shows. The primary models for Internet television are streaming Internet TV or selectable video on an Internet location, typically a website. The video can also be broadcast with a peer-to-peer network (P2PTV), which doesn't rely on a single website's streaming. It differs from IPTV in that IPTV offerings, while also based on the IP protocol stacks, are typically offered on discrete service provider networks, highly managed to provide guaranteed quality of service and good bandwidth, and usually requiring a special IPTV set-top-box.
IPTV (Internet Protocol Television) is a system where a digital television service is delivered using Internet Protocol over a network infrastructure, which may include delivery by a broadband connection. A general definition of IPTV is television content that, instead of being delivered through traditional broadcast and cable formats, is received by the viewer through the technologies used for computer networks. For residential users, IPTV is often provided in conjunction with Video on Demand and may be bundled with Internet services such as Web access and VoIP. In businesses, IPTV may be used to deliver television content over corporate LANs.
Video podcast (sometimes shortened to vodcast or less commonly vidcast) is a term used for the online delivery of video on demand video clip content via Atom or RSS enclosures.
Web television (Web TV) is an emerging genre of digital entertainment that is distinct from traditional broadcast television. Delivered originally online via broadband and mobile networks, Web television shows, or Web series, are short-form in nature (2-9 minutes per episode), episodic, and produced in seasons. A set-top box (STB) or set-top unit (STU) is a device that connects to a television and an external source of signal, turning the signal into content which is then displayed on the television screen. Special digital set-top boxes are available for receiving digital television broadcasts on TV sets that do not have a built in digital tuner.
Programming is broadcast by television stations, sometimes called "channels", as stations are licensed by their governments to broadcast only over assigned channels in the television band.
A television station is a type of broadcast station that broadcasts both audio and video to television receivers in a particular area. Traditionally, TV stations made their broadcasts by sending specially-encoded radio signals over the air, called terrestrial television. Individual television stations are usually granted licenses by a government agency to use a particular section of the radio spectrum (a channel) through which they send their signals. Some stations use LPTV broadcast translators to retransmit or rebroadcast to further areas. Television stations are a form of television channel, but not all television channels are necessarily stations.
The broadcasting of sports events is the coverage of sports on television, radio and other broadcasting mediums. It usually involves one or more commentators describing the events as they happen, multiple camera angles, effects microphones to capture sounds from the players on the pitch, and on-screen graphics.
A spectator sport is a sport that is characterized by the presence of spectators, or watchers, at its matches. For instance, cricket, ice hockey, basketball, baseball and football are spectator sports. Spectator sports require venues or sometimes stadia in which the fans may observe a game or event. The increasing Broadcasting of sports events, along with media reporting can effect the number of people attending sports due to the ability to experience the sport without the need to physically attend and sometimes an increasingly enhanced experience including highlights, replays, commentary, statistics and analysis. Some sports are particularly known as "armchair sports" or "loungeroom sports" due to the quality of the broadcasting experience in comparison to the live experience. Notable spectator sports events where events regularly sell out well in advance and are broadcasted to large audiences include the Cricket World Cup, FIFA World Cup, Olympic Games, Commonwealth Games, Indian Premier League, FA Cup Final, Super Bowl, Grand Slam tennis, World Series Baseball, Rugby World Cup, The Ashes, Kentucky Derby, Melbourne Cup, PGA Tour, AFL Grand Final, All-Ireland Senior Football Championship and Rugby League State of Origin. Sports Video Analysis: Sports videos are composed of a series of semantic shots, which appear repeatedly with similar actions and events in the same shot class. The structure of the sports video makes it feasible to classify these shots according to the semantic meanings. Some sports are structured games such as tennis, cricket, while some sports are unstructured sports such as soccer, American football, baseball and basketball. As basic unit a shot describes part of or an entire semantic concept. Therefore, the representation and classification of shot are crucial to semantic understanding and provide the basic video structure for further video analysis. As video is comprised of a large sequence of similar image frames, the basic unit of computation commonly used is the shot, a continuous camera take without break.
View: A semantic entity. Frames with similar content may be deemed to have the same view. A shot may also be said to belong to a particular view
Structure Analysis of Sports Video: Major sports games are mostly played in a controlled setting, e.g., soccer field, tennis court. Multiple cameras are usually employed to generate different game perspectives and view types such as player close-up, panoramic view, slow- motion replay, etc. Broadcasters adhere to well established video production rules to select video feed for view consistency, making it easy for viewers to follow the game. For example, the sequence of views that tracks a game-service point in tennis usually begins with a close-up of the player preparing to serve, followed by a change to the panoramic court-view after the ball is served, until its break when the view changes to a close-up of the player who won the point. A close relationship is maintained between the temporal view changes and the semantic game events. Syntactic structures of the game can therefore be "reverse engineered" by recognizing these view type changes. Audio cues may also be used; since the crowd is usually quiet during play, the detectable sounds are ball hits, followed by loud eruption of cheers and applause when point is won. Similar structures can be observed in other sports video, e.g. soccer shows the general structure of a broadcast tennis video with typical view sequences.
The proposed system makes use of domain knowledge of specific sport to perform a top-down video shot classification. That is, combining with inherent game rules and television field production. Sports video can be characterized by its predictable temporal syntax, recurrent events with consistent features, and a fixed number of views. Sports game usually occurs in one specific playground, has a fixed number of camera views, contains abundant motion information and has well-defined content structures. The proposed system also clearly define the sequence type of each type of sport e.g. in cricket each sequence is start of each ball delivery up to start of next ball delivery and each sequence comprises (N) numbers of shots as per user instruction (input e.g. score or runs in each ball) and near live sports production rule base which are selected, matched and executed by rule engine.
Detail description for understanding of some laws and rules of some sports like cricket, baseball, golf, football, soccer, basketball, hockey, tennis, and racing are described hereunder.
The system may or may not employ same laws, rules and techniques of present sports. System can also modify some or all laws, techniques, rules of present sports or using entire new type or format of sports. Some of sports in which system may employ are:
Underwater Sports: Ball Sports e.g. Water polo, Underwater rugby, Underwater Soccer and Competitive Swimming e.g. backstroke, Breaststroke, Butterfly stroke, Freestyle swimming, Individual Medley, Synchronized swimming, Medley relay and Underwater Diving e.g. Free diving, Scuba Diving, Snorkeling and
Archery: Clout archery, Field archery, Flight archery, Kyudo, Popinjay (sport), Target archery and
Auto racing: Autocross, Auto grass, Banger racing, Board track racing, Combine Racing, Demolition derby, Dirt track racing, Drag racing, Drifting, Folk race, Formula racing, Hill climbing, Ice racing, Kart racing, Legends car racing, Midget car racing, Off-road racing, Open wheel racing, Pickup truck racing, Production car racing, Rally cross, Rallying, Road racing, Short track motor racing, Slalom, Sports car racing, Sprint car racing, Sprinting, Street racing, Stock car racing Time Attack, Touring car racing, Truck racing and
Ballooning: Cluster ballooning, Hopper ballooning and
Bat-and-ball: Baseball, Bat-and-Trap, British baseball, Bran boll, Cork ball, Cricket( Test cricket, First-class cricket, Blind cricket, Catchy Shubby, Club cricket, French cricket, Gilli- danda, Kilikiti, One Day International, Kwik cricket, List A cricket, Pro40, Indoor Cricket, Super Sixes Cricket, Limited over cricket, Short form cricket, Single Wicket, Twenty20), Lapta, The Massachusetts Game, Oina, Old Cat, Over-the-line, Pesapallo, Podex, Rounders, Scrub baseball, Softball, Spanish Wiffleball, Stickball, Stool ball, T-BaIl, Town ball, K-BaIl, Vigoro, Wireball and
Board sports: Bodyboarding (Riverboarding), Mountainboarding (Kite landboarding),
Skateboarding (Freeboarding, Longboarding, Streetboarding), Skysurfing, Streetluge,
Snowboarding (Sandboarding, Snowkiting), Surfing (Kitesurfmg, Skimboarding), Wakeboarding(Kneeboarding), Windsurfing and
Boules: Bocce, Boccia, Boule lyonnaise, Bowls, Curling, Klootschieten, Petanque, Varpa and
Bowling: Candlepin bowling, Duckpin bowling, Five-pin bowling, Skittles (sport), Ten-pin bowling,
Catch games: Curby, Dodgeball, Ga-ga, Prisoner Ball, Yukigassen, Climbing: Canyoning, Rock Climbing, Bouldering, Canyoning (Canyoneering), Mountaineering, Rope Climbing, Ice Climbing,
Cycling: A Track Cycling Race Cycling sports using bicycles or unicycles.
Bicycle: Artistic cycling, BMX racing, Bobrun cycling, Cyclo-cross, Mountain bicycling, Road bicycle racing, Track cycling, FMX or foot motocross, Skibob (Skibobbing), Unicycle (Mountain unicycling, Unicycle trials)
Combat sports: Combat sport is a competitive contact sport where two combatants fight against each other using certain rules of engagement.
Grappling: Aikido, Aiki-jQjutsu, Brazilian Jiu-Jitsu, Catch wrestling, Glima, Judo, Jujutsu, Kinomichi, Kurash, Malla-yuddha, Mongolian wrestling, Pehlwani, Rock Paper, Scissors, Sambo, Shuai Jiao, Ssireum, Sumo, Varzesh-e Pahlavani, Wrestling, Yagli, Gures, and Skirmish including Airsoft, Laser tag, Paintball and Weapons including Battδjutsu, Eskrima, Egyptian stick fencing, Fencing, Gatka, Haidong Gumdo, Hojojutsu, Iaidό, Iaijutsu, Jδdδ, Jogo do Pau, Jflkendδ, Juttejutsu, Kendo, Keηjutsu, kung fu, Kyudδ KyQjutsu, Modern Amis, Naginatajutsu, Okinawan kobudδ, Shurikenjutsu, Silambam, Sδjutsu, wushu and Striking including Boxing, Bokator, Capoeira, Fujian White Crane,Karate, Kenpδ, Kickboxing, Lethwei, Muay Thai, Pradal Serey, San shou, Savate, Shaolin kung fu, Sikaran, Silat, Subak, Taekkyeon, Taekwondo, Taido, Wing Chun, Wing Tsun, Zui Quan and Mixed or hybrid including Baguazhang, Bando, Bartitsu, Bujinkan, Hapkido, Hwa Rang Do, Jeet Kune Do, Kajukenbo, Kalarippayattu, Krav Maga, Kuk Sool Won, MCMAP, Northern Praying Mantis, Ninjutsu, Pankration, Pencak Silat, Sanshou, Shidokan, Shoot boxing, Shootfighting, Shorinji Kempo, Systema, Tai chi chuan, Vajra Mushti, Vovinam, Xingyiquan
Competative aerobatics: Powered (Aerobatics, Air racing), Unpowered (Gliding, Hang Gliding),
Cue sports: Carom billiards including Three-cushion, Five-pins, Balkline and straight rail, Cushion caroms, Four-ball (yotsudama), Artistic billiards), Novuss, Pocket billiards (pool) (Eight-ball (and Blackball), Nine-ball , Straight pool, One-pocket, Three-ball, Seven-ball, Ten- ball, Rotation, Baseball pocket billiards, Cribbage (pool), Bank pool, Artistic pool, Trick shot competition, Speed pool , Bowlliards, Chicago, Kelly pool, Cutthroat, Killer, Russian pyramid and Snooker (Snooker plus), Hybrid carom-pocket games (English billiards, Bottle pool, Cowboy ), Obstacle variations (Bagatelle, Bar billiards, Bumper pool
Dance: Modern dance, Ballet, Ballroom Dancing, Cheerleading, Ensemble, Flamenco, Hip-hop, Interpretive, Jazz, Latin, Lyrical, Modern dance, Musical Theatre, Pointe Pole, Poms, Salsa, SloModern, Swing, Tap
Equine Sports: Sports using a horse including Barrel racing, Campdrafting, Cross Country, Dressage, Endurance riding, English Pleasure, Equitation, Eventing, Equestrian vaulting, Gymkhana, Harness racing, Horse racing, Hunter, Reining, Rodeo, Show Jumping, Steeplechase, Team penning, Tent pegging, Western Pleasure,
Fishing: Angling, Big-game fishing, Casting, Noodling, Sport fishing, Surf fishing, Rock fishing Flying disc sports: Disc dog, Disc golf, Dodge disc, Durango boot, Double disc court, Flutterguts, Freestyle, Fricket, Friskee, Goaltimate, Guts (sport), Hot box, Ringo Ultimate (sport)
Football family: Association Football, Five-a-side football, Australian Football, Gaelic football, Gridiron football, American Football, Canadian Football, Arena Football Eight-man football, Rugby Football, Rugby League, Rugby Union, Touch Football
Rugby sevens, Wheelchair rugby, Footvolley, Harrow Football
Gymnastics: Artistic gymnastics, Balance Beam, Floor, High Bar, Parallel Bars, Pommel Horse, Still Rings, Uneven Bars, Vault, Cheerleading, Majorette, Competitive rope, jumping, Juggling, Rhythmic gymnastics, Sports acrobatics, Tricking, Parkour, Trampolining, Trapeze, Flying trapeze, Static trapeze
Handball Family: American handball, Australian Handball, Basketball, European Handball, Field handball, Fistball, Fives, Eton Fives, Rugby Fives, Frisian handball, Four square, Gaelic handball, Goalball, Jeu de paume, Korfball, Netball, Palla, Tchoukball, Team handball, Valencian pilota, Volleyball, Water polo
Hockey Family: Bandy, Broomball, Field Hockey, Indoor field hockey, Floorball, Hurling , Ice Hockey( Ringette) , Knotty, Roller hockey (Inline hockey, Road hockey, Roller hockey (Quad)), Shinty, Underwater hockey
Hunting: Beagling, Big game hunting, Deer hunting, Fox hunting, Hare coursing, Wolf hunting,
Kite Sports: Kite buggy, Kite fighting, Kite landboarding, Kitesurfing, Snow kiting, Sport kite (Stunt kite),
Mixed discipline: Biathlon, Duathlon, Decathlon, Heptathlon, Modern pentathlon, Pentathlon, Triathlon
Motorboat racing: Drag boat racing, Fl Powerboat Racing, Hydroplane racing, Jet sprint boat racing, Offshore powerboat racing
Motorcycle racing: Auto Race, Board track racing, Cross-country rally, Endurance racing Enduro, Grand Prix motorcycle racing, Grass Track, Hill Climb, Ice Racing, Indoor short track, Motocross, Motorcycle drag racing, Motorcycle speedway, Road racing Superbike racing, Supercross, Supermoto, Supersport racing, Superside, Track racing, TT racing
Orienteering family: Amateur Radio Direction Finding, Geocaching, Orienteering, Rogaining
Paddle sports:Canoeing: Canoeing, Outrigger canoeing, Kayaking, Creeking, Flyak, Freeboating, Royaking, Sea kayaking, Squirt Boating, Surf Kayaking, Whitewater kayaking, Rafting (Rafting, White water rafting),
Rowing: Gig racing, Coastal and ocean rowing, Surfboat, Dragon boat racing, Double scull, Quad four, Single scull, Straight four
Parachuting: Banzai skydive, BASE jumping, Paragliding, Parasailing, Sky diving, Skysurfing, Wingsuit flying
Polo: Bicycle polo, Elephant polo, Horse polo
Racquet (or racket) sports: Sports where a player use a racquet (or racket) to hit a ball or other objects including Badminton, Ball badminton, Bilbocatch, Frescoball, Frontenis, Jai-Alai, Matkot, Paddleball, Pelota mixteca, Pickleball, Platform tennis, Pington, Racquetball, Racquets, Racketlon, Rapid Ball, Real tennis, Soft tennis, Speedball Speedminton, Squash, Squash tennis, Sticke, Table tennis, Tennis, Xare
Radiosports: Sports using a radio including Amateur Radio Direction Finding, Radiosport / Contesting, High Speed Telegraphy, Remote control, Model Aerobatics, RC Racing Robot combat,
Running: Endurance (Cross-country running, Half marathon, Marathon, Ultramarathon), Sprint (race), Hurdles
Sailing: Windsurfing, Ice yachting, Land sailing, Land windsurfing, Sailing, Windsurfing
Skiing: Alpine skiing, Cross country skiing, Freestyle skiing, Nordic combined, Nordic skiing, Ski jumping, Skijoring, Ski touring, Snowboarding, Speed skiing, Telemark skiing
Sled sports: Bobsleigh, Luge, Skeleton, Toboggan
Shooting sports: Sports using a firearm including Clay pigeon shooting, Field target, Fullbore target rifle,
Sport Stacking: Sport stacking
Street stunts: Free running, Freestyle Football, Tricking
Tag games: British bulldogs (American Eagle), Hana Ichi Monme, Hide and seek
Kabaddi, Kho kho, Kick the can, Oztag, Red rover, Tag
Walking: Hiking, Race Walking
Weightlifting: Clean and jerk , Snatch
Mind Sports by Family:
Card Games: Speed cubing (2x2x2, 3x3x3, 4x4x4, 5x5x5, 6x6x6, 7x7x7 )
Strategy Board Games: Chess, Checkers, Chinese Checkers, Diplomacy, Draughts, Go, Go- Moku, Jacquet, Mancala, Mahjong, Sogo (Score four), Stratego, Sudoku, Tic-Tac-Toe
By other
Air sports: Aerobatics, Banzai skydiving, BASE jumping, Bungee jumping, Hang gliding, Hot air ballooning, Paragliding, Parasailing, Sky diving, Wingsuit flying
Animal sports: Angling, Bull riding, Bull fighting, Dog sports, Camel racing, Charreada Elephant polo, Ferret legging, Float fishing, Hamster racing, Pigeon sport, Sport fishing, Surf fishing, Hunting, Horse racing, Steeplechase, Equestrianism, Thoroughbred racing, Western Pleasure, Harness racing, Pato, Pole fishing, Polo, Chilean rodeo, Buzkashi, Dressage, Hunter- jumpers, Combined training, Equestrian vaulting, Rodeo,Rattlesnake Round-Up
Athletics (track and field): Pole vault, Steeplechase, Cross-Country, Jumping, Triple jump, Long jump, High jump, Pole vault, Throwing, Discus, Hammer throw, Javelin, Atlatl, Shot put, Race walking Electronic sports: Sports played using electronic devices including Combat robot, Radio-control vehicles, Geo caching, Amateur Radio Direction Finding, Contesting, High Speed Telegraphy
Endurance sports: Cycling, Running, Ultra marathon, Swimming, Triathlon, Orienteering, Decathlon, Inline speed skating, Rowing, Wheelchair racing, Wood chopping, Razza Racing, Cross-Country Skiing, Endurance riding,
Miscellaneous: Beer pong, Boomerang Throw, Bungee jumping, Competitive eating, Egg and spoon race, Footbag (hacky sack), Haggis hurling, Lumberjack, Mattress Jumping Rock Paper Scissors, Tetherball, Three-legged race, Sack race, Soap shoes, Speed Typing Patball, Wallball, Wicketball, Cheerleading,
Skating sports: Aggressive inline skating, Artistic roller skating, Bandy, Bobrun Skating, Ice hockey, Ice Skating, Inline speed skating, Inline hockey, Figure skating, Ringette, Rinkball, Rink hockey, Skateboarding, Freestyle slalom skating, Roller derby, Roller hockey, Roller skating, Roller speed skating, Short track speed skating, Skater hockey Speed skating, Synchronized skating
Snowsports: Skiing (Alpine skiing, Freestyle skiing, Speed skiing, Nordic skiing, Arcathlon, Biathlon, Cross country skiing, Nordic combined, Ski flying, Ski jumping, Telemark skiing, Ski touring, Skijoring, Skibob, Snowball Association, Snowboarding
Boardercross, Freestyle snowboarding, Snowkiting, Snowshoeing, Skiboarding
Strength sports: Sports mainly based on sheer power including Arm Wrestling,Arm Wrestling, Thumb wrestling, Bodybuilding, Powerlifting, Toe wrestling, Tug-o-war, Zourkhaneh, Weightlifting
Tables sports: Chess, Air hockey, Backgammon, Card games, Chess, Chinese Checkers, Connect Four, Cue sports (Carom billiards, Three-cushion, Five-pins, Balkline and straight rail, Cushion caroms, Four-ball (yotsudama), Artistic billiards, several other variants), Pocket billiards (pool) ( Pool balls,Eight-ball (and Blackball), Nine-ball Straight pool , One-pocket , Three-ball, Seven- ball, Ten-ball, Rotation, Baseball pocket, billiards, Cribbage (pool), Bank pool, Artistic pool, Trick shot competition, Speed pool Bowlliards, Chicago, Kelly pool, Cutthroat, Killer, Russian pyramid, many other variants, Snooker (Snooker plus), Hybrid carom-pocket games ( English billiards, Bottle pool, Cowboy), Obstacle variations (Bagatelle,Bar billiards,Bumper pool, many other generally obsolete variants)), Draughts (checker), Table football, Dominoes, Go, Go- Moku, Jacquet, Mancala, Mahjong (Taipei), Reversi (Othello), Shogi, Scrabble (and variants) , Speedcubing, Stratego, Subbuteo, Table football, Table Tennis (Ping Pong) Table hockey, Xiangqi
Target sports: Sports where the main objective is to hit a certain target including Archery, Kyudo, Duckpin bowling, Atlatl, Five-pin bowling, Billiards ,Bar billiards Bowls, Bowling Pin Shooting, Carambole billiard, Candlepin bowling, Pool, Snooker, Bocce, Boccia, Boules, Calva, Croquet,Curling , Darts, Gateball, Golf, Disc golf, Speed golf, Golfcross, Horseshoes (horseshoe throwing), Knife throwing, Laser Tag, Lawn bowls, Matball, Pall mall, Petanque, Paintball, Shooting, Skittles, Ten-pin bowling, Trugo, Skittles, Skee ball, Pitch and putt
Team sports: Sports that involve teams including American football, Kilikiti, Association Football (soccer), Australian rules football, Ball Hockey, Bandy, Baseball, Basketball, Beach handball, Beach soccer, Beach rugby, Beach volleyball, Bossaball, Box/indoor lacrosse, Bowling, Basque pelota, Broomball, Bunnock, Camogie, Canadian football Cheerleading, Cricket, Curling, Dodgeball, Field Hockey, Fistball, Floorball, Cubbies Footballtennis, Footvolley, Frisian handball, Futsal, Gaelic football, Gaelic handball Gateball, Goalball, Handball, Harrow Football, Hornussen, Horseshoe, Hurling, Indoor soccer, Ice Hockey, Inline hockey, Kabaddi, Kickball, Korfball, Lacrosse, Mesoamerican ballgame, Netball, Oina, Paintball, Pesapallo, Petanque, Polo, Polocrosse, Ringette, Rinkball, Road hockey, Roller Hockey (Rink Hockey), Rounders, Rowing, Royal, Shrovetide Football, Rugby football, Rugby league, Rugby union, Rugby sevens, Sepak Takraw, Shinty, Skater hockey, Skittles, SIamball, Softball, Soccer, Surfboat, Motorcycle speedway, Speedball, Tennis Polo, Tennis, Tchoukball, Test cricket, Throwball, Ultimate football, Ultimate (Ultimate frisbee), Underwater football, Underwater hockey, Underwater rugby, Volleyball , Viperball, Wallyball, Water polo, Wheelchair basketball
Wheelchair tennis, Wheelchair rugby, Wiffle ball, Rugby sevens, Six-man football, Flag football, Touch football, Twenty20, Tennis, Prisoner Ball
Water sports: Surfing in Hawaii, Surfing, Water polo, Wakeboarding, Windsports
Sport which uses wind: Iceboating, Land sailing, Windsurfing, Kitesurfing, Kite buggy,Kite fighting, Kite flying, Sailing
Throughout the specification an exemplary Computer Generated Live Cricket Matches based on Live Cricket match movie production rule base explains the Rule based computer generated movie (video) production system.
Team sport refers to sports that are practiced between opposing teams, where the players interact directly and simultaneously between them to achieve an objective. The objective generally involves team members facilitating the movement of a ball or similar item in accordance with a set of rules, in order to score points.
An athlete is a sportsperson in a general sense or specifically person who is respectful, a team player, and shows compassion for the game he/she is playing. An athlete is also someone who plays not for the glory, but for the sheer joy of competing. A sportsperson or athlete is any person who participates regularly in a sport.
Cricket is a bat-and-ball team sport, are field games played by two teams. A cricket match is played on a cricket field at the centre of which is a pitch. The match is contested between two teams of eleven players each.
In cricket, one team bats, trying to score as many runs as possible without being dismissed ("out") while the other team bowls and fields, trying to dismiss the other team's batsmen and limit any runs being scored. When the team that are batting have used all their available overs or have no remaining batsmen, the roles become reversed and it is now the fielding team's turn to bat and to outscore the opposition.
In professional matches, there are 15 people on the field while a match is in play. Two of these are the "umpires" who regulate all on-field activity. Two are the batsmen, one of whom is the "striker" as he is facing the bowling; the other is called the "non-striker". The roles of the batsmen are interchangeable as runs are scored and "overs" are completed. The fielding side has all 11 players on the field together. One of them is the "bowler", another is the "wicketkeeper" and the other nine are called "fielders". The wicketkeeper (or keeper) is nearly always a specialist but any of the fielders can be called upon to bowl.
The teams alternate between "batting" and "fielding" roles, sometimes called in "at bat" and out "in the field" or simply in and out. Only the batting team may score, so the fielding team is defending, but they have equal chances in both roles. The game is counted rather than timed.
A player on the fielding team puts the ball in play with a delivery whose restriction depends on the game. A player on the batting team attempts to strike the delivered ball, commonly with a "bat", which is a club governed by the rules of the game. The teams switch roles when the fielding team puts the batting team out, which varies by game.
There are several variations in the length of a game of cricket. In professional cricket this ranges from a limit of 20 overs per side (Limited Overs Cricket or One Day Cricket Matches) to a game played over 5 days (Test cricket). Depending on the length of the game being played, there are different rules that govern how a game is won, lost, drawn or tied.
A cricket match is played between two teams (or sides) of eleven players each on a field of variable size and shape. The ground is grassy and is prepared by grounds men whose jobs include fertilizing, mowing, rolling and leveling the surface. Field diameters of 140-160 yards (130-150 m) are usual. The perimeter of the field is known as the boundary and this is sometimes painted and sometimes marked by a rope that encircles the outer edge of the field. The field may be round, square or oval - one of cricket's most famous venues is called The Oval.
The objective of each team is to score more "runs" than the other team and to completely "dismiss" the other team. In one form of cricket, winning the game is achieved by scoring the most runs, even if the opposition has not been completely dismissed. In another form, it is necessary to score the most runs and dismiss the opposition in order to win the match, which would otherwise be drawn. Toss: In the sport of cricket, a coin is tossed to determine which team bats first. This is known as the toss. Before play commences, the two team captains toss a coin to decide which team shall bat or bowl first. The captain who wins the toss makes his decision on the basis of tactical considerations which may include the current and expected pitch and weather conditions.
Pitch: The key action takes place in a specially prepared area of the field (generally in the centre) that is called the "pitch". At either end of the pitch, 22 yards (20 m) apart, are placed the "wickets". These serve as a target for the "bowling" aka "fielding" side and are defended by the "batting" side which seeks to accumulate runs. Basically, a run is scored when the "batsman" has literally run the length of the pitch after hitting the ball with his bat, although as explained below there are many ways of scoring runs. If the batsmen are not attempting to score any more runs, the ball is "dead" and is returned to the bowler to be bowled again. The bowling side seeks to dismiss the batsmen by various means until the batting side is "all out", whereupon the side that was bowling takes its turn to bat and the side that was batting must "take the field".
Umpires and scorers: The game on the field is regulated by two umpires, one of whom stands behind the wicket at the bowler's end, the other in a position called "square leg" which is several yards behind the batsman on strike. When the bowler delivers the ball, the umpire at the wicket is between the bowler and the non-striker. The umpires confer if there is doubt about playing conditions and can postpone the match by taking the players off the field if necessary, for example rain or deterioration of the light. Off the field and in televised matches, there is often a third umpire who can make decisions on certain incidents with the aid of video evidence. Off the field, the match details including runs and dismissals are recorded by two official scorers, one representing each team. The scorers are directed by the hand signals of an umpire.
Overs: The bowler bowls the ball in sets of six deliveries (or "balls") and each set of six balls is called an over. This name came about because the umpire calls "Over!" when six balls have been bowled. At this point, another bowler is deployed at the other end and the fielding side changes ends. A bowler cannot bowl two successive overs, although a bowler can bowl unchanged at the same end for several overs. The batsmen do not change ends and so the one who was non-striker is now the striker and vice-versa. The umpires also change positions so that the one who was at square leg now stands behind the wicket at the non-striker's end and vice-versa.
In the sport of cricket, an over is a set of six consecutive balls bowled in succession. An over is normally bowled by a single bowler. An over must consist of six legal deliveries. No balls and wides do not count toward the six-ball tally. The captain of the fielding team decides which bowler will bowl any given over (subject to the restriction that no bowler may bowl two overs in succession).
At the completion of each over, the direction of bowling reverses, so that the new bowler will approach the batsman from the opposite end of the pitch. Generally, the captain will appoint two bowlers to alternate overs from opposite ends of the pitch until one tires or becomes ineffective, at which point the captain will replace that bowler with another. The period of time during which a bowler is part of such a pair is known as a spell.
In limited over cricket matches, such as one-day cricket and twenty20, bowlers are restricted to the total number of overs they may bowl in a match. The general rule is that no bowler can bowl more than one-fifth (1/5) or 20% of the allotted overs per innings. Thus, in a 50 overs match, each bowler can bowl up to a maximum of 10 overs. Similarly, in a twenty20 match, one bowler can bowl a maximum of 4 overs, and the length of the game is determined by the total number of overs bowled (usually 40 or 50 per innings and just 20 overs per innings in Twenty20). In Test and county cricket, teams are usually required to bowl a minimum number of overs per day to prevent spoiling of the game by a slow over rate. Captains and teams are regularly punished for going at a slower rate than the required rate. The punishment often comes in cutting the match fees or banning from games.
A maiden over is one in which no runs are scored. A wicket maiden is one in which no runs are scored and one wicket is taken. Double and even triple wicket maidens can also be scored, albeit seldom in occurrence.
Team structure: A team consists of eleven players. Depending on his or her primary skills, a player may be classified as a specialist batsman or bowler. A well-balanced team usually has five or six specialist batsmen and four or five specialist bowlers. Teams nearly always include a specialist wicket-keeper because of the importance of this fielding position. Each team is headed by a captain who is responsible for making tactical decisions such as determining the batting order, the placement of fielders and the rotation of bowlers.
A player who excels in both batting and bowling is known as an all-rounder. One who excels as a batsman and wicket-keeper is known as a "wicket-keeper/batsman", sometimes regarded as a type of all-rounder. True all-rounders are rare as most players focus on either batting or bowling skills. Fielding: All eleven players on the fielding side take the field together. One of them is the wicket-keeper who operates behind the wicket being defended by the batsman on strike.
Wicket-keeping is normally a specialist occupation and his primary job is to gather deliveries that the batsman does not hit, so that the batsmen cannot run byes. He wears special gloves (he is the only fielder allowed to do so), and pads to cover his lower legs. Owing to his position directly behind the striker, the wicket-keeper has a good chance of getting a batsman out caught off a fine edge from the bat. He is the only player who can get a batsman out stumped.
Apart from the one currently bowling, the other nine fielders are tactically deployed by the team captain in chosen positions around the field. These positions are not fixed but they are known by specific and sometimes colorful names such as "slip", "third man", "silly mid on" and "long leg". There are always many unprotected areas.
The captain is the most important member of the fielding side as he determines all the tactics including who should bowl (and how); and he is responsible for "setting the field", though usually in consultation with the bowler.
Fielding in the sport of cricket is the action of fielders in collecting the ball after it is struck by the batsman, in such a way as to either limit the number of runs that the batsman scores or get the batsman out by catching the ball in flight or running the batsman out. A fielder or fieldsman may field the ball with any part of his person.
Since there are only 1 1 players on a team, one of whom is the bowler, and usually another as the wicket-keeper, at most nine other fielding positions can be used at any given time. Which positions are filled by players and which remain vacant is a tactical decision made by the captain of the fielding team. The captain (usually in consultation with the bowler and sometimes other members of the team) may move players between fielding positions at any time except when a bowler is in the act of bowling to a batsman.
There are a number of named basic fielding positions, some of which are employed very commonly and others that are used less often. However, fielding positions are not fixed, and fielders can be placed in positions that differ from the basic positions. Most of the positions are named roughly according to a system of polar coordinates - one word (leg, cover, mid-wicket) specifies the angle from the batsman, and is optionally preceded by an adjective describing the distance from the batsman (silly, short, deep or long). Words such as "backward", "forward", or "square" can further indicate the angle. Fielding Catching positions: Some fielding positions are used offensively. That is, players are put there with the main aim being to catch out the batsman rather than to stop or slow down the scoring of runs. These positions include: Slip (often there are multiple slips next to each other, designated First slip, Second slip, Third slip, etc, numbered outwards from the wicket-keeper); Fly slip; Gully; Leg slip; Leg gully; the short and silly positions. Bat pad is a position specifically intended to catch balls that unintentionally strike the bat and leg pad, and thus end up only a meter or two to the leg side
Fielding other positions: Other positions worth noting include:
Wicket-keeper, Long stop: who stands behind the wicket-keeper towards the boundary (very fine leg), Sweeper: an alternative name for deep cover, deep extra cover or deep midwicket (that is, near the boundary on the off side or the on side), usually defensive and intended to prevent a four being scored, Cow corner: an informal jocular term for the position on the boundary between deep midwicket and long on. Also the bowler, after delivering the ball, must avoid running on the pitch so usually ends up fielding near mid on or mid off, but somewhat closer to the pitch.
Modifiers (Fielding): Deep, long: Farther away from the batsman, Short: Closer to the batsman, Silly: Very close to the batsman, Square: Somewhere along an imaginary extension of the popping crease, Fine: Closer to an extension of an imaginary line along the middle of the pitch bisecting the stumps, Wide: Further from an extension of an imaginary line along the middle of the pitch bisecting the stumps, Forward: In front of square; further towards the end occupied by the bowler and further away from the end occupied by the batsman on strike, Backward: Behind square; further towards the end occupied by the batsman on strike and further away from the end occupied by the bowler.
Wicket-keeper: The wicket-keeper (also spelt wicketkeeper and often shortened to keeper) in the sport of cricket is the player on the fielding side who stands behind the wicket being guarded by the batsman currently on strike. It is essentially a specialist role although a keeper is occasionally called upon to bowl, in which case another member of the fielding side temporarily keeps wicket.
The keeper's major function is to stop deliveries that pass the batsman (in order to prevent runs being scored), but he can also attempt to dismiss the batsman in various ways:
• The most common dismissal effected by the keeper is for him to catch a ball that has nicked the batsman's bat, called an edge, before it bounces. Sometimes the keeper is also in the best position to catch a ball which has been hit high in the air. More catches are taken by wicket-keepers than by any other fielding position.
• The keeper can stump the batsman by using the ball to remove the bails from the stumps, if the batsman has come out of his crease during a delivery.
• When the ball is hit into the outfield, the keeper moves close to the stumps to catch the return throw from a fielder and, if possible, to run out a batsman.
• A keeper's position depends on the bowler: for fast bowling he will crouch some distance from the stumps, in order to have time to react to edges from the batsman, while for slower bowling, he will come much nearer to the stumps (known as "standing up"), to pressure the batsman into remaining within the crease or risk being stumped. The more skilled the keeper, the faster the bowling to which he is able to "stand up".
Bowler: A bowler in the sport of cricket is usually a player whose specialty is bowling, analogous to a pitcher in baseball. A bowler who is also a competent batsman is known as an all- rounder.
There are several types of bowlers and most teams will have a variety available in the team to take advantage of pitch or weather conditions or known weaknesses of the opposition.
A fast bowler is usually the mainstay of a team's attack. They will take a long run up before bowling each ball to build momentum and rhythm and can deliver the cricket ball at speeds up to 160 km/h (100 mph).
A medium pace bowler bowls somewhat more slowly and will often have some other weapon in their bowling arsenal rather than relying on speed. This might take the form of being able to swing the ball in the air or disguise the speed or length of his or her delivery to fool the batsman. Some medium pacers are simply accurate; they can repeatedly deliver the ball to a place which forces the batsman to defend rather than scoring runs. Others grip the ball so that it pitches on its upraised seam, which then causes the following trajectory to be awkward or uncertain.
A spin bowler usually bowls quite slowly and puts tremendous spin on the ball causing it to bounce at an angle off the pitch, forcing the batsman to treat each ball carefully.
Bowling The bowler reaches his delivery stride by means of a "run-up", although some bowlers with a very slow delivery take no more than a couple of steps before bowling. A fast bowler needs momentum and takes quite a long run-up, running very fast as he does so.
The fastest bowlers can deliver the ball at a speed of over 90 miles per hour (140 km/h) and they sometimes rely on sheer speed to try and defeat the batsman, who is forced to react very quickly. Other fast bowlers rely on a mixture of speed and guile. Some fast bowlers make use of the seam of the ball so that it "curves" or "swings" in flight. This type of delivery can deceive a batsman into mistiming his shot so that the ball touches the edge of the bat and can then be "caught behind" by the wicketkeeper or a slip fielder.
At the other end of the bowling scale is the "spinner" who bowls at a relatively slow pace and relies entirely on guile to deceive the batsman. A spinner will often "buy his wicket" by "tossing one up" (a parabolic path) to lure the batsman into making a poor shot. The batsman has to be very wary of such deliveries as they are often "flighted" or spun so that the ball will not behave quite as he expects and he could be "trapped" into getting himself out.
All bowlers are classified according to their pace or style. The classifications, as with much cricket terminology, can be very confusing. Hence, a bowler could be classified as LF, meaning he is a left arm fast bowler; or as LBG, meaning he is a right arm spin bowler who bowls deliveries that are called a "leg break" and a "googly".
In the sport of cricket, bowling is the action of propelling the ball toward the wicket defended by a batsman. A player skilled at bowling is called a bowler. A single act of bowling the ball towards the batsman is called a ball or a delivery. Bowlers bowl deliveries in sets of six, called an over. Once a bowler has bowled their over, one of their team mates will bowl an over from the other end of the pitch.
Getting batsmen out is the primary goal because once out a batsman can no longer bat in the same innings, so the potential for scoring more runs is gone. Actually preventing the scoring of a run at any point is relatively unimportant, and bowlers will often deliberately bowl so as to make it easier for batsmen to score runs, in order to build overconfidence, tempt them into a miscalculated shot, and thus get them out. Conversely, some bowlers can and will bowl in order to stifle the scoring of runs. This can cause the person batting to become frustrated and opt to play a more aggressive or less competent stroke to break the patch of non-scoring, subsequently increasing his or her chances of getting out. This style is more prominent in one-day cricket where run getting comes at more of a premium. Delivery (Bowling)
A delivery or ball in cricket is a single action of bowling a cricket ball towards the batsman. During play of the game, a member of the fielding team is designated as the bowler, and bowls deliveries towards the batsman. Six balls in a row constitute an over, after which a different member of the fielding side takes over the role of bowler for the next over.
Hat-trick: cricket hat-trick is, the occasions when a bowler has taken three wickets in consecutive deliveries.
Batting: At any one time, there are two batsmen in the playing area. One takes station at the striker's end to defend the wicket as above and to score runs if possible. His partner, the non- striker, is at the end where the bowler is operating. Batsmen come in to bat in a batting order, decided by the team captain. The first two batsmen - the "openers" - usually face the most hostile bowling, from fresh fast bowlers with a new ball. The top batting positions are usually given to the most competent batsmen in the team, and the non-batsmen typically bat last. The pre-announced batting order is not mandatory and when a wicket falls any player who has not yet batted may be sent in next. A skilled batsman can use a wide array of "shots" or "strokes" in both defensive and attacking mode. The idea is to hit the ball to best effect with the flat surface of the bat's blade. If the ball touches the side of the bat it is called an "edge". Batsmen do not always seek to hit the ball as hard as possible, and a good player can score runs just by making a deft stroke with a turn of the wrists or by simply "blocking" the ball but directing it away from fielders so that he has time to take a run. There is a wide variety of shots played in cricket. The batsman's repertoire includes strokes named according to the style of swing and the direction aimed: e.g., "cut", "drive", "hook", "pull".
Batsman: A batsman in the sport of cricket is any player in the act of batting. During the play of a cricket match, two members of the batting team are on the field, while their team-mates wait off the field. Those two players are the current batsmen. Each batsman stands near one of the two wickets at either end of the cricket pitch near the centre of the ground.
The two batsmen have different roles:
• The striker stands in front of the wicket nearest him and attempts to defend it from balls bowled by the opposing bowler from the other wicket.
• The non-striker stands inactive near the bowler's wicket. While defending his wicket, the striker may also hit the ball into the field and attempt to run to the opposite wicket, exchanging places with the non-striker. This scores a run. The two batsmen may continue to exchange places, scoring additional runs, until members of the fielding team collect and return the ball to either wicket. Some are opening batsmen (openers), meaning that they are the first players to bat in an innings. Following the opening batsmen are the middle- order batsmen (sometimes #3 is not considered middle-order).
Batting: In the sport of cricket, batting is the act or skill of hitting the cricket ball with a cricket bat in order to score runs without getting out. Each team usually consists of eleven players, and all the players are expected to bat. A person either skilled at batting or presently taking his turn at batting is called a batsman, and a batsman's main aim is to try and score runs for the team without getting 'out'. At a given moment, only two batsmen from one team can bat. A batsman can bat in each innings until he is 'out'. Once a batsman is 'out', he is replaced by a team mate until ten out of eleven players in his team are 'out' and their innings is closed.
Run(s): In the sport of cricket, a run is the basic unit of scoring. Runs are scored by a batsman, and the aggregate of the scores of a team's batsmen (plus any extras) constitutes the team's score. A batsman scoring 50 (a 'half century') or 100 runs (a 'century' or 'ton'), or any higher multiple of 50 runs, is considered a particular achievement. By extension, a partnership of two batsmen moving the team score on by a multiple of 50 runs, or the team score passing a multiple of 50 runs, is also cause for celebration.
Run(s) Rules: The simplest way for a batsman to score a run is by the striker hitting the ball such that both batsman can run from one end of the pitch to the other without either batsman getting out: the batsmen effectively exchanging positions, so the striking batsman becomes the non-striker, and vice versa. The batsmen may be able to run up and down the pitch more than once, crossing each time, to score two, three or more runs. A batsman can also score four or six runs by hitting the ball to or over the boundary, and may be awarded five penalty runs in certain situations. Thus, according to Law 18, a run is scored when the batsmen, or their runner, at any time while the ball is in play, have crossed and made good their ground from end to end; when a boundary is scored; when penalty runs are awarded; when "lost ball" is called. Runs are added to the team score, but not the score of an individual batsman, for extras (no balls, wides, byes and leg byes).To score a run, each batsman must run from the popping crease at one end to the popping crease at the other end. The primary concern of the batsman on strike (i.e., the "striker") is to prevent the ball hitting the wicket and secondarily to score runs by hitting the ball with his bat so that he and his partner have time to run from one end of the pitch to the other before the fielding side can return the ball. To register a run, both runners must touch the ground behind the crease with either their bats or their bodies (the batsmen carry their bats as they run). Each completed run increments the score.
More than one run can be scored from a single hit but, while hits worth one to three runs are common, the size of the field is such that it is usually difficult to run four or more. To compensate for this, hits that reach the boundary of the field are automatically awarded four runs if the ball touches the ground en route to the boundary or six runs if the ball clears the boundary on the full. The batsmen do not need to run if the ball reaches or crosses the boundary.
Hits for five are unusual and generally rely on the help of "overthrows" by a fielder returning the ball. If an odd number of runs are scored by the striker, the two batsmen have changed ends and the one who was non-striker is now the striker. Only the striker can score individual runs but all runs are added to the team's total.
The decision to attempt a run is ideally made by the batsman, who has the better view of the ball's progress, and this is communicated by calling: "yes", "no" and "wait" are often heard.
Running is a calculated risk because if a fielder breaks the wicket with the ball while the nearest batsman is out of his ground (i.e., he does not have part of his body or bat in contact with the ground behind the popping crease), the batsman is run out.
A team's score is reported in terms of the number of runs scored and the number of batsmen that have been dismissed. For example, if five batsmen are out and the team has scored 224 runs, they are said to have scored 224 for the loss of 5 wickets (commonly shortened to "224 for five" and written 224/5 or, in Australia, "five for 224" and 5/224).
Extras:
Additional runs can be gained by the batting team as extras due to errors made by the fielding side. This is achieved in four ways:
No ball - a penalty of one extra that is conceded by the bowler if he breaks the rules of bowling either by (a) using an inappropriate arm action; (b) overstepping the popping crease; (c) having a foot outside the return crease; besides, the bowler has to re-bowl the ball. In the Twenty20 and ODI formats of the game, according to present rules, the re-bowled ball is a free-hit, meaning the batsman cannot get out in that ball in any form other than being run-out. But the batting side can only earn a free hit if the bowler oversteps the popping crease. Mentioned in (b), (a) or (c) can not gain a free hit but can gain a rebowl.
Wide - a penalty of one extra that is conceded by the bowler if he bowls so that the ball is out of the batsman's reach
Bye - extra(s) awarded if the batsman misses the ball and it goes past the wicketkeeper to give the batsmen time to run in the conventional way (note that the mark of a good wicketkeeper is one who restricts the tally of byes to a minimum)
Leg bye - extra(s) awarded if the ball hits the batsman's body, but not his bat, and it goes away from the fielders to give the batsmen time to run in the conventional way.
When the bowler has bowled a no ball or a wide, his team incurs an additional penalty because that ball (i.e., delivery) has to be bowled again and hence the batting side has the opportunity to score more runs from this extra ball. The batsmen have to run (i.e., unless the ball goes to the boundary for four) to claim byes and leg byes but these only count towards the team total, not to the striker's individual total for which runs must be scored off the bat.
Dismissals: In the sport of cricket, a dismissal occurs when the batsman is out (also known as the fielding side taking a wicket and/or the batting side losing a wicket). At this point a batsman must discontinue batting and leave the field permanently for the innings.
Once dismissed, a batsman cannot score any more runs in that innings. Thus dismissal is the best way to control the runs scored in an innings, and prevent the batting side from either achieving their target score or posting a large total for the fielding side to follow in the next innings.
Additionally, in Test cricket it is necessary for a side fielding last to have dismissed ten players of the opposing team in their final innings to achieve victory.
By convention, dismissal decisions are handled primarily by the players - thus if the dismissal is obvious the batsman will voluntarily leave the field without the umpire needing to dismiss them. If the batsman and fielding side disagree about a dismissal then the fielding side must appeal to the umpire who will then decide whether the batsman is out. In competitive cricket, many difficult catching and LBW decisions will be left to the umpire; if a batsman acknowledges that he is out in such cases and departs without waiting for the umpire's decision it is known as 'walking', and regarded as an honorable but controversial act. If the umpire believes he has incorrectly dismissed a batsman, he may recall him to the crease if he has not already left the field of play.
The bowler is credited in the statistics with having taken a wicket if the batsman is out bowled, LBW, caught, stumped, or hit wicket. If the ball is a no ball then the batsman cannot be out in any of these ways. The bowler is not credited with having taken a wicket if the batsman is run out, handles the ball, hits the ball twice, obstructs the field, or is timed out; these dismissals may occur if the delivery is a no ball. The fieldsman is credited in the statistics with a dismissal if he takes a catch or a stumping (for a stumping this will necessarily be the wicket-keeper), and may be credited on scorecards for a run-out (although a run-out will not be credited to a player's statistics).
There are ten ways in which a batsman can be dismissed and some are so unusual that only a few instances of them exist in the whole history of the game. The most common forms of dismissal are "bowled", "caught", "leg before wicket" (lbw), "run out", "stumped" and "hit wicket". The unusual methods are "hit the ball twice", "obstructed the field", "handled the ball" and "timed out".
Before the umpire will award a dismissal and declare the batsman to be out, a member of the fielding side (generally the bowler) must "appeal". This is invariably done by asking (or shouting) the term "Owzat?" which means, simply enough, "How is that?" If the umpire agrees with the appeal, he will raise a forefinger and say "Out!". Otherwise he will shake his head and say "Not out". Appeals are particularly loud when the circumstances of the claimed dismissal are unclear, as is always the case with lbw and often with run outs and stumping.
Bowled - the bowler has hit the wicket with the ball and the wicket has "broken" with at least one bail being dislodged (note that if the ball hits the wicket without dislodging a bail it is not out)
Caught - the batsman has hit the ball with his bat or with his hand and the ball has been caught on the full by a member of the fielding side
Leg before wicket (lbw) - is complex but basically means that the batsman would have been bowled if the ball had not hit his leg first Run out - a member of the fielding side has broken or "put down" the wicket with the ball while a batsman was out of his ground; this usually occurs by means of an accurate throw to the wicket while the batsmen are attempting a run
Stumped - is similar except that it is done by the wicketkeeper after the batsman has missed the bowled ball and has stepped out of his ground, and is not attempting a run.
Hit wicket - a batsman is out hit wicket, if he dislodges one or both bails with his bat, person, clothing or equipment in the act of hitting the ball, or when setting off for a run
Hit the ball twice - is very unusual and was introduced as a safety measure to counter dangerous play and protect the fielders. The batsman may legally play the ball a second time only to stop the ball hitting the wicket after he has already played it
Obstructed the field - another unusual dismissal which tends to involve a batsman deliberately getting in the way of a fielder
Handled the ball - a batsman must not deliberately use his hand to protect his wicket (note that the bowled ball often hits the batsman's hand but this is not intentional by the batsman and so is not out; though he can of course be caught off his hand)
Timed out - usually means that the next batsman did not arrive at the wicket within three minutes of the previous one being dismissed
In the vast majority of cases, it is the striker who is out when a dismissal occurs. If the non- striker is dismissed it is usually by being run out, but he could also be dismissed for obstructing the field, handling the ball or being timed out.
Boundary: Boundary has two distinct meanings in the sport of cricket;
(i) the edge or boundary of the playing field, and
(ii) (ii) a manner of scoring runs.
When the cricket ball is inside the boundary, it is in play. When the ball is touching the boundary, beyond the boundary, or being touched by a fielder who is himself either touching or beyond the boundary, it is out of play and the batting side usually scores 4 or 6 runs for hitting the ball out of play. Because of this rule, fielders near the boundary attempting to intercept the ball often flick the ball back in to the field of play rather than pick it up directly, and then return to the field to pick it up after having slid into the boundary.
Scoring Runs: Four runs are scored if the ball bounces before touching or going over the edge of the field and six runs if it does not bounce before passing over the boundary in the air. These events are known as a four or a six respectively. When this happens the runs are automatically added to the batsman's and his team's score and the ball become dead. If the ball did not touch the bat or a hand holding the bat, four runs are scored as the relevant type of extra instead; but six runs cannot be scored as extras, even if the ball clears the boundary (which is in any case extremely unlikely).Four runs (or more) can also be scored by hitting the ball into the outfield and running between the wickets. Four runs scored in this way are referred to as an 'all run four' and is not counted as a boundary.
Four runs are scored as overthrows if a fielder gathers the ball and then throws it so that no other fielder can gather it before it reaches the boundary. In this case, the batsman who hit the ball scores however many runs the batsmen had run up to that time, plus four additional runs, and it is counted as a boundary. If the ball has not come off the bat or hand holding the bat, then the runs are classified as 'extras' and are added to the team's score but not to the score of any individual batsman.
The scoring of a four or six by a good aggressive shot displays a certain amount of mastery by the batsman over the bowler, and is usually greeted by applause from the spectators. Fours resulting from an edged stroke, or from a shot that did not come off as the batsman intended, are considered bad luck to the bowler. As a batsman plays himself in and becomes more confident as his innings progresses, the proportion of his runs scored in boundaries often rises.
Innings closed
• An innings is closed when:
• Ten of the eleven batsmen are out (have been dismissed); in this case, the team is said to be "all out"
• The team has only one batsman left who can bat, one or more of the remaining players being unavailable owing to injury, illness or absence; again, the team is said to be "all out"
• The team batting last reaches the score required to win the match • The predetermined number of overs has been bowled (in a one-day match only, most commonly 50 overs; or 20 in Twenty20)
• A captain declares his team's innings closed while at least two of his batsmen are not out (this does not apply in one-day limited over matches)
Results: If the team that bats last is all out having scored fewer runs than their opponents, the team is said to have "lost by n runs" (where n is the difference between the numbers of runs scored by the teams). If the team that bats last scores enough runs to win, it is said to have "won by n wickets", where n is the number of wickets left to fall. For instance a team that passes its opponents' score having only lost six wickets would have won "by four wickets".
In a two-innings-a-side match, one team's combined first and second innings total may be less than the other side's first innings total. The team with the greater score is then said to have won by an innings and n runs, and does not need to bat again: n is the difference between the two teams' aggregate scores.
If the team batting last is all out, and both sides have scored the same number of runs, then the match is a tie; this result is quite rare in matches of two innings a side. In the traditional form of the game, if the time allotted for the match expires before either side can win, then the game is declared a draw.
If the match has only a single innings per side, then a maximum number of deliveries for each innings are often imposed. Such a match is called a "limited overs" or "one-day" match, and the side scoring more runs wins regardless of the number of wickets lost, so that a draw cannot occur. If this kind of match is temporarily interrupted by bad weather, then a complex mathematical formula, known as the Duckworth-Lewis method after its developers, is often used to recalculate a new target score. A one-day match can also be declared a "no-result" if fewer than a previously agreed number of overs have been bowled by either team, in circumstances that make normal resumption of play impossible; for example, wet weather.
Tournament: The tournament format for the 2007 edition consisted of four stages:
• Group Stage: Four groups of three teams (two seeds and one qualifier) with two games per team and the top two teams qualifying for the Super 8s.
• "Super 8s": Two four-team groups playing three games each. The make up of the groups was pre-decided based upon all seeds qualifying; if a seed failed to qualify the beneficiary took their allotted place in their respective group. • Semi-Finals: Group Winners playing the runner up of the other Super 8 Group.
• Final
Umpire:
An umpire in cricket is a person who has the authority to make decisions on the cricket field, according to the Laws of Cricket. Besides making decisions about legality of delivery, appeals for wickets and general conduct of the game in legal manner, the umpire also keeps a record of the deliveries and announces the completion of an over.
Traditionally, cricket matches have two umpires on the field, one standing at the end where the bowler delivers the ball (Bowler's end), and one directly opposite the facing batsman (usually, but not always, at square leg).
During play, the umpire at the bowler's end makes the decisions, which he mainly indicates, using arm movements. Some decisions must be instantaneous, whereas for others he may pause to think or discuss it with the square leg umpire, especially if the latter may have had a better view.
These decisions have an important effect on the play and are signalled straight away:
Out: An umpire will not give a batsman out unless an appeal is made by the fielding side, though a batsman may walk if he knows himself to be out. If the fielding side believes a batsman is out, the fielding side must appeal, by asking "How's that?", "Wot Wot" or "How was he?", (or by any other means that either umpire deems as a method of appealing.) The umpire's response is either to raise his index finger above his head to indicate that the batsman is out, or to clearly say "not out", which is usually accompanied with a shake of the head. The 'out' signal is the only signal that the scorer does not have to acknowledge.
No-ball: Either umpire may call, and signal, No Ball, for a ball which is illegally delivered (bowled), although each umpire has unique jurisdictions. The most usual causes for No Balls are foot faults or a ball passing above a batsmen's head, each of these being under the bowler's end umpire's jurisdiction. The signal is to hold one arm out horizontally and shout "no-ball" ; the idea being that the batsman is aware of the no-ball being bowled. The no-ball doesn't count as one of the six in the over, and severely reduces the ways in which batsmen may be out.
In the sport of cricket a no ball is a penalty against the fielding team, usually as a result of an illegal delivery by the bowler. The delivery of a no ball results in one run (or occasionally two, depending upon the competition) to be added to the batting team's score, and an additional ball must be bowled. In addition, the number of ways in which the batsman can be given out is reduced. In twenty20 and recently one-day cricket matches, a batsman receives a 'free hit' on the ball after a 'front foot1 no ball. This means the batsman can freely hit the ball with no danger of being out in certain ways. No balls are not uncommon, especially in short form cricket, and fast bowlers tend to bowl them more often than spin bowlers due to their longer run-up.
Free hit: Free hit is a cricket terminology, relevant in one day internationals and twenty20 matches. When a bowler bowls a front-foot no ball, in the immediate next ball, the batsman cannot be ruled out in any dismissal modes, other than run out, handling the ball, hitting the ball twice and obstructing the field. This freedom enables the batsman to play a powerful shot without the fear of getting out caught, bowled or leg before. For this reason, the delivery immediately after a front-foot no ball is called a free hit.
Front-foot no ball: If the bowler bowls without some part of the front-foot (either grounded or raised) behind the popping crease then that ball is treated as a front-foot no ball.
Wide: A Wide Ball is the term used to describe an illegal delivery in cricket, which is illegal due to it being "wide of the striker where he is standing and would also have passed wide of him standing in a normal guard position." A wide signalled by extending both arms out horizontally and is accompanied by a call of Wide Ball. It does not count in the over, and again reduces the way in which batsmen can be out.
In the sport of cricket, a wide is one of two things:
• The event of a ball being delivered by a bowler too wide or high to be hit by the batsman, and ruled so by the umpire.
• A run scored by the batting team as a penalty to the bowling team when this occurs.
A wide does not count as one of the six balls in an over and it doesn't count as a ball faced by the batsman. These runs are scored as extras and are added to the team's total, but are not added to any batsman's total.
A batsman can not, by definition, be out bowled, leg before wicket, caught, or hit the ball twice off a wide, as a ball cannot be ruled as a wide if the ball strikes the batsman's bat or person. He may be out handled the ball, hit wicket, obstructing the field, run out, or stumped. If the wicket-keeper fumbles or misses the ball, the batsmen may be able to take additional runs safely, and may choose to do so. The numbers of runs scored are scored as wides, not byes. If the wicket-keeper misses the ball and it travels all the way to the boundary, the batting team immediately scores five wides, similarly as if the ball had been hit to the boundary for a four on a no ball.
Dead ball: If the ball is no-longer considered in play, it is a dead ball. An umpire will signal this, by crossing and uncrossing his wrists below his waist with the call Dead Ball, if he is required to do so under certain Laws, and also may do it if he thinks it is necessary to inform the players.
Signals to scorers: It is important that the scorers note down the play accurately and therefore the appropriate signals will be made by the umpire when the ball is dead. In addition to the following, the umpire repeats signals of dead ball, wide, and no-ball to the scorers. Scorers are required to acknowledge the signals from umpires; and umpires are required to get an acknowledgement before allowing the match to proceed.
Four: If a batsman scores four by hitting the ball across the boundary (not by actually running them), the umpire signals this by waving his arm back and forth in front of the chest.
This signal varies a lot between umpires, from two short, restrained, waves finishing with the arm across the chest, to elaborate signals that resemble those of a conductor of an orchestra. Whichever way the umpire signals a four he must, by law, finish with his arm across the chest (so as to avoid confusion about whether a No Ball was delivered as well).
Six: A six scored by hitting the ball over the boundary is signalled by the umpire raising both hands above his head, often in a celebratory manner.
Bye: If runs are to be scored as byes, the umpire will hold up one open palm above the head. Leg bye: Leg byes are signalled by the umpire touching a raised knee.
Short run: If one of the batsmen turns to complete runs after the first without grounding his person or equipment behind the popping crease, then a short run is signalled by the umpire tapping his near shoulder with his fingers and the short runs are not scored.
Television replay: If the umpire is unsure of a "line decision," that is, a run out or stumped decision, or if the umpire is unsure that the ball is a four, six, or neither, he may refer the matter to the Third Umpire. The umpires may additionally refer decisions to the Third Umpire regarding Bump Balls and catches being taken cleanly (but only after the on-field umpires have consulted and both were unsighted). The Third Umpire is not used except in international or important domestic matches. The signal to refer a matter is using both hands to mime a TV screen by making a box shape.
Penalty runs: For extreme misconduct by one team, the umpire may award five penalty runs to the other team. Placing one arm on the opposite shoulder indicates that the penalty run are awarded to the fielding team, but if the umpire taps that shoulder, the penalties are awarded to the batting team.
Last hour: In Test cricket and first class cricket, the last hour of the last day of play has special significance. Firstly, there are a minimum number of overs (20 in the Laws of Cricket, fifteen in Tests) that must be bowled in the last hour. The umpire signals the last hour by pointing to his wrist (and the watch on it), which is raised above his head.
Revoke last signal: If the umpire makes an incorrect signal, he may revoke it. The cancellation is made if the umpire finds the wrong of application of the laws, such as, signalling "out" but then realizing that the other umpire signalled a no-ball. Also, an umpire may revoke if he accidentally signals a four though he intended to signal six.
New Ball: In matches lasting more than two days the captain usually has the option of a new ball set number of overs (usually 80). The umpire at the bowler's end signals to the scorers that a new ball has been taken by holding the ball above his head. The scorers note the time that the new ball has been taken.
Scoring: Scoring in cricket matches involves citing two facts, the number of runs scored by each team and the number of wickets each has lost. These are the basic figures likely to be quoted in a media report on a match completed or still in progress.
Overall the number of runs scored is generally the most important figure because the team that scores the most runs wins (though in some games shortened by bad weather that does not necessarily apply directly); the number of wickets lost shows how many wickets the bowling team has to get to end the batting team's innings (and thus how likely the batting team is to improve on its score so far). In making a judgment at any point in a game about which team is more likely to win, other factors would be taken into account, such as the number of overs or the time remaining, the state of the pitch, or even the weather. Detailed scoring: Cricket scorers keep track of many other facts of the game. As a minimum a scorer would note:
For each ball, who bowled it and how many runs were scored from it, whether by the batsman with his bat ('off the bat') or byes.
For each batsman, every scoring run made.
For each dismissal, the bowler and the kind of dismissal (e.g. LBW),in the case of a catch or stumping the other player involved, as well as the total the batting team reached that that point in the game ('the fall of wicket').
For each bowler (his 'figures'), the number of overs bowled, the number of wickets taken, the number of runs conceded, and the number of maiden overs bowled.
Frequently more detail is recorded, for instance, for a batsman, the number of balls faced and the number of minutes batted. Sometimes charts (known as wagon wheels) are prepared showing to which part of the field each scoring shot by a batsman was made (revealing the batman's favorite places to hit the ball)
Technology allows for more detailed analysis of a bowler's performance. For instance the beehive chart shows where a bowler's balls arrived at a batsman (high, low, wide, on the off stump etc.), while the pitch map shows where the balls pitched.
Scores and points: In most one day competitions based on leagues, 2 points are awarded for a win and 0 for a loss, regardless of the margin of victory.
Century: In the sport of cricket, a batsman reaches his century when he scores 100 or more runs in the innings. The term is also included in "century partnership" which occurs when two batsmen add 100 runs to the team total when they are batting together. A century is regarded as a landmark score for batsmen and a player's number of centuries is generally recorded in his career statistics. Scoring a century is loosely equated in terms of merit to a bowler taking five wickets in an innings. A century is also colloquially referred to as a ton
Result: The result in a game of cricket may be a win for one of the two teams playing, a draw or a tie. In the case of a limited overs game, the game can also end with no result. Which of these results applies, and how the result is expressed is governed by Law 21 of the Laws of cricket. Win and loss: The result of a match is a win when one side scores more runs than the opposing side and all the innings of the match are completed. The side scoring more runs has won the game, and the side scoring fewer has lost. If the match ends without all the innings being completed, the result may be a draw or no result.
Tie: The result of a match is a tie when the scores are equal at the conclusion of play, but only if the side batting last has completed its innings (i.e. all innings are completed, or, in limited-overs cricket, the set number of overs has been played or play is terminally stopped by weather or bad light). This is unusual, and in the history of Test cricket has happened only twice:
In some forms of one-day cricket, such as Twenty20, a bowl-out is used to decide a result that would otherwise be a tie.
Draw: The result of a match is a draw if a match is concluded, as defined in Law 16, without being a win or a tie. This means that a draw occurs when a team does not complete its innings by the scheduled end of play. In matches where the number of overs is not limited, therefore, a team unable to win may be able to 'save the draw' by managing to not complete its final innings (i.e. by having batsmen left at the end of play who are 'not out'). The match is then drawn regardless of the total of runs accumulated by either side.
No result: A no result is effectively the same as a draw, but occurs only in limited-overs cricket. With a limited number of overs, a team cannot bat to the end of the match and secure a draw as above - if they have scored fewer runs they have lost the game. A no result, therefore, occurs only when weather conditions stop play before the second teams have batted enough overs to have a recalculated target under the Duckworth-Lewis method or other rain rules. In One Day International cricket, one team needs to have faced less than 20 overs (of the allotted 50 for a match) for a match to be a no result.
Abandoned: A match can be abandoned if weather or other conditions prevent any play from occurring at all. If the toss has not occurred, the match is recorded as having been 'abandoned without a ball being bowled'. Such a game is not included in official statistical records.
Awarded: The umpires also have the power to award a match to one side where the other side either concedes defeat or in the opinion of the umpires refuses to play, in which case the game can be deemed to have been forfeited by the side in question. Below is the detail description of Exemplary 3 over sample cricket match between India and Australia, created by administrator (see Fig.6-15) (Input) via Live and Real Cricket Match (Movie or Film) Production System's (Rule Engine) Sample Source Code in VB .Net (Business Logic or Middle tier) which uses MS SQL Server Database system, Fig.32-40 explains sample relational data structure with sample data (Data tier) and based on that generated sample script below for creating exemplary real and live match (Output).
Below is the self explanatory Live and Real Cricket Match (Movie or Film) Production System's (Rule Engine) Source Code in VB.Net:-
Created with Microsoft Visual Basic 2008 Express Edition
Project File Name = Live Cricket.vbproj
Application Type= Windows Forms Application
Form File Name = Live Cricket. vb (Form Name = frmJLiveCricket)
Imports System.Data.SqlClient
Imports System.Data.SqlClient.SqlConnection
Public Class frm LiveCricket
Dim conn As New SqlConnection
Private Sub btn_LiveMatch_Click(ByVal sender As System.Object, ByVaI e As System.EventArgs) Handles btn LiveMatch.Click
'Ball By Ball Sequences of Shots' Video Clips Nos. for generating Live and Real Cricket Match
Dim LiveCricket Movie Sequences As String = ""
Dim constr As String
constr = Live Cricket.My.Settings.Live CricketConnection
Dim myConnection As New SqlConnection(constr)
conn.ConnectionString = constr
conn.Open()
'Select from List or auto select of current scheduled match 'e.g. series = 1 and match = 1
Dim Cur Single Series Cup As Integer = 1
Dim Cur Match No As Integer = 1
Dim Cur Betting Team No As Integer
Dim Cur Bowling Team No As Integer
Dim sqlSelectTeamBetting As String sqlSelectTeamBetting = "Select Team l No, Team_2_No, Toss Win Team No, Toss Win Team Choice from Matches where Series OR Cup No = " & Cur Single Series Cup & " and MatchNo = " & Cur Match No
Dim objCom As New SqlClient.SqlCommand(sqlSelectTeamBetting, conn)
Dim dread As SqlClient.SqlDataReader
dread = objCom.ExecuteReader
dread.Read()
If dread.GetValue(O) = dread.GetValue(2) And dread.GetValue(3) = "Betting First" Then
Cur Betting Team No = dread.GetValue(O)
Cur Bowling Team No = dread.GetValue(l)
Elself dread.GetValue(l) = dread.GetValue(2) And dread.GetValue(3) = "Betting First" Then
Cur Betting Team No = dread.GetValue(l)
Cur Bowling Team No = dread.GetValue(O)
Elself dread.GetValue(O) = dread.GetValue(2) And dread.GetValue(3) = "Fielding First" Then
Cur Betting Team No = dread.GetValue(l)
Cur Bowling Team No = dread.GetValue(O)
Elself dread.GetValue(l) = dread.GetValue(2) And dread.GetValue(3) = "Fielding First" Then
Cur_Betting_Team_No = dread.GetValue(O)
Cur Bowling Team No = dread.GetValue(l)
End If
dread.Close()
Dim TeamsQry As String
TeamsQry = "SELECT Series Cup.*, Series Cup Teams.*, Matches.*, Teams.*, Team Players.*, Players_Profile_Master.* " & _
"FROM Series Cup INNER JOIN " & _
"Series Cup Teams ON Series Cup.Series OR Cup No = Series Cup Teams.Series OR Cup No INNERJOIN "&_
"Matches ON Series Cup.Series OR Cup No = Matches.Series_OR_Cup_No INNER JOIN " & _ "Teams ON Series Cup Teams.Team No = Teams.Team No INNER JOIN " & _
"Team Players ON Series Cup Teams.Team No = Team Players.Team No INNER JOIN " & _ "Players Profile Master ON Team Players.Player No = Players Profile Master.Player No" & _
" WHERE (Series Cup.Series OR Cup No = " & Cur Single Series Cup & " and Matches. Match_No = " & Cur Match No & ") ORDER BY Team_Players.Player_No'"& "and Series_Cup_Teams.Team_No =" & Cur Betting Team No
Dim sda As New SqlDataAdapter(TeamsQry, conn)
Dim scb As New SqlCommandBuilder(sda) Dim ds As New DataSet(TeamsQry)
Dim dr As DataRow
scb = New SqlCommandBuilder(sda)
sda.Fill(ds, TeamsQry)
Dim cur Series OR Cup No As String = ds.Tables(TeamsQry).Rows(0).Item("Series_OR_Cup_No")
Dim Cur Series OR Cup Name As String =
ds.Tables(TeamsQry).Rows(0).Item("Series_OR_Cup_Name")
Dim Cur Series OR Cup Date As Date = ds.Tables(TeamsQry).Rows(0).Item("Series_OR_Cup_Date")
Dim Cur Match Type As String = ds.Tables(TeamsQry).Rows(0).Item("Match_Type")
Dim Cur GroupNo As Integer = ds.Tables(TeamsQry).Rows(0).Item("Group_No")
Dim Cur GroupName As String = ds.Tables(TeamsQry).Rows(0).Item("Group_Name")
Dim Cur Host Country As String = ds.Tables(TeamsQry).Rows(0).Item("Host_Country")
Dim Cur Host Stadium As String = ds.Tables(TeamsQry).Rows(0).Item("Host_Stadium")
Dim Cur Betting Team Name As String
Dim Cur Bowling Team Name As String
For Each dr In ds.Tables(TeamsQry).Rows
If dr("Team_No") = Cur_Betting_Team_No Then
Cur_Betting_Team_Name = dr("Team_Name")
End If
If dr("Team_No") = Cur Bowling Team No Then
Cur_Bowling_Team_Name = dr("Team_Name")
End If
Next
Dim i As Integer = 0
Dim counter As Integer = 0
Dim Bowler End Umpire As Integer = 1
Dim Striker End Umpire As Integer = 2
Dim Betting OR Bowling Role As Integer
For Betting OR Bowling Role = 0 To 1
Dim BallByBallScoreQry As String
'Role change (1) Betting to Bowling and (2) Bowling to Betting
IfBetting_OR_Bowling_Role= 1 Then
Dim Temp As Integer
Temp = Cur Betting Team No Cur Betting Team No = Cur Bowling Team No
Cur Bowling Team No = Temp
End If
BallByBallScoreQry = "SELECT Master Ball Settings.Master Ball Settings,
Default Positions Angles.Positions Angles Default Region, BallByBallScore.* " &_
"FROM BallByBallScore INNER JOIN " & _
"Default Positions Angles ON BallByBallScore.Current Ball Angle =
Default Positions Angles.No Positions Angles INNER JOIN " & _
"Master Ball Settings ON BallByBallScore.Current Ball Setting =
Master_Ball_Settings.No_Master_Ball_Settings " & _
" WHERE (BallByBallScore.Series OR Cup No = " & Cur Single Series Cup & " and BallByBallScore.Match No = " & Cur Match No & "and BallByBallScore.Team No =" & Cur_Betting_Team_No & ") ORDER BY Over_No,Current_Ball_No,Ball_No" '& "and BallByBallScore.Over No =" & Cur Over Counter
Dim sdal As New SqlDataAdapter(BallByBallScoreQry, conn)
Dim scbl As New SqlCommandBuilder(sdal)
Dim ds BallByBallScoreQry As New DataSet(BallByBallScoreQry)
scbl =New SqlCommandBuilder(sdal)
sdal .Fill(ds_BallByBallScoreQry, BallByBallScoreQry)
Dim drl As DataRow()
Dim Series OR Cup No As Integer
Dim Match No As Integer
Dim Team No As Integer
Dim Over No As Integer
Dim Current_Ball_No As Integer
Dim BaIl No As Integer
Dim BowlerNo As Integer
Dim Batsman No As Integer
Dim Current Ball Setting As String
Dim Current Ball Angle As String
Dim Current Ball Setting No As Integer
Dim Current_Ball_Angle_No As Integer
Dim Tot Dot Ball Cur Over As Integer
Dim rndl As New Random()
Dim foundrows As DataRow()
Dim Hat Trick Counter As Integer = 0 Dim Current Movie Sequences Random Value
Series OR Cup No =
ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Series_OR_Cup_No")
Match_No = ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Match_No") Team_No = ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Team_No")
Bowler_No = ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Bowler_No") Batsman_No = ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(0).Item("Batsman_No")
"(1) Batsman (2) Bowler (3) Fielder (4) Umpire (5) General Shots Role Active Shots
Dim ds Batsman As New DataSet()
ds Batsman = Batsman_Shot_Video_Clips(Batsman_No)
Dim ds Bowler As New DataSet()
ds Bowler = Bowler_Shot_Video_Clips(Bowler_No)
Dim ds Fielder As New DataSet()
ds_Fielder = Fielder_Shot_Video_Clips(3)
Dim ds Umpire As New DataSet()
ds Umpire = Umpire_Shot_Video_Clips()
Dim ds General As New DataSet()
ds_General = General_Shot_Video_Clips()
'All possible actions of current ball (each ball=sequence)[Start of each ball up to start of next ball] drl = ds_BallByBallScoreQry.Tables(0).Select
For i = 0 To drl .GetUpperBound(O)
Over_No = ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).ltem("Over_No")
Current Ball No =
ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Current_Ball_No")
Ball_No = ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Ball_No")
Bowler_No = ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Bowler_No") Batsman_No = ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Batsman_No")
Current Ball Setting No =
ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Current_Ball_Setting")
Current Ball Setting =
ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Master_Ball_Settings")
Current Ball Angle No =
ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Current_Ball_Angle")
Current Ball Angle =
ds_BallByBallScoreQry.Tables(BallByBallScoreQry).Rows(i).Item("Positions_Angles_Default_Region"
) ds Bowler = Bowler_Shot_Video_Clips(Bowler_No)
ds Batsman = Batsman_Shot_Video_Clips(Batsman_No)
Dim sqlCurrentActiveFielder As String
sqlCurrentActiveFielder = "Select Team Players.PlayerNo " & _
"FROM Team_Players INNER JOIN " & _
"Default Positions Angles ON Team Players.Current Fielding Position =
Default Positions Angles.No Positions Angles " & _
"WHERE(Team_Players.Current_Fielding_Position = '" & Current Ball AngleNo & '") AND (Team Players.Team No = " & Cur Bowling Team No & ") "
Dim objComl As New SqlClient.SqlCommand(sqlCurrentActiveFielder, conn)
Dim dreadl As SqICl ient.SqlDataReader
dread 1 =objComl.ExecuteReader
dread l.Read()
Dim Curent Fielding Position PlayerNo As Integer
If dread l.HasRows = True Then
Curent Fielding Position Player No = dreadl .Get Value(O) 'Current fielding postion of fielder dread l.Close()
Elself dreadl .HasRows = False Then 'Matched nearest fielders
dread l.Close()
Dim sqlCurrentMatchedActiveFielder As String
sqlCurrentMatchedActiveFielder = "SELECT Team Players.PlayerNo,
Matched Nearest Fielding Positions.Matched Nearest Fielding Position,
Team Players.Current Fielding Position, " & _
"Matched Nearest Fielding Positions.Rank Matched Nearest Fielding Position " & _
"FROM Team Players INNER JOIN " & _
"Matched_Nearest_Fielding_Positions ON " & _
"Team_Players.Current_Fielding_Position =
Matched Nearest Fielding Positions.No Matched Nearest Fielding Position " & _
"WHERE (Team_Players.Team_No = " & Cur_Bowling_Team_No & ") AND
(Matched Nearest Fielding Positions.No Positions Angles = " & Current Ball AngleNo & ")" & _
"ORDER BY Matched Nearest Fielding Positions.Rank Matched Nearest Fielding Position"
Dim cur sda As New SqlDataAdapter(sqlCurrentMatchedActiveFielder, conn)
Dim cur scb As New SqlCommandBuilder(sda)
Dim cur ds As New DataSet(sqlCurrentMatchedActiveFielder)
Dim cur dr As DataRow
cur scb = New SqlCommandBuilder(cur sda) cur_sda.Fill(cur_ds, sqlCurrentMatchedActiveFielder)
If cur_ds.Tables(sqlCurrentMatchedActiveFielder).Rows.Count o 0 Then
For Each curdr In cur_ds.Tables(sqlCurrentMatchedActiveFielder).Rows Curent Fielding Position PlayerNo = cur_dr("Player_No")
Exit For
Next
End If
End If
ds_Fielder = Fielder Shot Video ClipsCCurent Fielding Position PlayerNo)
If Over No = 1 And Current Ball No = 1 Then 'Rule Shot "OverNo = 1
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Two Openers coming from pavilion1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = foundrows(Current_Movie_Sequences_Random_Value)("Player_No") & "," & foundrows(Current_Movie_Sequences_Random_Value)("Role_Name") & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") & "," &
foundrows(Current_Movie_Sequences_Random_Value)("shot_name") & "," &
foundrows(Current_Movie_Sequences_Random_Value)("shot_type")
End If
foundrows = ds_Fielder.Tables(0).Select("Shot_Mode='Random' and Shot_Type- Pre-Fielding"')
Current_Movie_Sequences_Random_Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
foundrows = ds_Batsman.Tables(0).Select("Shot_Mode='Random' and Shot_Type='Pre-Betting'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
'Fix shot
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Alert Mode1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Mode='RandonV and Shot_Type='Pre-Bowling"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
'Fix shot
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Preparing for bowling"1)
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No") foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Run upto bowling crease for bowling"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
'Step 2: Bowler View Mode or Batsman View Mode or Fielder View Mode [as per ball setting or random]'(while bowling of current ball: Single shot of Bowling -> Betting -> Fielding [Fix Shot (Default = Bowler View Mode)]
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Ball delivery from bowling crease"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Dim View Mode
ReDim View_Mode(l, 0)
View_Mode(0, 0) = "Bowling"
View_Mode(l, 0) = "Betting"
Dim Cur View Mode As String
Dim Cur Random Video Clip No As Integer
'Multiple versions and camera angles [Rare and Random select some times only e.g. Ratio is 1 :50] 'Generate and display 1 random integers between 0 and 50 (or as per settings).
Dim Rare And Random Max Settings As Integer = 50 '(or as per settings)
Dim Cur Random Value As Integer
Dim rand As New Random()
Cur Random Value = rand.Next(Rare_And_Random_Max_Settings + 1)
If View_Mode(rndl. Next(0, 2), 0) = "Bowling" Then
Cur View Mode = "Bowling"
If Cur Random Value = 5 Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball SettingNo & " and Shot Angle = " & Current Ball AngleNo & " and shot mode = 'Rare and Rules=Try for catch and Drop the catch' and Shot_Type='Bowling'")
Elself Cur_Random_Value = 10 Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rare and Rules=Try to Run out' and Shot_Type- Bowling'")
Elself Cur Random Value = 1 Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules= Miss chance for Bowled' and Shot_Type='Bowling'")
Elself Cur Random Value = 3 Then foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules= Miss chance for LBW and Shot_Type='Bowling'")
Elself Cur Random Value = 9 Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball SettingNo & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules= Miss chance for Stump' and Shot_Type='Bowling'")
Elself Cur Random Value = 2 And Current Ball Setting = "4" Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shotmode = 'Rules=Try to save boundry and boundry' and Shot_Type='Bowling'")
Elself Cur Random Value = 4 Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=Try to save boundry and save boundry' and Shot_Type='Bowling'")
Elself Cur Random Value = 20 And Current Ball Setting = "Catch" Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=3rd Umpire request for Catch' and Shot Type- Bowling'")
Elself Cur Random Value = 21 And Current Ball Setting = "Run out" Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=3rd Umpire request for Run out' and Shot_Type='Bowling'")
Elself Cur Random Value = 22 And Current Ball Setting = "LBW" Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules= 3rd Umpire request for LBW and Shot Type-Bowling'")
Elself Cur Random Value = 23 And Current Ball Setting = "Stump" Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=3rd Umpire request for Stump' and Shot Type- Bowling'")
Elself Cur Random Value = 24 And Current Ball Setting = "4" Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current_Ball_Setting_No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=3rd Umpire request for 4' and Shot Type-Bowling1")
Elself Cur Random Value = 25 And Current Ball Setting = "6" Then
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=3rd Umpire request for 6' and Shot_Type='Bowling"')
Else
foundrows = ds_Bowler.Tables(0).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode o 'Rare and Rules=Try for catch and Drop the catch' and shot mode o 'Rare and Rules=Try to Run out' and shot mode o 'RuIeS= Miss chance for Bowled' and shot mode o 'Rules= Miss chance for LBW and shot mode o 'Rules= Miss chance for Stump' and shot mode o 'Rules=3rd Umpire request for Catch' and shot mode o 'Rules=3rd Umpire request for Run out' and shot mode o 'Rules= 3rd Umpire request for LBW and shot mode o 'Rules=3rd Umpire request for Stump' and shot mode o 'Rules=3rd Umpire request for 4' and shot mode o 'Rules=3rd Umpire request for 6' and Shot_Type='Bowling'")
End If
Cur Random Video ClipNo = foundrows(rndl.Next(0, foundrows.Count))("Video_Clip_No")
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") & "," &
foundrows(Current_Movie_Sequences_Random_Value)("shot_type") & "," & Current Ball Setting & "," &foundrows(Current_Movie_Sequences_Random_Value)("Positions_Angles_Default_Region") foundrows = ds_Bowler.Tables(0).Select("Video_Clip_No = " & Cur Random Video ClipNo) Else 'View_Mode= 'Batsman Active
Cur View Mode = "Betting"
If Cur Random Value = 5 Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball SertingNo & " and Shot Angle = " & Current Ball Angle No & " and shot mode o 'Rare and Rules=Try for catch and Drop the catch' and Shot_Type='Betting'")
Elself Cur Random Value = 10 Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball SettingNo & " and Shot Angle = " & Current Ball Angle No & " and shot mode o 'Rare and Rules=Try to Run out' and Shot_Type='Betting'")
Elself Cur Random Value = 1 Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules= Miss chance for Bowled' and Shot_Type='Betting'")
Elself Cur Random Value = 3 Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules= Miss chance for LBW and Shot_Type='Betting'")
Elself Cur Random Value = 9 Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules= Miss chance for Stump' and Shot_Type='Betting'")
Elself Cur Random Value = 2 And Current Ball Setting = "4" Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball SettingNo & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=Try to save boundry and boundry1 and Shot_Type='Betting"')
Elself Cur Random Value = 4 Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball AngleNo & " and shot mode = 'Rules=Try to save boundry and save boundry' and Shot_Type='Betting"') Elself CurRandom Value = 20 And CurrentBall Setting = "Catch" Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=3rd Umpire request for Catch' and Shot Type- Betting'")
Elself Cur Random Value = 21 And Current Ball Setting = "Run out" Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=3rd Umpire request for Run out' and Shot_Type='Betting"')
Elself Cur Random Value = 22 And Current Ball Setting = "LBW" Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and ShotAngle = " & Current Ball AngleNo & " and shot mode = 'Rules= 3rd Umpire request for LBW and Shot_Type='Bettingm)
Elself Cur Random Value = 23 And Current Ball Setting = "Stump" Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball SettingNo & " and shot mode = 'Rules=3rd Umpire request for Stump' and Shot_Type='Betting"')
Elself Cur Random Value = 24 And Current Ball Setting = "4" Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball AngleNo & " and shot mode = 'Rules=3rd Umpire request for 4' and Shot_Type='Betting"')
Elself Cur Random Value = 25 And Current Ball Setting = "6" Then
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball Setting No & " and Shot Angle = " & Current Ball Angle No & " and shot mode = 'Rules=3rd Umpire request for 6' and Shot Type- Betting'")
Else
foundrows = ds_Batsman.Tables(O).Select("Master_Ball_Settings = " & Current Ball SettingNo & " and Shot Angle = " & Current Ball Angle No & " and shot mode o 'Rare and Rules=Try for catch and Drop the catch' and shot mode o 'Rare and Rules=Try to Run out' and shot mode o 'Rules= Miss chance for Bowled' and shot mode o 1RuIeS= Miss chance for LBW and shot mode o 'Rules= Miss chance for Stump' and shot mode o 'Rules=3rd Umpire request for Catch' and shot mode o 'Rules=3rd Umpire request for Run out1 and shot mode o 'Rules= 3rd Umpire request for LBW and shot mode o 'Rules=3rd Umpire request for Stump' and shot mode o 'Rules=3rd Umpire request for 4' and shotmode o 'Rules=3rd Umpire request for 6' and Shot_Type='Betting"')
End If
Cur Random Video ClipNo = foundrows(rndl.Next(0, foundrows.Count))("Video_Clip_No")
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") & "," &
foundrows(Current_Movie_Sequences_Random_Value)("shot_type") & "," & Current Ball Setting & "," &foundrows(Current_Movie_Sequences_Random_Value)("Positions_Angles_Default_Region") foundrows = ds_Batsman.Tables(0).Select("Video_Clip_No = " & CInt(Cur_Random_Video_Clip_No))
End If
Select Case Current Ball Setting
Case "Dot" If Current Ball Angle = "Bowler" Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name-Ball directly in bowler's hand"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Elself Current_Ball_Angle = "WK" Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Ball directly in wicket keeper's hand1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Else
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Fields the ball and fast through to bowler or WK'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
' 'Rules and Random Fielding' enabled batsman shots (both bowler and batsman active view mode) End If
If foundrows(0)("Shot_Name") = "Miss the Chance" And foundrows(0)("Shot_Angle") = 42 Then '42="WK"
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Un-happy Actions=Miss the chance' and Shot Type- Post-Betting'")
Current_Movie_Sequences_Random_Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Happy Actions=Beat the bat' and
Shot_Type='Post-Bowling'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
Tot Dot Ball Cur Over = Tot Dot Ball Cur Over + 1
If Tot Dot Ball Cur Over > 3 Then
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Happy Actions=Dot balls' and Shot_Type='Post- Bowling'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Un-happy Actions=More Dot Balls=Dot balls' and Shot_Type='Post-Betting'") Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
Case "1","No BaIl+ 1"
If Current Ball Setting = "No Ball+1" Then
foundrows = dsJJmpire.Tables(0).Select("Shot_Name=INo Ball' and Shot Typep'Post Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Running Batsmen for Run' and Shot_Type='Post-Betting"')
Current Movie Sequences Random Value = rndl. Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
If CurView Mode = "Bowling" Then
foundrows = ds_Bowler.Tables(0).Select("Video_Clip_No=" & Cur Random Video ClipNo)
Elself Cur View Mode = "Betting" Then
foundrows = ds_Batsman.Tables(0).Select("Video_Clip_No=" & Cur Random Video Clip No)
End If
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
If foundrows(0)("Shot_Mode") = "Rules=Try for catch and Drop the catch" Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try for catch and Drop the catch"1)
Current_Movie_Sequences_Random_Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name=Ηappy Actions=Save the boundary' and Shot_Type='Post-Bowling"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Elself foundrows(0)("Shot_Mode") = "Rules=Try to save boundry and save boundry" Then foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try to save boundry and save boundry"1)
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket_Movie_Sequences = LiveCricket_Movie_Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Un-happy Actions=Miss the boundary1 and Shot_Type='Post-Fielding"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Else
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Fields the ball and fast through to bowler or WK'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
Case "2", "No Ball+2"
If Current Ball Setting = "No Ball+2" Then
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='No Ball' and Shot_Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
"Note: 2 shot for 2 run or one shot for running for 2 runs e.g shot_name= 'Running Batsman for 2 Run' If foundrows(0)("Shot_Mode") = "Rules=Try to save boundry and save boundry" Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try to save boundry and save boundry"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name=Ηappy Actions=Save the boundary' and Shot_Type='Post-Fielding"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
For counter = 0 To 1
If counter = 1 Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Fields the ball and fast through to bowler or WK'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Running Batsmen for Run1 and
Shot_Type='Post-Bettirig'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Next
Case "3", "No Ball+3"
If Current_Ball_Setting = "No Ball+3" Then
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='No Ball' and Shot_Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
*Note: 3 shot for 3 run or one shot for 2 run + one shot for one run or one single shot for running for 3 runs e.g shot_name= 'Running Batsman for 3 Run'
If foundrows(0)("Shot_Mode") = "Rules=Try to save boundry and save boundry" Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try to save boundry and save boundry"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Happy Actions=Save the boundary' and Shot Type-Post-Bowling'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
For counter = 0 To 2
If counter = 2 Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Fields the ball and fast through to bowler or WK1")
Current_Movie_Sequences_Random_Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Running Batsman for Run' and
Shot_Type='Post-Betting'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Next Case "4"
If Cur View Mode = "Bowling" Then
foundrows = ds_Bowler.Tables(0).Select("Video_Clip_No=" & Cur Random Video Clip No)
Elself Cur View Mode = "Betting" Then
foundrows = ds_Batsman.Tables(0).Select("Video_Clip_No=" & Cur Random Video Clip No)
End If
If foundrows(0)("Shot_Mode") = "Rules=Try to save boundry and boundry" Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try but boundary"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Un-happy Actions=Miss the boundary' and Shot_Type- Post-Fielding'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)(''Video_Clip_No")
Elself foundrows(0)("Shot_Mode") = "Rules=3rd Umpire request for 4" Then
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='3rd Umpire request1 and Shot_Type='Post Bowling/Batting/Fielding Umpire's Actions1 and Player_No=l")
Current Movie Sequences Random Value = rndl .Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Umpire.Tables(0).Select("Shot Name- Waiting for 3rd Umpire decision1 and Shot_Type='Post Bowling/Batting/Fielding Umpire's Actions' and Player_No=l ")
Current_Movie_Sequences_Random_Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Else
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try but boundary"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
End If
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Four' and Shot_Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current_Movie_Sequences_Random_Value = rndl.Next(O, foundrows.Count) :
LiveCricket_Movie_Sequences = LiveCricketMovie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_General.Tables(0).Select("Shot_Name='Four' and Shot_Type='General Stadium and Public' and Player_No=0") Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot Name- Un-happy Actions=4' and Shot_Type='Post- Bowling1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Happy Actions=4' and Shot_Type='Post- Betting'")
Current Movie Sequences Random Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Case "6"
If Cur View Mode = "Bowling" Then
foundrows = ds_Bowler.Tables(0).Select("Video_Clip_No=" & Cur Random Video Clip No)
Elself Cur View Mode = "Betting" Then
foundrows = ds_Batsman.Tables(0).Select("Video_Clip_No=" & Cur Random Video ClipNo)
End If
If foundrows(0)("Shot_Mode") = "Rules=3rd Umpire request for 6" Then
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='3rd Umpire request' and Shot_Type='Post Bowling/Batting/Fielding Umpire's Actions' and Player_No= 1 ")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Waiting for 3rd Umpire decision1 and Shot_Type='Post Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_CIip_No")
End If
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Six' and Shot Type- Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_General.Tables(0).Select("Shot_Name='Six' and Shot_Type='General Stadium and Public1 and Player_No=0")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") foundrows = ds_Bowler.Tables(0).Select("Shot_Name-Un-happy Actions=6' and Shot_lype='Fost- Bowling'")
Current Movie Sequences Random Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Happy Actions=6' and Shot_Type='Post- Betting'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Case "Catch"
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Catch"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Catch Voice' and Shot_Type- Post-Fielding"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name=' Appeal for out' and Shot_Type='Post-Fielding'")
Current Movie Sequences Random Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
If foundrows(0)("Shot_Mode") = "Rules=3rd Umpire request for Catch" Then
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='3rd Umpire request' and Shot_Type='Post Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Waiting for 3rd Umpire decision1 and
Shot Type-Post Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
foundrows = ds_Umpire.Tables(0).Select("Shot_Narne='Out' and Shot_Type='Post
Bowling/Batting/Fieiding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_General.Tables(0).Select("Shot_Name='Out' and Shot_Type='General Stadium and Public' and Player_No=0") Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Happy Actions=catch out' and Shot_Type='Post- Fielding'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_CIip_No")
Hat Trick Counter = Hat Trick Counter + 1
Case "Bowled", "LBW", "Stump"
If Current Ball Setting = "Stump" Then
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Wicketkeeper Stumping"1)
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Out Voice' and Shot_Type='Post-Bowlng"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Happy Actions=Appeal for out' and
Shot_Type='Post-Bowlng"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket_Movie_Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
If foundrows(0)("Shot_Mode") = "Rules= 3rd Umpire request for LBW" Or foundrows(0)("Shot_Mode") = "Rules= 3rd Umpire request for Stump" Then
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='3rd Umpire request' and Shot_Type='Post Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Waiting for 3rd Umpire decision1 and
Shot_Type='Post Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Out' and ShotJType- Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Out' and Shot_Type='General Stadium and Public' and Player_No=0")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot Name-Happy Actions=Out' and Shot_Type='Post- Bowlng"1)
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Hat Trick Counter = Hat Trick Counter + 1
Case "Run Out (Striker)", "Run Out (Non-Striker)"
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Trough and directly run out"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name- Out Voice' and Shot_Type='Post-Fielding'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name=' Appeal for out' and Shot_Type='Post-Fielding'")
Current Movie Sequences Random Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Out' and Shot_Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Out' and Shot_Type='General Stadium and Public' and Player_No=0")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
'foundrows = ds_Bowler.Tables(0).Select("Shot_Name- Happy Actions=Out' and Shot_Type='Post- Bowlng'")
'Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name- Happy Actions=Run out' and Shot_Type='Post- Fielding'")
Current Movie Sequences Random Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") Hat Trick Counter = Hat Trick Counter + 1
Case "No Ball"
foundrows = dsJJmpire.Tables(0).Select("Shot_Name='No Ball' and Shot_Type='While
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Fields the ball and fast through to bowler or WK'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name- Un-happy Actions=No Ball' and
Shot_Type- Post-Bowling"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Case "Wide"
foundrows = ds_Umpire.Tables(0).Select("Shot_Name- Wide' and Shot_Type='While
Bowling/Batting/Fieiding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Fields the ball and fast through to bowler or WK1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=Wide' and Shot_Type='Post- Bowling'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Case "Leg Bye"
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Leg bye' and Shot_Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shoι_Name='Fields the ball and fast through to bowler or WK1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=Extra for Leg Bye' and Shot_Type='Post-Bowlingm)
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Case "Bye"
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Bye' and Shot Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random Value)("Video_Clip_No")
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Fields the ball and fast through to bowler or WK"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=Extra for Leg Bye' and Shot_Type='Post-Bowl ing"1)
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Case "No Ball+4"
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try but boundary1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = dsJJmpire.Tables(0).Select("Shot_Name=tNo Ball' and Shot Type- While
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l") 'Post Bowling/Batting/Fielding Umpire's Actions
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
foundrows = ds_General.Tables(0).Select("Shot_Name='Four' and Shot_Type='General Stadium and Public' and Player_No=0")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=No Ball1 and
Shot_Type='Post-Bowling'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Case "Wide+4"
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try but boundary1") Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = dsJJmpire.Tables(0).Select("Shot_Name='Wide' and Shot Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_General.Tables(0).Select("Shot_Name='Four' and Shot_Type='General Stadium and Public' and Player_No=0")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=Wide' and Shot_Type='Post- Bowling'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
Case "Leg Bye+4"
foundrows = ds_Fielder.Tables(0).Select("Shot_Name=Try but boundary1")
Current Movie Sequences Random Value = rnd 1.Next(0, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
foundrows = ds_Umpire.Tables(0).Select("Shot_Name='Leg bye' and Shot_Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_General.Tables(0).Select("Shot_Name='Four' and Shot_Type='General Stadium and Public' and Player_No=0")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=Extra for Leg Bye' and Shot_Type='Post-Bowling"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Randorn_Value)("Video_Clip_No")
Case "Bye+4"
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Try but boundary1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No" foundrows = ds_Umpire.Tables(0).Select("Shot_Name- Bye' and Shot_Type='Post Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_General.Tables(0).Select("Shot_Name='Four' and Shot_Type='General Stadium and Public' and Player_No=0")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=Extra for Bye' and
Shot_Type='Post-Bowling"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random Value)("Video_Clip_No")
End Select
If Current Ball Setting = "Catch" Or Current Ball Setting = "Bowled" Or Current Ball Setting = "LBW" Or Current Ball Setting = "Stump" Or Current Ball Setting = "Run Out (Striker)" Or Current Ball Setting = "Run Out (Non-Striker)" Then
"Notes: collective out shot (bowler and all fielders when batsman out) - special effect
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Happy Actions=Out by bowler' and
Shot_Type='Post-Fielding'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Un-happy Actions=Out' and Shot_Type='Post- Betting'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Return to Pavilion' and Shot_Type='Post- Betting'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Coming for Betting1")
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
CStr(foundrows(0)("Video_Clip_No"))
'Post-Betting "Coming for Betting [New Batsman]
foundrows = ds_Batsman.Tables(0).Select("Shot_Name='Coming for Betting' and Shot_Type='Post- Betting'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No") End If
If Current_Ball_Setting o "Catch" Or Current Ball Setting o "Bowled" Or Current Ball Setting o "LBW" Or Current Ball Setting o "Stump" Or Current Ball Setting o "Run Out (Striker)" Or Current_Ball_Setting o "Run Out (Non-Striker)" Then
foundrows = ds_Batsman.Tables(0).Select("Shot_Mode- Random' and Shot Type-Post-Betting"')
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Mode='Fix and Random1 and Shot_Type='Post- Bowling1")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
'Throw the ball to wicket keeper OR 'Throw the ball to Bowler
foundrows = ds_Fielder.Tables(0).Select("Shot_Name='Reposition of fielding' and Shot_Type='Post- Fielding'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
'Duck out: Calculate Batsman total score from ballbyballscore - if current basman total score = 0 while out then Happy Actions=Duck out
If Hat Trick Counter >= 3 Then 'Hat Trick
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Happy Actions=Hat Trick' and Shot_Type='Post- Bowling'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
'Happy Actions=50 OR 'Happy Actions=100
If Current Ball Setting = "Dot" Or Current Ball Setting = "1" Or Current Ball Setting = "2" Or Current Ball Setting = "3" Or Current Ball Setting = "4" Or Current Ball Setting = "6" Then
If Cur View Mode = "Bowling" Then
foundrows = ds_Bowler.Tables(0).Select("Video_Clip_No=" & Cur Random Video ClipNo)
Elself Cur View Mode = "Betting" Then
foundrows = ds_Batsman.Tables(0).Select("Video_Clip_No=" & Cur_Random_Video_Clip_No)
End If
If foundrows(0)("shot_mode") = "Rare and Rules=Try for catch and Drop the catch" Then
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=Miss chance for out' and Shot_Type='Post-Bowling'") Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
If foundrows(0)("shot_mode") = "Rare and Rules=Try to Run out and shot mode = 'Rules= Miss chance for Bowled' and shot mode = 'Rules= Miss chance for LBW and shot mode = 'Rules= Miss chance for Stump'" Then
foundrows = ds_Umpire.Tables(0).Select("Shot_Name=INot Out' and Shot_Type='Post
Bowling/Batting/Fielding Umpire's Actions' and Player_No=l")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Un-happy Actions=Umpire decision for not out' and Shot Type- Post-Bowling'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
End If
If Current_Ball_Setting = "Dot" Or Current_Ball_Setting = "1" Or Current_Ball_Setting = "No BaIl+ 1" Or Current_Ball_Setting = "2" Or Current_Ball_Setting = "No Ball+2" Or Current_Ball_Setting = "3" Or Current_Ball_Setting = "No Ball+3" Or Current_Ball_Setting = "4" Or Current_Ball_Setting = "6" Or Current_Ball_Setting = "No Ball" Or Current Ball Setting = "Wide" Or Current Ball Setting = "Leg Bye" Or Current Ball Setting = "Bye" Or Current Ball Setting = "No Ball+4" Or Current Ball Setting = "Wide+4" Or Current Ball Setting = "Leg Bye+4" Or Current Ball Setting = "Bye+4" Then
Hat Trick Counter = 0
End If
'Happy Actions=Six 4 OR 'Happy Actions=Six 6
If Tot Dot Ball Cur Over = 6 Then 'Maiden Over
foundrows = ds_Bowler.Tables(0).Select("Shot_Name='Happy Actions=Maiden Over' and
Shot_Type='Post-Bowl ing'")
Current Movie Sequences Random Value = rndl.Next(O, foundrows.Count) :
LiveCricket Movie Sequences = LiveCricket Movie Sequences & "," &
foundrows(Current_Movie_Sequences_Random_Value)("Video_Clip_No")
End If
Dim Temp Umpire As Integer
Bowler End Umpire = Striker End Umpire
Temp Umpire = Bowler End Umpire
Striker End Umpire = Temp Umpire
Tot Dot Ball Cur Over = 0
ds.Clear() sda.Dispose()
scb.DisposeO
Next i
Next Betting OR Bowling Role
'Winning Team ['Happy Actions=Win Match] - Special effects
conn.CloseO
"Notes: (1) Computer (auto) or human (live or pre-recorded) mediated commentry as per video sequencing (merging and editing)
'(2) Score board (some times - after some overs or batsman out etc.) and score line - frequently or after each ball [calculate from ball by ball score - matched as per current ball video playing)
'(3) Advertising (from current scheduled ad. inventry database) [After each over (full screen) or sometimes (partial etc..)]
'(4) Replay
'(5) Special Effects and Sounds
End Sub
"(1) Batsman (2) Bowler (3) Fielder (4) Umpire (5) General Shots (in every ball sequences)
Public Shared Function Batsman_Shot_Video_Clips(ByVal Batsman No As Integer)
Dim BallByBall Batsman Shot Video Clips As String
BallByBall Batsman Shot Video Clips = "SELECT
Default_Positions_Angles.Positions_Angles_Default_Region,
Master_Ball_Settings.Master_Ball_Settings AS MasterBallSettings, " & _
"LiveCricket_VideoClips_Master.* " & _
"FROM LiveCricket VideoClipsJVIaster INNER JOIN " & _
"Default Positions Angles ON LiveCricket VideoClips Master.Shot Angle =
Default_Positions_Angles.No_Positions_Angles INNER JOIN " & _
"Master Ball Settings ON LiveCricket VideoClips Master.Master Ball Settings =
Master Ball Settings.No Master Ball Settings " & _
" WHERE (LiveCricket_VideoClips_Master.Player_No = " & Batsman No & ") AND (Role_No = 1) ORDER BY Shot Type"
Dim sdaj As New SqlDataAdapter(BallByBall_Batsman_Shot_Video_Clips, OpenCon())
Dim scb l As New SqlCommandBuilder(sda l)
Dim ds Batsman As New DataSet(BallByBall_Batsman_Shot_Video_Clips)
scb l =New SqlCommandBuilder(sda l)
sdaj .Fill(ds_Batsman, BallByBall Batsman Shot Video Clips)
Return ds Batsman
End Function
Public Function Bowler_Shot_Video_Clips(ByVal BowlerNo As Integer) Dim BallByBall Bowler Shot Video Clips As String
BallByBall_Bowler_Shot_Video_Clips = "SELECT
Default Positions Angles.Positions Angles Default Region,
Master_Ball_Settings.Master_Ball_Settings AS MasterBallSettings, " & _
"LiveCricket VideoClips Master.* " & _
"FROM LiveCricket_VideoClips_Master INNER JOIN " & _
"Default Positions Angles ON LiveCricket VideoClips Master.Shot Angle =
Default Positions Angles.No Positions Angles INNER JOIN " & _
"Master Ball Settings ON LiveCricket VideoClips Master.Master Ball Settings =
Master_Ball_Settings.No_Master_Ball_Settings " & _
" WHERE (LiveCricket_VideoClips_Master.Player_No = " & Bowler_No & ") AND (Role_No = 2) ORDER BY Shot Type"
Dim sda_2 As New SqlDataAdapter(BallByBall_Bowler_Shot_Video_Clips, OpenCon())
Dim scb_2 As New SqlCommandBuilder(sda_2)
Dim ds Bowler As New DataSet(BallByBall_Bowler_Shot_Video_Clips)
scb_2 = New SqlCommandBuilder(sda_2)
sda_2.Fill(ds_Bowler, BallByBall Bowler Shot Video Clips)
Return ds Bowler
End Function
Public Function Fielder_Shot_Video_Clips(ByVal Curent Fielding Position Player No As Integer)
Dim BallByBall Fielder Shot Video Clips As String
BallByBall_Fielder_Shot_Video_Clips = "SELECT
Default Positions Angles.Positions Angles Default Region,
Master Ball Settings.Master Ball Settings AS MasterBallSettings, " & _
"LiveCricket VideoClips Master.* " & _
"FROM LiveCricket_VideoClips_Master INNER JOIN " & _
"Default Positions Angles ON LiveCricket VideoClips Master.Shot Angle =
Default Positions Angles.No Positions Angles INNER JOIN " & _
"Master Ball Settings ON LiveCricket VideoClips Master.Master Ball Settings =
Master Ball Settings.No Master Ball Settings " & _
" WHERE (LiveCricket VideoClips Master.PlayerNo = " & Curent Fielding Position PlayerNo & ") AND (RoIeNo = 3) ORDER BY ShotJType"
Dim sda_3 As New SqlDataAdapter(BallByBall_Fielder_Shot_Video_Clips, OpenCon())
Dim scb_3 As New SqlCommandBuilder(sda_3)
Dim ds_Fielder As New DataSet(BallByBall_Fielder_Shot_Video_Clips)
scb_3 = New SqlCommandBuilder(sda_3)
sda_3.Fill(ds_Fielder,BallByBall_Fielder_Shot_Video_Clips)
Return ds Fielder End Function
Public Function Umpire_Shot_Video_Clips()
Dim BallByBallJJmpire_Shot_Video_Clips As String
BallByBall_Umpire_Shot_Video_Clips = "SELECT LiveCricket VideoClips Master.* " & _
"FROM LiveCricket VideoClips Master" & _
" WHERE (LiveCricket_VideoClips_Master.Player_No = " & 1 & ") OR
(LiveCricket VideoClipsJVIaster.Player No = " & 2 & ") ORDER BY Player No, Shot Type"
Dim sda_4 As New SqlDataAdapter(BallByBall_Umpire_Shot_Video_Clips, OpenCon()) Dim scb_4 As New SqlCommandBuilder(sda_4)
Dim ds_Umpire As New DataSet(BallByBall_Umpire_Shot_Video_Clips)
scb_4 = New SqlCommandBuilder(sda_4)
sda_4.Fill(ds_Umpire, BallByBall Umpire Shot Video Clips)
Return ds Umpire
End Function
Public Function General_Shot_Video_Clips()
Dim BallByBall General Shot Video Clips As String
BallByBall General Shot Video Clips = "SELECT LiveCricket VideoClips Master.* " & _ "FROM LiveCricket VideoClips Master" & _
" WHERE (LiveCricket_VideoClips_Master.Player_No = " & 0 & ") ORDER BY Shot Type" Dim sda_5 As New SqlDataAdapter(BallByBall_General_Shot_Video_Clips, OpenCon()) Dim scb_5 As New SqlCommandBuilder(sda_5)
Dim ds_General As New DataSet(BallByBall_General_Shot_Video_Clips)
scb_5 = New SqlCommandBuilder(sda_5)
sda_5.Fill(ds_General, BallByBall_General_Shot_Video_Clips)
Return ds General
End Function
Public Shared Function OpenCon() As String
Dim constr As String
Dim conn As New SqlConnection
constr = Live Cricket.My.Settings.Live CricketConnection
Dim myConnection As New SqlConnection(constr)
conn.ConnectionString = constr
Return conn.ConnectionString
End Function End Class
Below is sample script generated based on Input by administrator (see Fig. 14 and 16 for details) and process by above mentioned Rule Engine or Business Logic for creating live and real cricket match (Output) via real time or near real time order wise merging of video clips.
Sample generated script or string for 1 over of each team's match play:
Betting Team Name: Australia
Bowling Team Name: India
Video Clips Details with Metadata: [Order by Player No, Role Name, Video Clip No, Shot Name and Shot Type]
Over No.: 1 and Ball No.: 1
1 ) 3,Batsman, 16476,Two Openers coming from pavilion,Pre-Betting,
2) 25,Fielder,27281,Drinks,Pre-Fielding,
3) 3,Batsman,16474,Rest Mode,Pre-Betting,
4) 3,Batsman, 16471 ,Alert Mode,Pre-Betting,
5) 24,Bowler,26618,Fielding strategy,Pre-Bowling,
6) 24,Bowler,26622,Preparing for bowling,Pre-Bowling,
7) 24,Bowler,26837,Run upto bowling crease for bowling,Pre-Bowling,
8) 24,Bowler,26415,BaIl delivery from bowling crease,Bowling,
9) 24,Bowler,26461, Active Bowling, Dummy Strike and Dummy Fielding,Bowling,l,Mid Off,
10) 3,Batsman,16477,Running Batsmen for Run,Post-Betting,
1 1) 24,Bowler,26461, Active Bowling, Dummy Strike and Dummy Fielding,Bowling,
12) 25,Fielder,27252,Fields the ball and fast through to bowler or WK,Fielding,
13) 3,Batsman, 16451 , See current Fielding position,Post-Betting,
14) 24,Bowler,26592,Get Ball from wicketkeeper.Post-Bowling,
15) 25,Fielder,27286,Reposition of fielding,Post-Fielding,
Over No.: 1 and Ball No.: 6
1) 6,Fielder, 17653,Drinks,Pre-Fielding,
2) 18,Batsman,241 12,Talking With Non-Striker,Pre-Betting,
3) 18,Batsman,241 10,Alert Mode,Pre-Betting,
4) 10,Bowler, 19246,Consult with Fielder,Pre-Bowling,
5) 10,Bowler, 19247,Preparing for bowling,Pre-Bowling,
6) 10,Bowler, 19462,Run upto bowling crease for bowling,Pre-Bowling,
7) 10,Bowler,19040,Ball delivery from bowling crease,Bowling,
8) 18,Batsman,24043,Dummy Bowling, Active Strike and Dummy Fielding,Betting,Catch, WK,
9) 6,Fielder, 17632,Catch,Fielding, 10) 6,Fielder, 17640,Catch Voice,Post-Fielding,
11) 6,Fielder, 17641, Appeal for out,Post-Fielding,
12) 1, Umpire, 16200,Out,Post Bowling/Batting/Fielding Umpire's Actions,
13) 0,General,16176,Out,General Stadium and Public,
14) 6,Fielder,17643,Happy Actions=catch out,Post-Fielding,
15) 6,Fielder,17645,Happy Actions=Out by bowler,Post-Fielding,
16) 18,Batsman,24104,Un-happy Actions=Out,Post-Betting,
17) 18,Batsman,24091, Return to Pavilion,Post-Betting,241 14,
18) 18,Batsman,241 14,Coming for Betting,Post-Betting,
19) 18,Batsman,24089,Re-position (Non-striker),Post-Betting,
20) 10,Bowler,19217,Get Ball from wicketkeeper,Post-Bowling,
21 ) 6,Fielder, 17658,Reposition of fielding,Post-Fielding
Betting Team Name: India
Bowling Team Name: Australia
Video Clips Details with Metadata: [Order by Player No, Role Name, Video Clip No, Shot Name and Shot Type]
Over No.: 1 and Ball No.: 5
1 ) 22,Fielder,25910,Ready mode while bowling,Pre-Fielding,
2) 4,Batsman,16939,Rest Mode,Pre-Betting,
3) 4,Batsman, 16936, Alert Mode,Pre-Betting,
4) 24,Bowler,26620,Consult with Captain,Pre-Bowling,
5) 24,Bowler,26622,Preparing for bowling,Pre-Bowling,
6) 24,Bowler,26837,Run upto bowling crease for bowling,Pre-Bowling,
7) 24,Bowler,26415,BaIl delivery from bowling crease,Bowling,
8) 4,Batsman, 16818,Dummy Bowling, Active Strike and Dummy Fielding,Betting,6,Deep fine leg,
9) 1, Umpire, 16203,Six,Post Bowling/Batting/Fielding Umpire's Actions,
10) 0,General,16179,Six,General Stadium and Public,
1 1) 24,Bowler,26608,Un-happy Actions=6,Post-Bowling,
12) 4,Batsman, 16921 , Happy Actions=6,Post-Betting,
13) 4,Batsman,16915,Re-position (Non-striker),Post-Betting,
14) 24,Bowler,26591,Get Ball from fielder,Post-Bowling,
15) 22,Fielder,2591 1 , Reposition of fielding.Post-Fielding
Exemplary Real and Live Cricket Production system is based on domain or subject specific Real and Live Movie or Film or Video Production system. There are many other areas where same invention can be used e.g. many types of top television viewer ship related popular sports games including bat and bowl types of sports like cricket and base ball, golf, soccer or football, basketball, Ice Hockey, Rugby, Car racing, bike racing, tennis and entirely new types of sport games, new types of rules or formats of existing games. In some sports, based on real and live sports production system, any player can be part of any team of any match like cricket, baseball, golf and car or bike racing while in other types of sports, set of 2 teams are parts of any newly generated sport game movie or video, e.g. in soccer or football, basket ball, Ice Hockey, Rugby 2 teams shooting all video clips of all required shots as per rule base system and the generate (N) numbers of sports match or event video or film. Generally in all types of sports repetitive scenes occurs i.e. set of (N) number of finite generally identical shots e.g. in cricket each direction particular types of striking shots. Further combination of multiple versions from multiple camera angles of each shot will create original view experience in every newly generated sport match.
Produce sport specific movie or organize sport event is much costly and cost related with each sport event compared with Real and Live Sports Movie or Film Production due to shoot video clips of all related shots once and dynamically generate sports video number of times. Further shooting and editing by experts and multi takes and retakes will increase the quality of video clips. Use of special effects and digital processing enhance more competitive experience than current live sports events. Currently, Television viewers like to see more entertaining, fast, short version, action packed, and exciting and competitive sports events.
Baseball and cricket are the best-known members of a family of related bat-and-ball games. While many of their rules, terminology, and strategies are similar, there are many differences— some subtle, some major— between the two games.
Baseball is a bat-and-ball sport played between two teams of nine players each. The goal is to score runs by hitting a thrown ball with a bat and touching a series of four bases arranged at the corners of a ninety-foot square, or diamond. Players on one team (the batting team) take turns hitting against the pitcher of the other team (the fielding team), which tries to stop them from scoring runs by getting hitters out in any of several ways. A player on the batting team can stop at any of the bases and hope to score on a teammate's hit. The teams switch between batting and fielding whenever the fielding team records three outs. One turn at bat for each team constitutes an inning; nine innings make up a professional game. The team with the most runs at the end of the game wins.
A game is played between two teams, each composed of nine players, that take turns playing offense (batting or hitting) and defense (fielding or pitching). A pair of turns, one at bat and one in the field, by each team constitutes an inning; there are nine innings in a game. One team— customarily the visiting team— bats in the top, or first half, of every inning; the other team— customarily the home team— bats in the bottom, or second half, of every inning. The goal of a game is to score more points (runs) than the other team. The players on the team at bat attempt to score runs by circling, or completing a tour of, the four bases set at the corners of the square- shaped baseball diamond. A player bats at home plate and must proceed counterclockwise to first base, second base, third base, and back home in order to score a run. The team in the field attempts both to prevent runs from scoring and to record outs, which remove opposing players from offensive action until their turn in their team's batting order comes up again. When three outs are recorded, the teams switch roles for the next half-inning. If the score of the game is tied after nine innings, extra innings are played to resolve the contest.
The game is played on a field whose primary boundaries, the foul lines, extend forward from home plate at 45-degree angles. The 90-degree area within the foul lines is referred to as fair territory; the 270-degree area outside them is foul territory. The part of the field enclosed by the bases and several yards beyond them is the infield; the area farther beyond the infield is the outfield. In the middle of the infield is a raised pitcher's mound, with a rectangular rubber plate (the rubber) at its center. The outer boundary of the outfield is typically demarcated by a raised fence, which may be of any material and height (many amateur games are played on fields without a fence). Fair territory between home plate and the outfield boundary is baseball's field of play, though significant events can take place in foul territory, as well.
At the beginning of each half-inning, the nine players on the fielding team arrange themselves around the field. One of them, the pitcher, stands on the pitcher's mound; the pitcher begins the pitching delivery with one foot on the rubber, pushing off it to gain velocity when throwing toward home plate. Another player, the catcher, squats on the far side of home plate, facing the pitcher. The rest of the team faces home plate, typically arranged as four infielders— who set up along or within a few yards outside the imaginary lines between first, second, and third base— and three outfielders. In the standard arrangement, there is a first baseman positioned several steps to the left of first base, a second baseman to the right of second base, a shortstop to the left of second base, and a third baseman to the right of third base. The basic outfield positions are left fielder, center fielder, and right fielder. A neutral umpire sets up behind the catcher.
Awaiting a pitch: batter, catcher, and umpire Game play starts with a batter standing at home plate, holding a bat. The batter waits for the pitcher to throw a pitch (the ball) toward home plate, and attempts to hit the ball with the bat. The catcher catches pitches that the batter does not hit— as a result of either electing not to swing or failing to connect— and returns them to the pitcher. A batter who hits the ball into the field of play must drop the bat and begin running toward first base, at which point the player is referred to as a runner (or, until the play is over, a batter- runner). A batter-runner who successfully reaches first base is said to be safe and is now on base. A batter-runner may choose to remain at first base or attempt to advance to second base or even beyond— however far the player believes can be reached safely. A player who reaches base despite proper play by the fielders has recorded a hit. A player who reaches first base safely on a hit is credited with a single. If a player makes it to second base safely as a direct result of a hit, it is a double; third base, a triple. If the ball is hit in the air within the foul lines over the entire outfield (and outfield fence, if there is one), it is a home run: the batter and any runners on base may all freely circle the bases, each scoring a run. This is the most desirable result for the batter. A player who reaches base due to a fielding mistake is not credited with a hit— instead, the responsible fielder is charged with an error.
Any runners already on base may attempt to advance on batted balls that land, or contact the ground, in fair territory, before or after the ball lands; a runner on first base must attempt to advance if a ball lands in play. If a ball hit into play rolls foul before passing through the infield, it becomes dead and any runners must return to the base they were at when the play began. If the ball is hit in the air and caught before it lands, the batter has flied out and any runners on base may attempt to advance only if they tag up or touch the base they were at when the play began, as or after the ball is caught. Runners may also attempt to advance to the next base while the pitcher is in the process of delivering the ball to home plate— a successful effort is a stolen base.
A pitch that is not hit into the field of play is called either a strike or a ball. A batter against whom three strikes are recorded strikes out. A batter against whom four balls are recorded is awarded a base on balls or walk, a free advance to first base. (A batter may also freely advance to first base if any part of the batter's body or uniform is struck by a pitch before the batter either swings at it or it contacts the ground.) Crucial to determining balls and strikes is the umpire's judgment as to whether a pitch has passed through the strike zone, a conceptual area above home plate extending from the midpoint between the batter's shoulders and belt down to the hollow of the knee.
A strike is called when one of the following happens:
The batter lets a well-pitched ball (one within the strike zone) go through to the catcher.
The batter swings at any ball (even one outside the strike zone) and misses. The batter hits a foul ball— one that either initially lands in foul territory or initially lands within the diamond but moves into foul territory before passing first or third base. If there are already two strikes on the batter, a foul ball is not counted as a third strike; thus, a foul ball cannot result in the immediate strikeout of the batter. (There is an exception to this exception: a two-strike foul bunt is recorded as a third strike.)
A ball is called when the pitcher throws a pitch that is outside the strike zone, provided the batter has not swung at it.
A shortstop tries to tag out a runner who is sliding headfirst, attempting to reach second base. While the team at bat is attempting to score runs, the team in the field is attempting to record outs. Among the various ways an out may be recorded, five are most common:
The strikeout: as described above, recorded against a batter who makes three strikes before putting the ball into play or being awarded a free advance to first base.
The flyout: as described above, recorded against a batter who hits a ball in the air that is caught by a fielder, whether in fair territory or foul territory, before it lands, whether or not the batter has run.
The ground out: recorded against a batter (in this case, batter-runner) who hits a ball that lands in fair territory which, before the batter-runner can reach first base, is retrieved by a fielder who touches first base while holding the ball or relays it to another fielder who touches first base while holding the ball.
The force out: recorded against a runner who is required to attempt to advance— either because the runner is on first base and a batted ball lands in fair territory, or because the runner immediately behind on the base path is thus required to attempt to advance— but fails to reach the next base before a fielder touches the base while holding the ball. The ground out is technically a special case of the force out.
The tag out: recorded against a runner who is touched by a fielder with the ball or a glove holding the ball, while the runner is not touching a base.
It is possible to record two outs in the course of the same play— a double play; even three— a triple play— is possible, though this is very rare. Players put out or retired must leave the field, returning to their team's dugout or bench. A runner may be stranded on base when a third out is recorded against another player on the team. Stranded runners do not benefit the team in its next turn at bat— every half- inning begins with the bases empty of runners.
An individual player's turn batting or plate appearance is complete when the player reaches base (or hits a home run), makes an out, or hits a ball that results in the team's third out, even if it is recorded against a teammate. On rare occasions, a batter may be at the plate when, without the batter's hitting the ball, a third out is recorded against a teammate— for instance, a runner getting caught stealing (tagged out attempting to steal a base). A batter with this sort of incomplete plate appearance starts off the team's next turn batting; any balls or strikes recorded against the batter the previous inning are erased. A runner may circle the bases only once per plate appearance and thus can score at most a single run per batting turn. Once a player has completed a plate appearance, that player may not bat again until the eight other members of his team have all taken their turn at bat. The batting order is set before the game begins, and may not be altered except for substitutions. Once a player has been removed for a substitute, that player may not reenter the game. Children's games often have more liberal substitution rules.
Certain traditional statistics are familiar to most baseball fans. The basic batting statistics include:
• At bats: plate appearances, excluding walks and hit by pitches— where the batter's ability is not fully tested— and sacrifices and sacrifice flies— where the batter intentionally makes an out in order to advance one or more base runners
• Hits: times reached base because of a batted, fair ball without fielding error
• Runs: times circling the bases and reaching home safely
• Runs batted in (RBIs): number of runners who scored due to a batter's action (including the batter, in the case of a home run), except when batter grounded into double play or reached on an error
• Home runs: hits on which the batter successfully touched all four bases, without the contribution of a fielding error
• Batting average: hits divided by at bats— the traditional measure of batting ability
The basic base running statistics include:
• Stolen bases: times advancing to the next base entirely due to the runner's own efforts, generally while the pitcher is preparing to deliver or delivering the ball
• Caught stealing: times tagged out while attempting to steal a base The basic pitching statistics include:
• Wins: games where pitcher was pitching while his team took a lead that it never relinquished, going on to win
• Losses: games where pitcher was pitching while the opposing team took a lead that it never relinquished, going on to win
• Saves: games where the pitcher enters a game led by the pitcher's team, finishes the game without surrendering the lead, is not the winning pitcher, and either (a) the lead was three runs or less when the pitcher entered the game; (b) the potential tying run was on base, at bat, or on deck; or (c) the pitcher pitched three or more innings
• Innings pitched: outs recorded while pitching divided by three
• Strikeouts: times pitching three strikes to a batter
• Winning percentage: wins divided by decisions (wins plus losses)
• Earned run average (ERA): runs allowed, excluding those resulting from fielding errors, per nine innings pitched
The basic fielding statistics include:
• Putouts: times the fielder catches a fly ball, tags or forces out a runner, or otherwise directly affects an out
• Assists: times a putout by another fielder was recorded following the fielder touching the ball
• Errors: times the fielder fails to make a play that should have been made with common effort and the batting team benefits as a result
• Total chances: putouts plus assists plus errors
• Fielding average: successful chances (putouts plus assists) divided by total chances
Basketball is a team sport in which two teams of five active players each try to score points against one another by placing a ball through a 10 feet (3.048 m) high hoop (the goal) under organized rules. Basketball is one of the most popular and widely viewed sports in the world.
Points are scored by throwing (shooting) the ball through the basket above; the team with more points at the end of the game wins. The ball can be advanced on the court by bouncing it (dribbling) or passing it between teammates. Disruptive physical contact (foul) is not permitted and there are restrictions on how the ball can be handled (violations). Through time, basketball has developed to involve common techniques of shooting, passing and dribbling, as well as players' positions, and offensive and defensive structures. Typically, the tallest members of a team will play center or one of two forward positions, while shorter players or those who possess the best ball handling skills and speed, play the guard positions. While competitive basketball is carefully regulated, numerous variations of basketball have developed for casual play. In some countries, basketball is also a popular spectator sport.
While competitive basketball is primarily an indoor sport, played on a basketball court, less regulated variations have become exceedingly popular as an outdoor sport among both inner city and rural groups.
The object of the game is to outscore one's opponents by throwing the ball through the opponents' basket from above while preventing the opponents from doing so on their own. An attempt to score in this way is called a shot. A successful shot is worth two points or three points if it is taken from beyond the three-point arc which is 6.25 meters from the basket in international games and 23 feet 9 inches (7.2 m) in NBA games.
Football is the word given to a number of similar team sports, all of which involve (to varying degrees) kicking a ball with the foot in an attempt to score a goal. The most popular of these sports worldwide is association football, more commonly known as just "football" or "soccer". The English language word "football" is also applied to "gridiron football" (a name associated with the North American sports, especially American football and Canadian football), Australian football, Gaelic football, rugby football (rugby league and rugby union), and related games. Each of these codes (specific sets of rules, or the games defined by them) is referred to as "football"
These games involve:
• Two teams of usually between 1 1 and 18 players; some variations that have fewer players (five or more per team) are also popular
• a clearly defined area in which to play the game;
• scoring goals and/or points, by moving the ball to an opposing team's end of the field and either into a goal area, or over a line;
• goals and/or points resulting from players putting the ball between two goalposts
• the goal and/or line being defended by the opposing team; • players being required to move the ball— depending on the code— by kicking, carrying and/or hand passing the ball; and
• players using only their body to move the ball.
In most codes, there are rules restricting the movement of players offside, and players scoring a goal must put the ball either under or over a crossbar between the goalposts. Other features common to several football codes include: points being mostly scored by players carrying the ball across the goal line and; players receiving a free kick after they take a mark/make a fair catch.
Kicking is a method used by many types of football, including Association football, Australian Rules football, International rules football, American football, Canadian football, Gaelic football, Rugby league, Rugby union.
Association football, more commonly known as football or soccer, is a team sport played between two teams of eleven players, and is widely considered to be the most popular sport in the world. Today, football is played at a professional level all over the world. Millions of people regularly go to football stadiums to follow their favorite teams, while billions more watch the game on television. It is a football variant played on a rectangular grass or artificial turf field, with a goal in the centre of each of the short ends. The object of the game is to score by maneuvering the ball into the opposing goal. In general play, the goalkeepers are the only players allowed to use their hands or arms to propel the ball; the rest of the team usually use their feet to kick the ball into position, occasionally using their torso or head to intercept a ball in midair. The team that scores the most goals by the end of the match wins. If the score is tied at the end of the game, either a draw is declared or the game goes into extra time and/or a penalty Shootout, depending on the format of the competition.
Football is played in accordance with a set of rules known as the Laws of the Game. The game is played using a single spherical ball, known as the football. Two teams of eleven players each compete to get the ball into the other team's goal (between the posts and under the bar), thereby scoring a goal. The team that has scored more goals at the end of the game is the winner; if both teams have scored an equal number of goals then the game is a draw. Each team is led by a captain.
The primary rule is that players (other than goalkeepers) may not deliberately handle the ball with their hands or arms during play (though they do use their hands during a throw-in restart). Although players usually use their feet to move the ball around, they may use any part of their bodies other than their hands or arms. Within normal play, all players are free to play the ball in any direction and move throughout the pitch, though the ball cannot be received in an offside position.
In typical game play, players attempt to create goal scoring opportunities through individual control of the ball, such as by dribbling, passing the ball to a team-mate, and by taking shots at the goal, which is guarded by the opposing goalkeeper. Opposing players may try to regain control of the ball by intercepting a pass or through tackling the opponent in possession of the ball; however, physical contact between opponents is restricted. Football is generally a free- flowing game, with play stopping only when the ball has left the field of play or when play is stopped by the referee. After a stoppage, play recommences with a specified restart.
At a professional level, most matches produce only a few goals.
The Laws of the Game do not specify any player positions other than goalkeeper, but a number of specialized roles have evolved. Broadly, these include three main categories: strikers, or forwards, whose main task is to score goals; defenders, who specialize in preventing their opponents from scoring; and midfielders, who dispossess the opposition and keep possession of the ball in order to pass it to the forwards on their team. Players in these positions are referred to as outfield players, in order to discern them from the single goalkeeper. These positions are further subdivided according to the area of the field in which the player spends most time. For example, there are central defenders, and left and right midfielders. The ten outfield players may be arranged in any combination. The number of players in each position determines the style of the team's play; more forwards and fewer defenders creates a more aggressive and offensive- minded game, while the reverse creates a slower, more defensive style of play. While players typically spend most of the game in a specific position, there are few restrictions on player movement, and players can switch positions at any time. The layout of a team's players is known as a formation. Defining the team's formation and tactics is usually the prerogative of the team's manager.
Each team consists of a maximum of eleven players (excluding substitutes), one of whom must be the goalkeeper. Competition rules may state a minimum number of players required to constitute a team; this is usually seven. Goalkeepers are the only players allowed to play the ball with their hands or arms, provided they do so within the penalty area in front of their own goal. Though there are a variety of positions in which the outfield (non-goalkeeper) players are strategically placed by a coach, these positions are not defined or required by the Laws. A number of players may be replaced by substitutes during the course of the game. The maximum number of substitutions permitted in most competitive international and domestic league games is three, though the permitted number may vary in other competitions or in friendly matches. Common reasons for a substitution include injury, tiredness, ineffectiveness, a tactical switch, or time wasting at the end of a finely poised game. In standard adult matches, a player who has been substituted may not take further part in a match.
A game is officiated by a referee, who has "full authority to enforce the Laws of the Game in connection with the match to which he has been appointed" (Law 5), and whose decisions are final. The referee is assisted by two assistant referees. In many high-level games there is also a fourth official who assists the referee and may replace another official should the need arise.
Pitch
The length of the pitch for international adult matches is in the range 100-1 10 m (1 10-120 yd) and the width is in the range 64-75 m (70-80 yd). Fields for non-international matches may be 91-120 m (100-130 yd) length and 45-91 m (50-101 yd) in width, provided that the pitch does not become square. The longer boundary lines are touchlines or sidelines, while the shorter boundaries (on which the goals are placed) are goal lines. A rectangular goal is positioned at the middle of each goal line. The inner edges of the vertical goal posts must be 7.3 m (8 yd) apart, and the lower edge of the horizontal crossbar supported by the goal posts must be 2.44 m (8 ft) above the ground. Nets are usually placed behind the goal, but are not required by the Laws.
In front of each goal is an area known as the penalty area. This area is marked by the goal line, two lines starting on the goal line 16.5 m (18 yd) from the goalposts and extending 16.5 m (18 yd) into the pitch perpendicular to the goal line, and a line joining them. This area has a number of functions, the most prominent being to mark where the goalkeeper may handle the ball and where a penalty foul by a member of the defending team becomes punishable by a penalty kick. Other markings define the position of the ball or players at kick-offs, goal kicks, penalty kicks and corner kicks.
Duration and tie-breaking methods
A standard adult football match consists of two periods of 45 minutes each, known as halves. Each half runs continuously, meaning that the clock is not stopped when the ball is out of play. There is usually a 15-minute half-time break between halves. The end of the match is known as full-time. The referee is the official timekeeper for the match, and may make an allowance for time lost through substitutions, injured players requiring attention, or other stoppages. This added time is commonly referred to as stoppage time or injury time, and is at the sole discretion of the referee. The referee alone signals the end of the match. In matches where a fourth official is appointed, toward the end of the half the referee signals how many minutes of stoppage time he intends to add. The fourth official then informs the players and spectators by holding up a board showing this number. The signaled stoppage time may be further extended by the referee.
In league competitions, games may end in a draw, but in some knockout competitions if a game is tied at the end of regulation time it may go into extra time, which consists of two further 15- minute periods. If the score is still tied after extra time, some competitions allow the use of penalty shootouts (known officially in the Laws of the Game as "kicks from the penalty mark") to determine which team will progress to the next stage of the tournament. Goals scored during extra time periods count toward the final score of the game, but kicks from the penalty mark are only used to decide the team that progresses to the next part of the tournament (with goals scored in a penalty shootout not making up part of the final score).
In competitions using two-legged matches, each team competes at home once, with an aggregate score from the two matches deciding which team progresses. Where aggregates are equal, the away goals rule may be used to determine the winners, in which case the winner is the team that scored the most goals in the leg played away from home. If the result is still equal, kicks from the penalty mark are usually required, though some competitions may require a tied game to be replayed.
Ball in and out of play
Under the Laws, the two basic states of play during a game are ball in play and ball out of play. From the beginning of each playing period with a kick-off until the end of the playing period, the ball is in play at all times, except when either the ball leaves the field of play, or play is stopped by the referee. When the ball becomes out of play, play is restarted by one of eight restart methods depending on how it went out of play:
Kick-off: following a goal by the opposing team, or to begin each period of play.
Throw-in: when the ball has wholly crossed the touchline; awarded to opposing team to that which last touched the ball. Goal kick: when the ball has wholly crossed the goal line without a goal having been scored and having last been touched by an attacker; awarded to defending team.
Corner kick: when the ball has wholly crossed the goal line without a goal having been scored and having last been touched by a defender; awarded to attacking team. Indirect free kick: awarded to the opposing team following "non-penal" fouls, certain technical infringements, or when play is stopped to caution or send-off an opponent without a specific foul having occurred. A goal may not be scored directly from an indirect free kick.
Direct free kick: awarded to fouled team following certain listed "penal" fouls.
Penalty kick: awarded to the fouled team following a foul usually punishable by a direct free kick but that has occurred within their opponent's penalty area.
Dropped-ball: occurs when the referee has stopped play for any other reason, such as a serious injury to a player, interference by an external party, or a ball becoming defective. This restart is uncommon in adult games.
Misconduct A foul occurs when a player commits an offence listed in the Laws of the Game while the ball is in play. The offences that constitute a foul are listed in Law 12. Handling the ball deliberately, tripping an opponent, or pushing an opponent, are examples of "penal fouls", punishable by a direct free kick or penalty kick depending on where the offence occurred. Other fouls are punishable by an indirect free kick. A player scores a penalty kick given after an offence is committed inside the penalty area The referee may punish a player or substitute's misconduct by a caution (yellow card) or sending-off (red card). A second yellow card at the same game leads to a red card, and therefore to a sending-off. A player given a yellow card is said to have been "booked", the referee writing the player's name in his official notebook. If a player has been sent off, no substitute can be brought on in their place. Misconduct may occur at any time, and while the offences that constitute misconduct are listed, the definitions are broad. In particular, the offence of "unsporting behavior" may be used to deal with most events that violate the spirit of the game, even if they are not listed as specific offences. A referee can show a yellow or red card to a player, substitute or substituted player. Non-players such as managers and support staff cannot be shown the yellow or red card, but may be expelled from the technical area if they fail to conduct themselves in a responsible manner.
Rather than stopping play, the referee may allow play to continue if doing so will benefit the team against which an offence has been committed. This is known as "playing an advantage". The referee may "call back" play and penalize the original offence if the anticipated advantage does not ensue within a short period, typically taken to be four to five seconds. Even if an offence is not penalized due to advantage being played, the offender may still be sanctioned for misconduct at the next stoppage of play.
The tactical responsibilities of goalkeepers include:
• To keep goal by physically blocking attempted shots with any part of their body. The keeper is permitted to play the ball anywhere on the field, but he may not handle the ball outside the penalty area.
• To take free kicks from deep into their own territory and goal kicks.
• To organize the team's defenders during defensive set pieces such as free kicks and corners. In the case of free kicks, this includes picking the numbers and the organization of a defensive man wall. The 'wall' serves to provide a physical obstruction for the incoming ball. Occasionally, goalkeepers may opt to dispense with the wall. Some goalkeepers are also entrusted with the responsibility of picking markers while defending at set pieces.
• To pick out crosses and attempted long passes either by punching them clear or collecting them in flight.
Real and Live cricket match production system is an example system only. It should be understood that embodiments of the present invention may be used in a variety of applications. Although the present invention is not limited in this respect, the invention Rule based computer generated (automated) real and live movie or film or video production system herein may be used in many ways such as sports, movie, advertising, fashion show, presentation.
Golf is a sport in which players using many types of clubs including woods, irons, and putters, attempt to hit balls into each hole on a golf course in the lowest possible number of strokes. Golf is one of the few ball games that do not use a standardized playing area; rather the game is played on golf "courses", each one of which has a unique design and typically consists of either 9 or 18 holes. Golf is defined in the Rules of Golf as "playing a ball with a club from the teeing ground into the hole by a stroke or successive strokes in accordance with the Rules".
Golf competition is generally played for the lowest number of strokes by an individual, known simply as stroke play, or for the lowest score on the most individual holes during a complete round by an individual or team, known as match play.
Golf is played in an area of land designated a golf course. A course consists of a series of holes, each with a teeing area marked by two markers showing the bounds of the legal tee area, fairway, rough and other hazards, and the putting green surrounded by the fringe with the pin (flagstick) and cup. Different levels of grass are varied to increase difficulty or to allow for putting in the case of the green. While many holes are designed with a direct line-of-sight from the tee-off point to the green, some of the holes may bend either to the left or to the right. This is called a "dogleg", in reference to a dog's knee. The hole is called a "dogleg left" if the hole angles leftwards, and vice versa; rarely, a hole's direction can bend twice, and is called a "double dogleg". A typical golf course consists of eighteen holes, but many smaller courses may only have nine.
Every round of golf is based on playing a number of holes in a given order. A round typically consists of 18 holes that are played in the order determined by the course layout. On a nine-hole course, a standard round consists of two successive nine-hole rounds. Playing a hole on the golf course consists of hitting a ball from a tee on the teeing box (a marked area designated for the first shot of a hole, a tee shot), and once the ball comes to rest, striking it again. This process is repeated until the ball is in the cup. Once the ball is on the green (an area of finely cut grass) the ball is usually putted (hit along the ground) into the hole. The goal of resting the ball in the hole in as few strokes as possible may be impeded by hazards, such as bunkers and water hazards. In most typical forms of game play, each player plays his/her ball until it is holed.
In golf, a par is a predetermined number of strokes that a scratch (or 0 handicap) golfer should require to complete a hole, a round (the sum of the pars of the played holes), or a tournament (the sum of the pars of each round). Pars are the central component of stroke play, the most common kind of play in professional golf tournaments.
A hole is classified by its par; the number of strokes a skilled golfer should require to complete play of the hole. For example, a skilled golfer expects to reach the green on a par-four hole in two strokes (This would be considered a Green in Regulation or GIR): one from the tee (the "drive") and another, second, stroke to the green (the "approach"); and then roll the ball into the hole in two putts for par. A golf hole is either a par-three, -four or -five, rarely -six, very rarely - seven.
Match play: In match play, two players (or two teams) play each hole as a separate contest against each other. The party with the lower score wins that hole, or if the scores of both players and teams are equal the hole is "halved" (tied). The game is won by the party that wins more holes than the other. In the case that one team or player has taken a lead that cannot be overcome in the number of holes remaining to be played, the match is deemed to be won by the party in the lead, and the remainders of the holes are not played. For example, if one party already has a lead of six holes, and only five holes remain to be played on the course, the match is over. At any given point, if the lead is equal to the number of holes remaining, the match is said to be "dormie", and is continued until the leader increases the lead by one hole or ties any of the remaining holes, thereby winning the match, or until the match ends in a tie with the lead player's opponent winning all remaining holes. When the game is tied after the predetermined number of holes have been played, it may be continued until one side takes a one-hole lead.
Stroke play: Stroke play is a scoring system for golf (compare to match play). Stroke play is the scoring system for the vast majority of professional golf tournaments. In stroke play, players record the total number of strokes taken in the entire round of golf. The lowest total score wins. Players' scores are usually reported in relation to par for easier comparison with other golfers' scores. For example, a player whose score is three strokes over par after a given hole would appear as "+3" on the Scoreboard. In stroke play, the score achieved for each and every hole of the round or tournament is added to produce the total score, and the player with the lowest score wins. (Stroke play is the game most commonly played by professional golfers.) If there is a tie after the regulation number of holes in a professional tournament, a playoff takes place between all tied players. Playoffs are either sudden death or employ a pre-determined number of holes, anywhere from three to a full eighteen. In sudden death, a player who scores lower on a hole than all of his opponents wins the match. If at least two players remain tied after such a playoff using a pre-determined number of holes, then play continues in sudden death format, where the first player to win a hole wins the tournament.
Penalties: Penalties are incurred in certain situations. They are counted towards a player's score as if they were an extra swing or swings at the ball. Strokes are added for rules infractions, or for hitting one's ball into an unplayable situation. A lost ball or a ball hit out of bounds result in a penalty of one stroke and distance. A one stroke penalty is assessed if a player's equipment causes the ball to move, or the removal of a loose impediment causes the ball to move. If a golfer makes a stroke at the wrong ball, or hits a fellow golfer's ball with a putt, the player incurs a two stroke penalty. Most rule infractions lead to stroke penalties, but also can lead to disqualification. Disqualification could be from cheating, signing for a lower score, or from rules infractions that lead to improper play.
A golfer's score is determined by how many shots have been taken by the golfer relative to par. If a course has a par of 72 and a golfer takes 75 strokes to complete the course, the golfer's reported score is +3, or "three-over-par". This means that the golfer has taken three shots more than par to complete the course. If a golfer takes 70 strokes, their reported score is -2, or "two-under-par".
Tournament scores are calculated by totaling the golfer's score relative to par in each round (there are usually four rounds in professional tournaments). If each of the four rounds of a tournament has a par of 72, the tournament par would be 288 and the golfer's score would be recorded relative to the tournament par. For example, a golfer could record a 70 in the first round, a 72 in the second round, a 73 in the third round, and a 69 in the fourth round. This would give the golfer a tournament score of 284, or four-under-par.
Tennis is a sport played between two players (singles) or between two teams of two players each (doubles). Each player uses a strung racquet to strike a hollow rubber ball covered with felt, but can be any color or even two-tone) over a net into the opponent's court.
The players (or teams) start on opposite sides of the net. One player is designated the server, and the opposing player, or in doubles one of the opposing players, is the receiver. Service alternates between the two halves of the court. For each point, the server starts behind his baseline, between the center mark and the sideline. The receiver may start anywhere on their side of the net. When the receiver is ready, the server will serve, although the receiver must play to the pace of the server.
In a legal service, the ball travels over the net (without touching it) and into the diagonally opposite service box. If the ball hits the net but lands in the service box, this is a let or net service, which is void, and the server gets to retake that serve. The player can serve any number of let services in a point and they are always treated as voids and not as faults. A fault is a serve that is long, wide, or not over the net. There is also a "foot fault", which occurs when a player's foot touches the baseline or an extension of the center mark before the ball is hit. If the second service is also faulty, this is a double fault, and the receiver wins the point. However, if the serve is in, it is considered a legal service. A legal service starts a rally, in which the players alternate hitting the ball across the net. A legal return consists of the player or team hitting the ball exactly once before it has bounced twice or hit any fixtures except the net, provided that it still falls in the server's court. The ball then travels back over the net and bounces in the court on the opposite side. The first player or team to fail to make a legal return loses the point.
A tennis match is composed of a number of sets. Typically for both men's and women's matches, the first player to win two sets wins the match. At certain important tennis tournaments for men, including all four Grand Slam tournaments and the final of the Olympic Games, the first man to win three sets wins the match. A set consists of games, and games, in turn, consist of points.
A game consists of a sequence of points played with the same player serving. A game is won by the first player to have won at least four points in total and at least two points more than the opponent. The running score of each game is described in a manner particular to tennis: scores of zero to three points are described as "love" (or zero), "fifteen", "thirty", and "forty" respectively. If at least three points have been scored by each player, and the scores are equal, the score is "deuce". If at least three points have been scored by each side and a player has one more point than his opponent, the score of the game is "advantage" for the player in the lead. During informal games, "advantage" can also be called "ad in" or "ad out", depending on whether the serving player or receiving player is ahead, respectively.
A point in tennis is the smallest subdivision of the match, the completion of which changes the score. A point can consist of a double fault by the server, in which case it is won by the receiver; otherwise, it begins with a legal serve by one side's server to the receiver on the other, and continues until one side fails to make a legal return to the other, losing the point.
Field hockey is a team sport in which a team of players attempt to score goals by hitting, pushing or flicking the ball with hockey sticks into the opposing team's goal. Its official name is simply hockey, and this is the common name for it in many countries. However, the name field hockey is used in countries where the word hockey is usually reserved for another form of hockey, such as ice hockey or street hockey.
The game is played between two teams of up to sixteen players, eleven of whom are permitted to be on the pitch at any one time. The remaining five players, the substitutes, may be substituted in any combination, from one to five, an unlimited number of times in the course of a game. Substitutions are permitted at any point in the game, apart from between the award and end of a penalty corner; the only exception to this rule is for injury or suspension of the defending goalkeeper.
Players are permitted to play the ball with the flat of the 'face side' and with the edges of the head and handle of the hockey stick with the exception that, for reasons of safety, the ball may not be struck 'hard' with a forehand edge stroke, because of the difficulty of controlling the height and direction of the ball from that stroke.
There are no fixed positions, but most teams arrange themselves (in a similar way to Association football teams) into fullbacks (defense), midfielders (halfback) and forwards (front line). Many teams include a single sweeper. The rules do not specify a minimum number of players for a match to take place, but most competitions have some local ruling on this, with seven players being a common minimum. One player from each team may be designated the goalkeeper.
For the purposes of the rules, all players on the team in possession of the ball are attackers, and those on the team without the ball are defenders.
Field players may only play the ball with the face of the stick. Tackling is permitted as long as the tackier does not make contact with the attacker or his stick before playing the ball (contact after the tackle may also be penalized if the tackle was made from a position where contact was inevitable). Further, the player with the ball may not deliberately use his body to push a defender out of the way.
Obstruction typically occurs in three circumstances - when a defender comes between the player with possession and the ball in order to prevent them tackling; when a defender's stick comes between the attacker's stick and the ball or makes contact with the attacker's stick or body; and also when blocking the opposition's attempt to tackle a teammate with the ball (called third party obstruction).
Free Hits: Free hits are awarded when offences are committed outside the scoring circles. The ball may be hit or pushed once in any direction by the team offended against. The ball must not be intentionally raised with any hit including a free hit.
Corner: A corner is awarded if the ball goes over the backline after last being touched by a defender. Corners are played by the attacking team and involve a free hit on the sideline 5 m from the corner of the field closest to where the ball went out of play. These restarts are also known as long corners. A penalty corner is awarded : (a) for an offence by a defender in the circle which does not prevent the probable scoring of a goal (b) for an intentional offence in the circle by a defender against an opponent who does not have possession of the ball or an opportunity to play the ball (c) for an intentional offence by a defender outside the circle but within the 23 meters area they are defending (d) for intentionally playing the ball over the back-line by a defender (e) when the ball becomes lodged in a player's clothing or equipment while in the circle they are defending.
Penalty Stroke: A penalty stroke (often referred to as a PS, a flick, or just as a stroke) is awarded when defenders commit a deliberate foul in the circle which deprives an attacker of possession or the opportunity to play the ball, when any breach prevents a probable goal, or if defenders repeatedly "break" or start to run from the backline before a penalty corner has started.
Scoring: The teams' object is to play the ball into their attacking circle and, from there, hit, push or flick the ball into the goal, scoring a goal. The team with more goals after two 35-minute halves wins the game. The playing time may be shortened, particularly when younger players are involved, or for some tournament play.
Formations provide structure to a hockey team on the pitch. They help players understand and share the defensive and attacking responsibilities. Although higher level teams may select from a wide range of formations, teams containing inexperienced players or teams which see frequent changes to their players are likely to select from a more limited range of formations such as 4-3- 3, 5-3-2 and 4-4-2.
Ice hockey is played on a hockey rink. During normal play, there are six players, including one goaltender, per side on the ice at any time, each of whom is on ice skates. The objective of the game is to score goals by shooting a hard vulcanized rubber disc, the puck, into the opponent's goal net, which is placed at the opposite end of the rink. The players may control the puck using a long stick with a blade that is commonly curved at one end.
Players may also redirect the puck with any part of their bodies, subject to certain restrictions. Players may not hold the puck in their hand and are prohibited from using their hands to pass the puck to their teammates, unless if they are in the defensive zone. Players are also prohibited from kicking the puck into the opponent's goal, though unintentional redirections off the skate are permitted. Players may not intentionally bat the puck into the net with their hands.
The five players other than the goaltender are typically divided into three forwards and two defensemen. The forward positions consist of a centre and two wingers: a left wing and a right wing. Forwards often play together as units or lines, with the same three forwards always playing together. The defensemen usually stay together as a pair generally divided between left and right. Left and right side wingers or defensemen are generally positioned as such based on the side on which they carry their stick.
The boards surrounding the ice help keep the puck in play and they can also be used as tools to play the puck. Players are permitted to "bodycheck" opponents into the boards as a means of stopping progress. The referees, linesmen and the outsides of the goal are "in play" and do not cause a stoppage of the game when the puck or players are influenced (by either bouncing or colliding) into them. Play can be stopped if the goal is knocked out of position. Play often proceeds for minutes without interruption. When play is stopped, it is restarted with a face-off. Two players "face" each other and an official drops the puck to the ice, where the two players attempt to gain control of the puck. Markings on the ice indicate the locations for the "face-off' and guide the positioning of players.
There are three major rules of play in ice hockey that limit the movement of the puck: offside, icing, and the puck going out of play. The puck goes "out of play" whenever it goes past the perimeter of the ice rink (onto the player benches, over the "glass", or onto the protective netting above the glass) and a stoppage of play is called by the officials using whistles. It also does not matter if the puck comes back onto to the ice surface from those areas as the puck is considered dead once it leaves the perimeter of the rink.
For most penalties, the offending player is sent to the penalty box and his team has to play without him and with one less skater for a short amount of time. Most minor penalties last for two minutes, unless a major penalty of five minutes duration, or a double minor penalty of two consecutive penalties of two minutes duration, has been assessed. The team that has taken the penalty is said to be playing shorthanded while the other team is on the power play.
System may preferably use Microsoft DOTNET, web services, SQL server, Microsoft Silverlight, Flash Video Stream, Flash Video stream player and Action scripts, Adobe Flex and other flash authoring tools, Convert to Flash Video Tools, AJAX and JavaFx technologies, sports video analysis and editing software, tools and services for development of automated near live rule based sports production system, applications, framework, network and services.
System works on online, offline, Peer to Peer mode and provides multiple users, multiple visual styles, multiple administration levels, multiple languages i.e. localization & globalization (commentary and user interface), multiple platform & device support, multi tasking, multiple versions (customized versions), multiple clients (rich, thin or smart clients) functionalities and operates with all devices including computers, laptops, smart devices, video gaming consoles, smart video devices, mobile, kiosk & in-store kiosks, interactive television, multi touch screen such as interactive walls and tabletops, digital projector, any digital display system, digital theatre system(DTS), other video capable devices? customize device(s) includes any video device(s), and processing, storage and display device(s) & hardware with automated sports video production applications and services, embedded systems, IPTV, set-top-box, smart computers (tablet PC, Microsoft surface pc, Linux MPX and HP huge multi touch screen, OQO Pocket PC) & laptops, voice enabled technology, remote control selection system, wireless technologies such as Bluetooth, infrared, WiFi, GPRS, GSM, WLAN and WiMax.
Automated sports video production stream services can binds with 3rd party portals or services via web services and integrate with applications, multimedia, virtual tours, virtual world, games, visual & interactive technology, digital maps (location based service), Voice enabled technology, embedded systems, and e-commerce and enterprise platform or services via web services, SDK and API.
A System and Method for rule based computer generated or automated production of real and live domain specific video (movie or film) comprising real and live sports film production system including cricket, base ball, golf, soccer, football, hockey, basketball, racing, tennis based on domain specific rule base by domain specific rule engine, said system and method comprising:
1) creation of domain specific pattern base knowledgebase which uses some knowledge representation formalism to capture the Subject Matter Experts (SME) knowledge;
2) a process of gathering that knowledge and store to database from the SME and codifying it according to the formalism (knowledge engineering);
3) a list of domain specific rules or rule base, which is a specific type of knowledge base;
4) a domain specific video clips with metadata database as per domain specific rules;
5) a domain specific rules or reasoning or rule engine, which infers information or takes action;
6) a domain specific user interface through which input and output signals are received and sent. Creation of sports domain specific pattern base knowledgebase comprising steps of identify and classify set of repetitive identical live actions (shots) occurs in each type of sports as per sport type rules, laws, strategies, tactics, techniques and television views or camera angles.
Codifying and standardizing sports domain specific knowledgebase with knowledge engineering comprising identify all possible combinations of sequences, sub-sequences and scenes or shots (shot script) for rule engine programming for ordering and merging shots in each domain specific sports sequence as per input and rule base to generate desired output.
Video clips are shot for the purpose or are extracted from pre-recorded sports events identifying the repetitive actions (shots) as per sport type, rules, laws, strategies, tactics, techniques, television views using film making and shooting techniques, camera angles and views types and the video clips are classified as per rule base, edited and stored.
Developing sports domain specific video clips comprising shooting of multiple versions from multiple camera angles, editing, inputting associate metadata including shot type, version, angle, name and view mode, taxonomies, ontologies, system data compatible with sports domain specific rule base and laws.
Domain specific rule base and conditions are based on identifying and classifying all possible repetitive actions (shots) as per sport type, rules, laws, strategies, tactics, techniques and television views.
Sports domain specific rules or reasoning or rule engine, which infers information or takes action comprising match rules, select rules and executing or firing rules based on the interaction of input and the rule base and generate real and live movie or film or video by ordering or sequencing and merging video clips.
Sports domain specific user interface through which input and output signals are received and sent comprising administrator interface for managing all resources including rule base or rules, video clips, metadata, sportsperson profiles and customizing or preference settings interface for dynamically generating particular sports event video or film or movie. Input can be done by human mediated, automatically, remotely, template based, collaboratively like social networks and naturally by various logics and systems. Developing sports domain specific video clips shot view mode comprising individual sportsperson near view, far view with dummies, aerial view and group or teams of sportspersons combined views.
Developing sports domain specific video clips comprising shooting of video clips, upgrade video clips including add new modify existing and delete video clip(s), extracting video clips from existing sports videos compatible with sports domain specific rules.
Developing sports domain specific video clips shooting comprising Visual effects processes by which imagery is created and/or manipulated outside the context of a live action shoot and integration of live-action footage and computer generated imagery (CGI) in order to create environments which look realistic and special effects including optical effects and mechanical effects.
Active sportsperson can be expert, non-expert or novice, actor or actress, cartoon character, digital character.
Ordering and merging sequences of video clips by domain specific rule engine based on live and real sport's production rules compatible with each related sport game's laws comprising strategies, tactics, tricks, techniques and television presentation view of cricket match.
Generated real and live sport match optionally edited or directly broadcasting or streaming or recording or playing or screening or telecasting over different communication networks to multiple user devices to viewers.
Domain specific generated sports video combined with live or pre-recorded audio commentary and system generated current Scoreboard and advertising after specific period.
A system can also use for automated production of other domain or types of video or film or movie comprising other types or formats of existing sports games or entirely new types of sports games, tally matches, movie, video music album, dance, advertising, game, cartoon movie, comics, story, fashion show, trailer, short film, documentary, entertainment as per movie production rules.
An exemplary automated real and live cricket match production system for generating live cricket matches (film), comprising 1) a graphical user interface for configuration of ball by ball score and actions settings of each player (actor) of each team of each match (admin client tier);
2) pre-recorded set of video clips database of each player's set of shots as per role including bating, bowling, fielding and umpiring roles (data tier);
3) ordering and merging sequences of video clips as per set of real and live cricket match production system rules by rule engine (business logic or middle tier), each computer generated live or real time or near real time or recorded cricket match comprises ball by ball series of sequences; each ball sequence comprising, start of each ball up-to start of next ball bowling, batting, fielding, umpiring and general series of step by step subsequences; comprising steps of
1. Pre Bowling Bowler's and/or Batsman's and/or Fielders and/or Umpire's Live Actions shots,
2. While bowling Bowler's Ball Delivery, Batsman's Striking and Fielder's Fielding single Live Actions shot
3. Post Bowling Bowler's and/or Batsman's and/or Fielders and/or Umpire's Live Actions shots; and
4) recording or broadcasting or streaming via different networks on user device to viewers (presentation tier).
Administrator can apply settings or configure each cricket match by graphical user interface comprising selecting match type including limited over match, one day match and test match, selecting number of over for limited over match and one day match type, selecting number of teams, selecting number of matches in series, selecting number of groups, selecting number of teams in each groups, selecting host country and stadium, selecting pre-created teams or creating each team by selecting players from the master list of available players and configure ball by ball settings of each player's action(s) of each team of each match.
Wherein each edited final version of video clip of each role of each active players comprising metadata including player number associate with player's profile, role of player including bowler, fielder, batsman, shot type, shot name, shot version, shot angle, shot mode, associate score or action setting name e.g. 4 or 6 run, camera angle, mode of view including bowler active, batsman active, fielder active, player statistics, video clip number and data, video clip metadata. And each active player can be part of any team of any match of any series or cup.
An exemplary automated real and live baseball match production system for generating live baseball matches (film), comprising
1) a graphical user interface for configuration of ball by ball score and actions settings of each player (actor) of each team of each match (admin client tier);
2) pre-recorded set of video clips database of each player's set of shots as per role including batter, pitcher, fielders (catcher) and umpire roles (data tier);
3) ordering and merging sequences of video clips as per set of real and live baseball match production system rules by rule engine (business logic or middle tier), each computer generated live or real time or near real time or recorded baseball match comprises ball by ball series of sequences; each ball sequence comprising, start of each ball up-to start of next ball pitching, hitting (batting), fielding, umpiring and general series of step by step sub-sequences; comprising steps of
1. Pre Pitch (pitching delivery) Pitcher's and/or Batter's and/or Fielders and/or Umpire's Live Actions shots,
2. While Pitch Pitcher's Ball Delivery, Batter's hitting (Striking) and Fielder's Fielding single Live Actions shot
3. Post pitch (pitching delivery) Pitcher's and/or Batter's and/or Fielders and/or Umpire's Live Actions shots; and
4) recording or broadcasting or streaming via different networks on user device to viewers (presentation tier).
Administrator can apply settings or configure each baseball match by graphical user interface comprising selecting match type including single, series and world cup style, selecting number of teams, selecting number of matches in series, selecting number of groups, selecting number of teams in each groups, selecting host country and stadium, selecting pre-created teams or creating each team by selecting players from the master list of available players and configure ball by ball settings of each player's action(s) of each team of each match.
Wherein each edited final version of video clip of each role of each active players comprising metadata including player number associate with player's profile, role of player including pitcher, fielder, batter, shot type, shot name, shot version, shot angle, shot mode, associate score or action setting name e.g. 4 or 6 run, camera angle, mode of view including pitcher active, batter active, fielder active, player statistics, video clip number and data, video clip metadata.
And each active player can be part of any team of any match of any series or cup.
An exemplary automated real and live football or soccer match production system for generating live soccer matches (film), comprising
1) a graphical user interface for configuration of number of goals and actions (view experience) settings of each team of each match (admin client tier);
2) pre-recorded set of video clips database of each set of two playing teams shots comprising goal shot and try for goal shot with various styles, formations, tactics and skills and each player's of each team set of near view shots as per role and skills (data tier);
3) ordering and merging sequences of video clips as per set of real and live soccer match production system rules by rule engine (business logic or middle tier), each computer generated live or real time or near real time or recorded soccer match comprises goal and try for goal wise series of sequences; each goal sequence comprising, start of each goal or tray for goal up-to start of next goal or tray for goal series of step by step live actions shots; and
4) recording or broadcasting or streaming via different networks on user device to viewers (presentation tier).
Administrator can apply settings or configure each football or soccer match by graphical user interface comprising selecting match type including single, series and world cup (Domestic leagues, Cups, Champions League, international competition) style, selecting number of teams, selecting number of matches in series, selecting number of groups, selecting number of teams in each groups, selecting host country and stadium, selecting pre-created teams or creating each set of team by selecting players from the master list of available team set players and configure goal settings comprising number of goal of each team of each match of each single or series or cup, select goal method including free kick, penalty kick, corner kick, goal kick, goal by player and view experience in each goal comprising number of try for goals including number of failed free kick, penalty kick, corner kick, throw-in, goal kick and offence type for each types of penalties. Wherein each edited final version of video clip of each role of each active players comprising metadata including player number associate with player's profile, role of player, shot type, shot name, shot version, shot angle, shot mode, associate goal or action setting name, camera angle, mode of view, player statistics, video clip number and data, video clip metadata.
And each active team can be part of any match of any single or series or cup.
An exemplary automated real and live tennis match production system for generating live tennis matches (film), comprising
1) a graphical user interface for configuration of number of points and actions (view experience) settings of each player of each set of each game of each match (admin client tier);
2) pre-recorded set of video clips database of each set of two or four players of playing two teams shots comprising point shot and try for point or legal serve shot with various styles, formations, tactics and skills and each player's of each team set of near view shots as per role and skills (data tier);
3) ordering and merging sequences of video clips as per set of real and live tennis match production system rules by rule engine (business logic or middle tier), each computer generated live or real time or near real time or recorded tennis match comprises point and try for point or legal serve wise series of sequences; each point sequence comprising, start of each point or tray for point up-to start of next point or tray for point or start of legal serve up-to start of next legal serve series of step by step live actions shots; and
4) recording or broadcasting or streaming via different networks on user device to viewers (presentation tier).
Administrator can apply settings or configure each game of each set of each tennis match by graphical user interface comprising selecting match type including single, series and world cup style, selecting number of teams, selecting number of matches in series, selecting number of groups, selecting number of teams in each groups, selecting host country and stadium, selecting pre-created teams or creating each set of team by selecting players from the master list of available team set players and configure point settings comprising number of point of each player of each game of each set of each match of single or series or cup, select point method and view experience in each point comprising number of try for points. Wherein each edited final version of video clip of each role of each active players comprising metadata including player number associate with player's profile, role of player, shot type, shot name, shot version, shot angle, shot mode, associate point or action setting name, camera angle, mode of view, player statistics, video clip number and data, video clip metadata.
And each active set of two players (singles) or two teams of two players (doubles) can be part of any match of any single or series or cup.
An exemplary automated real and live basketball match production system for generating live basketball matches (film), comprising
1) a graphical user interface for configuration of number of goals and actions (view experience) settings of each team of each match (admin client tier);
2) pre-recorded set of video clips database of each set of two playing teams shots comprising goal shot and try for goal shot with various styles, formations, tactics and skills and each player's of each team set of near view shots as per role and skills (data tier); ordering and merging sequences of video clips as per set of real and live basketball match production system rules by rule engine (business logic or middle tier), each computer generated live or real time or near real time or recorded basketball match comprises goal and try for goal wise series of sequences; each goal sequence comprising, start of each goal or tray for goal up-to start of next goal or tray for goal series of step by step live actions shots; and
3) recording or broadcasting or streaming via different networks on user device to viewers (presentation tier).
Administrator can apply settings or configure each basketball match by graphical user interface comprising selecting match type including single, series(groups) and world cup style, selecting number of teams, selecting number of matches in series (groups), selecting number of groups, selecting number of teams in each groups, selecting host country and stadium, selecting pre- created teams or creating each set of team by selecting players from the master list of available team set players and configure goal settings comprising number of goal of each team of each match of each single or series or cup, select goal method including free throws (penalty) and goal by player and view experience in each goal comprising number of try for goals including number of failed free throws (penalty), throw-In and offence type for each types of penalties. Wherein each edited final version of video clip of each role of each active players comprising metadata including player number associate with player's profile, role of player, shot type, shot name, shot version, shot angle, shot mode, associate goal or action setting name, camera angle, mode of view, player statistics, video clip number and data, video clip metadata.
And each active team can be part of any match of any single or series or cup.
An exemplary automated real and live hockey match production system for generating live hockey matches (film), comprising
1) a graphical user interface for configuration of number of goals and actions (view experience) settings of each team of each match (admin client tier);
2) pre-recorded set of video clips database of each set of two playing teams shots comprising goal shot and try for goal shot with various styles, formations, tactics and skills and each player's of each team set of near view shots as per role and skills (data tier);
3) ordering and merging sequences of video clips as per set of real and live hockey match production system rules by rule engine (business logic or middle tier), each computer generated live or real time or near real time or recorded hockey match comprises goal and try for goal wise series of sequences; each goal sequence comprising, start of each goal or tray for goal up-to start of next goal or tray for goal series of step by step live actions shots; and
4) recording or broadcasting or streaming via different networks on user device to viewers (presentation tier).
Administrator can apply settings or configure each hockey match by graphical user interface comprising selecting match type including single, series and world cup style, selecting number of teams, selecting number of matches in series, selecting number of groups, selecting number of teams in each groups, selecting host country and stadium, selecting pre-created teams or creating each set of team by selecting players from the master list of available team set players and configure goal settings comprising number of goal of each team of each match of each single or series or cup, select goal method including Free Hits, Corner, Penalty Corner, Penalty Stroke, goal by player and view experience in each goal comprising number of try for goals including number of failed Free Hits, Corner, Penalty Corner, Penalty Stroke, goal by player and offence type for each types of penalties. Wherein each edited final version of video clip of each role of each active players comprising metadata including player number associate with player's profile, role of player, shot type, shot name, shot version, shot angle, shot mode, associate goal or action setting name, camera angle, mode of view, player statistics, video clip number and data, video clip metadata.
And each active team can be part of any match of any single or series or cup.
An exemplary automated real and live golf match production system for generating live golf matches (film), comprising
1) a graphical user interface for configuration of default number of holes play and related par and stokes or points scores of each hole play of each player or each player of each team of each round of each match and actions (view experience) settings (admin client tier);
2) pre-recorded set of video clips database of each player shots comprising hole play with stokes or points score shot with various styles, tactics and skills and each player's set of near view shots (data tier);
3) ordering and merging sequences of video clips as per set of real and live golf match production system rules by rule engine (business logic or middle tier), each computer generated live or real time or near real time or recorded golf match comprises hole play wise series of sequences; each hole play sequence comprising, start of each hole play up- to start of next hole play series of step by step live actions shots; and
4) recording or broadcasting or streaming via different networks on user device to viewers (presentation tier).
Administrator can apply settings or configure each golf match by graphical user interface comprising selecting match type including single, tournament (series) and world cup style, selecting number of teams, selecting number of matches in tournament (series), selecting number of groups, selecting number of teams in each groups, selecting host country and stadium, selecting pre-created teams or creating each team by selecting players from the master list of available players and configure hole play settings comprising number of holes play and related default par and stroke or points score of each player or each player of each team of each match of each single or tournament (series) or cup. Wherein each edited final version of video clip of each role of each active players comprising metadata including player number associate with player's profile, role of player, shot type, shot name, shot version, shot angle, shot mode, associate hole play and stokes or points score and action setting, camera angle, mode of view, player statistics, video clip number and data, video clip metadata.
And each active player can be part of any team of any match of any tournament (series) or cup.
Current live or archived sports video stream broadcasting over television and other devices comprising certain standard video view formats or styles e.g. live cricket video if we see contains standard camera angle views in each ball. System may apply reverse engineering or split each shot of video in to video clips and select, edit, store, classify as per near live video production standard, then based on administrator user's input and preferences and cricket production rule base, rule engine can creates new cricket match. System may also add more video clips with or without special and visual effects.
Possible Business and Revenue Models:
• Patent License Royalties (Per Sport, Per Location Domain and Duration e.g. Per Year)
• Sports team franchise (Per Sport, Per Location Domain and Duration e.g. Per Year)
• Television Broadcasting Rights (Per Sport, Per Location Domain and Duration e.g. Per Year)
• Own Television Channels (HD, Digital, Satellite, Cable) Free-to-Air, Subscription and Pay-Per-View Basis,
• Advertising and Sponsorship
• Sports Server (Internet and Mobile Streaming Services) rights
• Web Sites (Online sports streaming services, Sports E-commerce, Sports Betting, Advertising, Marketing, Social Networking and mass player game)
• Sports Video Consoles (Bundled or ship with 3rd parties devices e.g. video game consoles, PC, laptop, mobiles or smart devices or customize devices)
• Theatre screening (Multiplexes shows) • In-flight, train, car, cruise, bus or in-vehicle or home or hotel entertainment system (Video on demand service) subscription or bundled with 3rd parties VOD devices and services.
• Bundled with related sports games as add-on features
• PC Version (Installed via CD or DVD or plug and play hard drive & flash drive)
• Sports and entertainment video content services and Multimedia
• Sports Betting licenses and rights
• Upgrade and Updates subscriptions (New sports or upgrade current sports)
• Sale of new type of real and live fantasy Sports (User Interface, video clips and services)
• Bundled with other services and applications (Digital TV providers)
• Brand Licensing
• Integrate with other types of logic or system
Above mentioned sports production logic are exemplary only and can be change as per requirements.
BRIEF DESCRIPTION OF THE DRAWINGS
Non-limiting and non-exhaustive embodiments of the present invention are described with reference to the following drawings. In the drawings, like reference numerals refer to like parts throughout the various figures unless otherwise specified. For a better understanding of the present invention, reference will be made to the following Detailed Description Of The Embodiments, which are to be read in association with the accompanying drawings, wherein:
FIG. 1 and FIG. 2 is a system diagram of one embodiment of an environment in which the invention may be practiced;
FIG. 3 illustrates a schematic diagram of one embodiment of a network device useable within the environment of FIG. 1;
FIG. 4 shows an overview diagram of one embodiment of Computer Generated Live Cricket Match Server Platform of the environment of FIG. 1;
FIG. 5 illustrates a flow chart of an overview of a process Computer Generated Live Cricket Match Platform;
FIG. 6-16 show different screen shots of various embodiments of user interfaces for employing the Brands Social Networks (BSN) System, in accordance with the invention.
FIG. 17-23 illustrates a detail flow chart of Computer Generated Live Cricket Matches;
FIG. 24-28 shows a visual indication of a Computer Generated Live Cricket Match related view modes comprising Bowler Active and Batsman Active view modes and near bowler, batsman, fielder and umpire view modes and aerial or view mode of stadium while playing cricket match.
FIG. 29 shows a visual indication of a Computer Generated Live Cricket Match related visual admin interface for ball by ball score settings comprising each ball score and related angles.
FIG. 30-31 shows a visual indication of a Computer Generated Live Cricket Match related fielding position and matched fielders of 3 over exemplary cricket match (India v/s Australia).
FIG. 32-40 shows a relational data structure and related sample data of each tables of database of Computer Generated (Automated) Live Cricket Match System.
FIG. 41 shows broadcasting by the means of communications satellite system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Illustrative Operating Environment
FIG. 1 shows components of one embodiment of an environment in which the invention may be practiced. Not all the components may be required to practice the invention, and variations in the arrangement and type of the components may be made without departing from the spirit or scope of the invention. As shown, system 100 of FIG. 1 includes different networks for broadcasting comprising local area networks ("LANs")Λvide area networks ("WANs")-(network) 105, wireless network 110, fixed telecommunication network 121, Cable television network 122, Satellite or digital network 123, internet network 124, client device comprising mobile device (client device) 131, PC device (client device) 132, Television device (client device) 133 including digital and analogue television and Video Player device (client device) 134,, third party partner server for television broadcasting or streaming over internet 106, and Computer Generated Live Cricket System Serve with installed applications 116. Computer Generated Live Cricket System 116 further includes Pre-Recorded video clips databases of players 108, DVD drive and video editing tools for extracting and editing video clips from pre-recorded cricket matches 112, and Multiple cameras for shooting video clips of players (sport persons) from multiple angles with multiple versions of each shot as per script or rules 1 14.
One embodiment of a client device is described in more detail below in conjunction with FIG. 3. Generally, however, mobile device 131, PC 132, Television 133 and Video Player 134 are example of client devices that is portable, and may include virtually any portable computing device capable of receiving and sending a message over a network, such as network 105, wireless network 1 10, or the like. Such devices include portable devices such as, cellular telephones, smart phones, Digital or analogue television, HD television, set-top box, projectors, home theatre, movie theater, large digital LCD screen, touch screen, radio frequency (RF) devices, infrared (IR) devices, Personal Digital Assistants (PDAs), handheld computers, laptop computers, wearable computers, tablet computers, integrated devices combining one or more of the preceding devices, or the like. As such, mobile device 121 typically ranges widely in terms of capabilities and features. For example, a cell phone may have a numeric keypad and a few lines of monochrome LCD display on which only text may be displayed. In another example, a web- enabled mobile device may have a touch sensitive screen, a stylus, and several lines of color LCD display in which both text and graphics may be displayed. System can also use for In-Room Entertainment System or home sports entertainment server or system or device, In-vehicle entertainment systems like in-flight, in-car, in-cab, in-train, in- cruise, in-bus, Car Video On Demanding (VOD) Entertainment System, installed to PC, laptop, smart devices via CD, DVD, plug and play hard drive & flash drive and pre-installed or ship or bundled with PC, laptop, mobile phone, smart devices, video game consoles (like all types of video entertainment system), external storage devices including CD, DVD, plug and play hard drive & flash drive. System can also use as sport server for distribute or broadcast generated sport event video stream via different communication network to different types of devices which are service and subscription or pay-per-view based.
A web-enabled mobile device may include a browser application that is configured to receive and to send web pages, web-based messages, or the like. The browser application may be configured to receive and display graphics, text, multimedia, or the like, employing virtually any web based language, including a wireless application protocol messages (WAP), or the like. In one embodiment, the browser application is enabled to employ Handheld Device Markup Language (HDML), Wireless Markup Language (WML), WMLScript, JavaScript, Standard Generalized Markup Language (SMGL), HyperText Markup Language (HTML), extensible Markup Language (XML), or the like, to display and send a message.
Mobile device 131 also may include at least one other client application that is configured to receive content from another computing device. The client application may include a capability to provide and receive textual content, multimedia information, or the like. The client application may further provide information that identifies itself, including a type, capability, name, or the like. In one embodiment, mobile device 131 may uniquely identify themselves through any of a variety of mechanisms, including a phone number, Mobile Identification Number (MIN), an electronic serial number (ESN), network address (such as an IP address, port number, and/or the like), or other device identifier. The information may also indicate a content format that the mobile device is enabled to employ. Such information may be provided in a message, or the like, sent to client device 131,132,133,134, Computer Generated Live Cricket Platform 1 16, or other computing devices.
Mobile device 131 may further be configured to include a client application that enables the end- user to log into an end-user account that may be managed by another computing device, such as Computer Generated Live Cricket Platform 1 16. Such end-user account, for example, may be configured to enable the end-user to receive emails, send/receive IM messages, SMS messages, RSS feeds, to access selected web pages, create and/or publish content, receive compensation, feedback, or the like.
Client device 131,132,133,134 may include virtually any computing device capable of communicating over a network to send and receive information, including email messages, IM messages, SMS messages, RSS feeds, or the like. Furthermore, client device may be configured to enable a user to view live or pre-recorded cricket matches and manage subscription, give feedback or comments associated with the cricket matches.
The set of such devices may include devices that typically connect using a wired communications medium such as personal computers, multiprocessor systems, microprocessor- based or programmable consumer electronics, network PCs, or the like. Similarly, client device 131-134 may include one or more applications as described above in conjunction with mobile device 131.
Wireless network 110 is configured to couple mobile device 131 and its components with network 105. Wireless network 110 may include any of a variety of wireless sub-networks that may further overlay stand-alone ad-hoc networks, or the like, to provide an infrastructure- oriented connection for mobile device 131. Such sub-networks may include mesh networks, Wireless LAN (WLAN) networks, cellular networks, or the like.
Wireless network 110 may further include an autonomous system of terminals, gateways, routers, or the like connected by wireless radio links, or the like. These connectors may be configured to move freely and randomly and organize themselves arbitrarily, such that the topology of wireless network 110 may change rapidly.
Wireless network 110 may further employ a plurality of access technologies including 2nd (2G), 3rd (3G) generation radio access for cellular systems, WLAN, Wireless Router (WR) mesh, or the like. Access technologies such as 2G, 3G, and future access networks may enable wide area coverage for mobile devices, such as mobile device 131 with various degrees of mobility. For example, wireless network 110 may enable a radio connection through a radio network access such as Global System for Mobile communication (GSM), General Packet Radio Services (GPRS), Enhanced Data GSM Environment (EDGE), Wideband Code Division Multiple Access (WCDMA), or the like. In essence, wireless network 110 may include virtually any wireless communication mechanism by which information may travel between mobile devices and another computing device, network, or the like. Network 121-124, 105 and 110 is configured to couple Computer Generated Live Cricket Platform 116 with other computing devices, including, client device 131-134, and through wireless network 110 to mobile device 131. Network 121-124, 105 and 110 is enabled to employ any form of computer readable media for communicating information from one electronic device to another. Also, network 121-124, 105 and 110 can include the Internet in addition to local area networks (LANs), wide area networks (WANs), direct connections, such as through a universal serial bus (USB) port, other forms of computer-readable 'media, or any combination thereof. On an interconnected set of LANs, including those based on differing architectures and protocols, a router acts as a link between LANs, enabling messages to be sent from one to another. Also, communication links within LANs typically include twisted wire pair or coaxial cable, while communication links between networks may utilize analog telephone lines, full or fractional dedicated digital lines including Tl, T2, T3, and T4, Integrated Services Digital Networks (ISDNs), Digital Subscriber Lines (DSLs), wireless links including satellite links, or other communications links known to those skilled in the art. Furthermore, remote computers and other related electronic devices could be remotely connected to either LANs or WANs via a modem and temporary telephone link. In essence, network 121-124, 105 and 110 includes any communication method by which information may travel between 106, client device 131-134, and other computing devices.
Additionally, communication media typically embodies computer-readable instructions, data structures, program modules, or other data in a modulated data signal such as a carrier wave, data signal, or other transport mechanism and includes any information delivery media. The terms "modulated data signal," and "carrier-wave signal" include a signal that has one or more of its characteristics set or changed in such a manner as to encode information, instructions, data, or the like, in the signal. By way of example, communication media includes wired media such as twisted pair, coaxial cable, fiber optics, wave guides, and other wired media and wireless media such as acoustic, RF, infrared, and other wireless media.
One embodiment of Computer Generated Live Cricket Platform 116 is described in more detail below in conjunction with FIGS. 5-16 Admin GUI Interface screenshots and flowcharts 18-23. Briefly, however, Computer Generated Live Cricket Platform 1 16 includes one or more network devices configured to enable Live Cricket broadcasting.
As shown in FIG. 1, Computer Generated Live Cricket Platform 116 includes a Data Management Server which hosts multiple databases 108 including Video Clips and metadata, system data, players master profiles, Created series of match related data comprising current teams and team players for current organized matches, log, statistics, transactions and actions, data about the user and users' profiles, including, but not limited to login, password, region information, preferences or the like.
A video server 116 is a computer based device (also called a 'host') dedicated to delivering video. Unlike PCs or Macs, both being multi-application devices, a video server are designed for one purpose; provisioning video, often for broadcasters. A professional grade video server records, stores, and plays back multiple streams of video without any degradation in the video signal. Broadcast quality video servers often store hundreds of hours of compressed video (in different codecs), play out multiple and synchronized simultaneous streams of video, and offer quality interfaces such as SDI for digital video and XLR for balanced analog audio or AES/EBU digital audio and also Time Code. They allow to natively recording in the same codec that is used in the editing software to prevent any wasted time in transcoding.
In the TV broadcast industry, a server is a used to store broadcast quality images and allows several users to edit stories using the images they contain simultaneously. The video server can be used in a number of contexts, some of which include Production: enhance live events with instant replays and slow motion and highlights (sport production).Typically, a video server can do the following:
• Ingest of different sources: video cameras (multiple angles), satellite data feeds, disk drives and other video servers. This can be done in different codecs.
• Temporary or definitive storage of these video feeds.
• Maintain a clear structure of all stored media with appropriate metadata to allow fast search: name, remarks, rating, date, time code, etc.
• Video editing of the different clips
• Transfer those clips to other video servers or play out directly (via IP interface or SDI)
Generally, they have several bi directional channels (record and ingest) for video and audio. A perfect synchronization is necessary between those channels to manage the feeds.
The video clips shooting of all shots or scenes of each player as per script or game rules or cricket match production rules via multiple cameras 1 14 or already exist video clips are taken via DVD player 1 12 and after video editing, all video clips are stored to database 108 with metadata of Computer Generated Cricket System Server 1 16. Video editing is the process of re-arranging or modifying segments of video to form another piece of video. The camera angle marks the specific location at which a camera is placed to take a shot. A scene may be shot from several camera angles 114. During production and post-production, it is necessary to give a unique alphanumeric identity to each camera angle, labeled as "scenes." A camera operator is a person that operates a film or video camera for the purpose of recording motion to film, video, or a computer storage medium. Camera operators serving in an official capacity in the process of filmmaking may be known variously as a camera operator, cameraman, television camera operator, video camera operator, or videographer, depending on the context and technology involved.
Electronic Field Production cameras 114 are similar to studio cameras 114 in that they are used primarily in multiple camera switched configurations, but outside the studio environment, for concerts, sports and live news coverage of special events. These versatile cameras can be carried on the shoulder, or mounted on camera pedestals and cranes, with the large, very long focal length zoom lenses made for studio camera mounting. These cameras have no recording ability on their own, and transmit their signals back to the broadcast truck through a triax or multicore cable.
Electronic field production (EFP) is a television industry term referring to television production which takes place outside of a formal studio, in a practical location or special venue. Some typical applications of electronic field production include awards shows, concerts, major newsmaker interviews, political conventions and sporting events. Electronic field production (EFP) places the emphasis on high-quality, multi-camera photography, advanced graphics and sound.
Sports broadcasts make up the majority of EFPs. Major broadcast networks once owned their own production trailers for covering major events, but since then, with the explosion in networks on cable and over-the-air, they and broadcast rental companies rent production trucks by the day or week for more routine or remote productions.
A typical sports production truck includes:
• A large video switcher with an external digital video effects unit and several mix/effect busses, to allow the director flexibility in calling for certain visual effects in the broadcast.
• Several tripod-mounted and handheld cameras.
• A variety of zoom lenses for the tripod-mounted "hard" cameras, typically at least 5Ox to 10Ox magnification, and a maximum focal length of at least 600 mm. The extreme amount of magnification is necessary because the cameras can be located quite a distance from the action.
• Several video recording and playback devices such as VCRs or hard disk recorders.
Certain cameras or video feeds can be "isolated" to specific decks, and when something happens that the producer or director wants to see again, the deck can be rewound and shown on the air as an instant replay. Hard disk recorders typically allow some limited editing capabilities, allowing highlight reels to be edited together in the middle of a game.
• Several character generators allowing scores and statistics to be shown on screen. The scoreboards used in most sports facilities can be linked to the truck to drive the television production's graphics as well as the arena scoreboards.
• An audio mixing booth and a variety of microphones to capture audio from the sportscasters and from the field of play.
• Several miles of various types of cable.
Live television refers to television broadcast in real time or on a short tape delay basis. It is used mainly in the sports and local news.
In general live television was more common for broadcasting content produced specifically for television in the early years of the medium, before technologies such as videotape recording appeared. As video recording became more prevalent, many entertainment programs were recorded and edited before broadcasting rather than being shown live. Entertainment events such as professional sports games and awards programs continue to be generally broadcast live.
Broadcasting is the distribution of audio and/or video signals which transmit programs to an audience. The audience may be the general public or a relatively large sub-audience, such as children or young adults. The sequencing of content in a broadcast is called a schedule.
Television and radio programs are distributed through radio broadcasting or cable or different types of networks 121-124, 105 and 110, often both simultaneously. By coding signals and having decoding equipment in homes, the latter also enables subscription-based channels and pay-per-view services.
Broadcasts can be classified as recorded or live. The former allows correcting errors, and removing superfluous or undesired material, rearranging it, applying slow-motion and repetitions, and other techniques to enhance the program. However some live events like sports telecasts can include some of the aspects including slow motion clips of important goals/hits etc in between the live telecast.
A broadcast may be distributed through several physical means. If coming directly from the studio at a single radio or TV station, it is simply sent through the air chain to the transmitter and thence from the antenna on the tower out to the world. Programming may also come through a communications satellite, played either live or recorded for later transmission. Networks of stations may simulcast the same programming at the same time, originally via microwave link, now usually by satellite.
Distribution to stations or networks may also be through physical media, such as analog or digital videotape, CD, DVD, and sometimes other formats.
The term "broadcast network" is often used to distinguish networks that broadcast an over-the-air television signal that can be received using a television antenna from so-called networks that are broadcast only via cable or satellite television. The term "broadcast television" can refer to the programming of such networks.
A broadcast network is an organization, such as a corporation or other association that provides live or recorded content, such as movies, newscasts, sports, and public affairs programs for broadcast over a group of radio or television stations. They are generally primarily either a television network or a radio network, although some organizations run both types of networks.
Web Services via video server 1 16 is configured to provide various web services to a user including various search tools, synchronization, communication, collaboration, user interfaces, accounting tools, registration services, security services, or the like, that enable a user or partners to access, edit, and/or otherwise publish, or maintain content useable for a Computer Generated Live Cricket Platform and integrate website or portal or products or services with Computer Generated Live Cricket Platform.
Web and Applications Server 1 16 is configured to enable display and/or management of one of more Computer Generated Live Cricket Platform networks online web sites or smart online or smart client enabled applications. In one embodiment, Web and Applications Server 116 may provide access to Computer Generated Live Cricket Platform and partners' websites that enable integration, publishing and retrieval of live or recorded cricket match contents and. content for display. In one embodiment, Web and Applications Server 116 may include one or more websites controlled or otherwise managed for providing professional content. Such content may be written in multiple languages and configured to be executed on a variety of different computing platforms, and/or configurations. In one embodiment, automatic reformatting of the content may be performed to enable the content to be available through a variety of different communication mechanisms, including, but not limited to web pages, RSS feeds, emails, or like.
Thus, while Web and Applications Server 116 is illustrated as a single computing device, the invention is not so limited. For example, Web and Applications Server 116 may represent a plurality of different computing devices. Similarly, Web Services and Communication Server 116, and/or Data Management Server 108 may also represent a plurality of computing devices, rather than a single computing device. Therefore, devices that may operate as components of Computer Generated Live Cricket Platform 1 16 include personal computers desktop computers, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PCs, servers, network appliances, or the like.
3rd Party Partner Server 106 represents virtually any computing device configured to provide a plurality of third party services, including integration with Computer Generated Live Cricket Platform Networks with partners or website, content and services, advertisement content, or the like. In one embodiment, RSS (Revenue Sharing System) may be provided within 3rd Party Partner Server 106, to provide revenue and/or other compensation to the Computer Generated Live Cricket Platform 116 based on different mechanisms, including pay per view, pay per action or lead or e-commerce commission or pay per clicks for advertisements, or the like. In one embodiment, 3rd Party Partner Server 106 may provide the advertisement content, or the like, and then receive information from RSS indicating how much compensation to be provided, based on reports provided by RSS, or the like. Devices that may operate as components of 3rd Party Partner Server 106 include personal computers desktop computers, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PCs, servers, network appliances, or the like. Briefly, however, RSS 106 includes applications, and/or data configured to determine Revenue Sharing for partners including Broadcaster, Stream service providers, mobile service provider or operators, digital content providers, Developers and Partners like 3rd party web sites, portals, agency, based on a variety of mechanisms, including but not limited to pay per view, pay per action or lead or sales transaction, impressions of the content by others, click-through activities of a viewer of the content, mouse over by a viewer on a webpage including the content, or the like.
Illustrative Rule based Real and Live Movie Production System Fig. 2 shows general Rule based Real and Live Movie Production System Architecture that may be included in a system implementing the invention. User and Admin Management Interface used for creating domain or subject specific rule base 206 (this stores the rules that implement the real and live movie production.) and Video Clips 207 and related meta data 208 as per domain or subject specific movie standard and matched with rule base. User or Admin client interface 201 used for inputting command data or movie specification in XML standard form (e.g. Live Cricket Ball by Ball Score Setting Interface Fig. 12 & 14) to Rule Engine 203 (this executes the rules that express real and live movie production) via Rule Invoker 202 (this loads the rule set needed to manage the interactions of a specified user with a specific record series.). Rule Engine. A rule engine or rule engine, which infers information or takes action based on the interaction of input 201 and the rule base 205 with related video clip and associate metadata.
Rule Engine 203 Acts as an if/then statement interpreter. Statements are rules. Rule-based Systems are comprised of a database of associated rules. Rules are conditional program statements with consequent actions that are performed if the specified conditions are satisfied. It promotes declarative programming by externalizing e.g. Cricket Match (Movie) production logic 203. Rule engine acts upon input objects 201 to produce output objects 209-210. Input objects are often referred to as facts and are a representation of the state of the ...e.g. cricket game ball by ball scores settings 201. Output objects can be thought of as conclusions or inferences and are grounded by the game in the... game domain e.g. cricket match production 209-210.
Step by Step explanation comprising, (1) 204 shows Management Interface of Video Clips Production System based on list of rules or rule base 206, which is a specific type of knowledge base store to Video clips database 207 with metadata 208 . (2) A user or admin client interface fro generating movie production specification commands. (3) Rule Engine 203 comprising rule interpretation and sequencing video clips 207 as per rules execution. Video Processing System 203 merge video by an rule engine, which infers information or takes action based on the interaction of input (2) and the rule base(l). (4) Admin can optionally preview and edit generated movie 209 for final movie development 210. (5) Broadcasting or telecasting or streaming or screening or playing via different communication networks on different types of devices to viewers 21 1.
Illustrative Client Device
FIG. 3 shows one embodiment of client device 132 that may be included in a system implementing the invention. Client device 300 may include many more or less components than those shown in FIG. 3. However, the components shown are sufficient to disclose an illustrative embodiment for practicing the present invention. Client device 300 may represent, for example, client devices 131 or 132 or 133 or 134 of FIG. 1.
As shown in the figure, client device 300 includes a processing unit (CPU) 322 in communication with a mass memory 330 via a bus 324. Client device 300 also includes a power supply 326, one or more network interfaces 350, an audio interface 352, video interface 359, a display 354, a keypad 356, an illuminator 358, an input/output interface 360, an optional haptic interface 362, and an optional global positioning systems (GPS) receiver 364. Power supply 326 provides power to client device 300. A rechargeable or non-rechargeable battery may be used to provide power. The power may also be provided by an external power source, such as an AC adapter or a powered docking cradle that supplements and/or recharges a battery.
Client device 300 may optionally communicate with a base station (not shown), or directly with another computing device. Network interface 350 includes circuitry for coupling client device 300 to one or more networks, and is constructed for use with one or more communication protocols and technologies including, but not limited to, global system for mobile communication (GSM), code division multiple access (CDMA), time division multiple access (TDMA), user datagram protocol (UDP), transmission control protocol/Internet protocol (TCP/IP), SMS, general packet radio service (GPRS), WAP, ultra wide band (UWB), IEEE 802.16 Worldwide Interoperability for Microwave Access (WiMax), SIP/RTP, or any of a variety of other wireless communication protocols. Network interface 250 is sometimes known as a transceiver, transceiving device, or network interface card (NIC).
Audio interface 352 is arranged to produce and receive audio signals such as the sound of a human voice. For example, audio interface 352 may be coupled to a speaker and microphone (not shown) to enable telecommunication with others and/or generate an audio acknowledgement for some action. Display 354 may be a liquid crystal display (LCD), gas plasma, light emitting diode (LED), or any other type of display used with a computing device. Display 354 may also include a touch sensitive screen arranged to receive input from an object such as a stylus or a digit from a human hand.
Video interface 359 is arranged to capture video images, such as a still photo, a video segment, an infrared video, or the like. For example, video interface 359 may be coupled to a digital video camera, a web-camera, or the like. Video interface 359 may comprise a lens, an image sensor, and other electronics. Image sensors may include a complementary metal-oxide-semiconductor (CMOS) integrated circuit, charge-coupled device (CCD), or any other integrated circuit for sensing light.
Keypad 356 may comprise any input device arranged to receive input from a user. For example, keypad 356 may include a push button numeric dial, or a keyboard. Keypad 356 may also include command buttons that are associated with selecting and sending images. Illuminator 358 may provide a status indication and/or provide light. Illuminator 358 may remain active for specific periods of time or in response to events. For' example, when illuminator 358 is active, it may backlight the buttons on keypad 356 and stay on while the client device is powered. Also, illuminator 358 may backlight these buttons in various patterns when particular actions are performed, such as dialing another client device. Illuminator 358 may also cause light sources positioned within a transparent or translucent case of the client device to illuminate in response to actions.
Client device 300 also comprises input/output interface 360 for communicating with external devices, such as a headset, or other input or output devices not shown in FIG. 3. Input/output interface 360 can utilize one or more communication technologies, such as USB, infrared, Bluetooth.TM., or the like. Optional haptic interface 362 is arranged to provide tactile feedback to a user of the client device. For example, the optional haptic interface may be employed to vibrate client device 300 in a particular way when another user of a computing device is calling.
Optional GPS transceiver 364 can determine the physical coordinates of client device 300 on the surface of the Earth, which typically outputs a location as latitude and longitude values. GPS transceiver 364 can also employ other geo-positioning mechanisms, including, but not limited to, triangulation, assisted GPS (AGPS), E-OTD, CI, SAI, ETA, BSS or the like, to further determine the physical location of client device 300 on the surface of the Earth. It is understood that under different conditions, GPS transceiver 364 can determine a physical location within millimeters for client device 300; and in other cases, the determined physical location may be less precise, such as within a meter or significantly greater distances. In one embodiment, however, mobile device may, through other components, provide other information that may be employed to determine a physical location of the device, including for example, a MAC address, IP address, or the like.
Mass memory 330 includes a RAM 232, a ROM 334, and other storage means. Mass memory 330 illustrates another example of computer storage media for storage of information such as computer readable instructions, data structures, program modules or other data. Mass memory 330 stores a basic input/output system ("BIOS") 340 for controlling low-level operation of client device 300. The mass memory also stores an operating system 341 for controlling the operation of client device 300. It will be appreciated that this component may include a general purpose operating system such as a version of UNIX, or LINUX.TM, or a specialized client communication operating system such as Windows Mobile.TM., or the Symbian.RTM Operating system. The operating system may include, or interface with a Java virtual machine module that enables control of hardware components and/or operating system operations via Java application programs.
Memory 330 further includes one or more data storage 344, which can be utilized by client device 300 to store, among other things, applications 342 and/or other data. For example, data storage 344 may also be employed to store information that describes various capabilities of client device 300. The information may then be provided to another device based on any of a variety of events, including being sent as part of a header during a communication, sent upon request, or the like. Moreover, data storage 344 may also be employed to store multimedia information and/or content for later use, publication, editing, or the like, as well as other information including address lists, contact lists, personal preferences, or the like. At least a portion of the content may also be stored on a disk drive or other storage medium (not shown) within client device 300.
Applications 342 may include computer executable instructions which, when executed by client device 300, transmit, receive, and/or otherwise process messages (e.g., SMS, MMS, IM, email, and/or other messages), content, and enable telecommunication with another user of another client device. Other examples of application programs 346 include calendars, editors, email clients, IM applications, SMS applications, VOIP applications, contact managers, task managers, transcoders, database programs, word processing programs, security applications, spreadsheet programs, games, search programs, and so forth. Applications 342 may further include browser 345. Browser 345 may include virtually any of a variety of client applications configured to receive and/or provide communications of web pages, and other content over a network. Browser 345 typically provides for a graphical display of various web pages, including user interfaces provided, in part, by another computing device over the network. Browser 345 may include a variety of security features, and/or other plug-in applications, modules, applets, scripts, or the like, to enable display of animation, videos, playing of audio files, or the like. Browser 345 and applications 342 are configured to enable a user to get content from Computer Generated Live Cricket System Platform 1 16 of FIG. 1. Moreover, through one or more of applications 342, the user may receive notification of and/or compensation for their contributed content. Illustrative Server Environment
FIG. 4 shows one embodiment of a network device, according to one embodiment of the invention. Network device 400 may include many more components than those shown. The components shown, however, are sufficient to disclose an illustrative embodiment for practicing the invention. Network device 400 may represent, for example, an integrated Computer Generated Live Cricket System Platform and Frameworks includes Player and Users Profiles, Administration Applications and Contents Management System. Thus, in one embodiment, network device 400 may represent an integrated device for managing Computer Generated Live Cricket System Platform 116 of FIG. 1. However, it should be clear from above, that such components also may be distributed across a plurality of different computing devices. Thus, FIG. 4 should not be construed as constraining or limiting the invention in any manner, but instead is intended as merely one of a variety of possible implementations.
In any event, network device 400 includes processing unit 412, video display adapter 414, and a mass memory, all in communication with each other via bus 422. The mass memory generally includes RAM 416, ROM 432, and one or more permanent mass storage devices, such as hard disk drive 428, tape drive, optical drive, and/or floppy disk drive. The mass memory stores operating system 420 for controlling the operation of network device 400. Any general-purpose operating system may be employed. Basic input/output system ("BIOS") 418 is also provided for controlling the low-level operation of network device 400. As illustrated in FIG. 4, network device 400 also can communicate with the Internet, or some other communications network, via network interface unit 410, which is constructed for use with various communication protocols including the TCP/IP protocol. Network interface unit 410 is sometimes known as a transceiver, transceiving device, or network interface card (NIC).
The mass memory as described above illustrates another type of computer-readable media, namely computer storage media. Computer storage media may include volatile, nonvolatile, removable, and non-removable media implemented in any method or technology for storage of information, such as computer readable instructions, data structures, program modules, or other data. Examples of computer storage media include RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by a computing device. The mass memory also stores program code and data. One or more applications 450 are loaded into mass memory and run on operating system 420. Examples of application programs 455 may include transcoders, schedulers, calendars, database programs, word processing programs, HTTP programs, customizable user interface programs, IPSec applications, encryption programs, security programs, VPN programs, SMS message servers, IM message servers, email servers, account managers, and so forth.
Mass memory further includes web server 456, data stores 458, and applications 450. Applications 450 are shown to include Computer Generated Live Cricket System Platform server 452 and server applications 454 and online applications and services server 455. Web server 456 includes virtually any application configured to delivers Web pages and other content to browsers and other client applications via at least the HTTP protocol. However, web server 456 may also be configured to provide scripts, user interfaces, accounting interfaces, editors, security, or the like, to the client application. Moreover, web server 456 may employ a variety of other communication protocols, beyond HTTP. For example, web server 456 may be configured to manage email communication protocols, SMS protocols, IM protocols, or the like. Moreover web server 456 may employ a variety of scripts, applets, programs, or the like, to enable communications of content with a client application. In one embodiment, web and video server 456 may represent, in part, web or video properties services provided through Web or Video Properties Server 1 16 of FIG. 1 and described in more detail below in conjunction with FIG. 5- 40. In one embodiment, web server 456 may also obtain the content and/or user interfaces, applications, or the like, from data stores 458.
Data stores 458 may include any of a variety of storage mechanisms, configured to store, and otherwise managed content, applications, scripts, applets, or the like. As such, data stores 458 may be a database, a file structure, or the like. Data stores 458 may store the content into a category structure, such as folders, albums, graphs, trees, or the like, based on a user account, a web service, or the like. In one embodiment, data stores 458 may represent the Data Management services illustrated in FIG. 1, and described in more detail below in conjunction with FIG. 5-40.
Computer Generated Live Cricket Platform 452 is described in more detail below in conjunction with FIG. 5-40. Briefly, however, Computer Generated Live Cricket Platform 452 includes a variety of components to provide web services to a user, including search tools, user interfaces, plug-and-play modules, or the like. Various embodiments of example user interface screens are described in more detail below. Illustrative Overview of Automated Real and Live Sports Production Platform Architecture Generalized Operation
The operation of certain aspects of the invention will now be described with respect to FIG. 5. FIG. 5 illustrates a flow chart of an overview of process 500 for the Computer Generated Live Cricket Platform. Process 500 may be implemented within a single computing device, such as described above in conjunction with FIG. 3-4. Process 500 may also be distributed across a plurality of computing devices, such as described in conjunction with FIG. 1, above.
In any event, process 500 of FIG. 5, may begin, after a start block, where Admin can Input Players Profile to Master database via Admin Interface (GUI), then Video Clips Shooting or extracting video clips from existing videos for each added player take place 5O2.After developing video clips, as per quality standard Video editing for each video clip done and then edited video clips with metadata are stored to video clips master databases of server via Computer Generated Live Cricket System's Admin Interface (GUI) 503. Admin can create (N) number of Limited Over or One Day or Test match (Single or Series or Cup) and selections of related teams and each team's players from existing players' master database 504. In one embodiment, the user may initially interact with various user interfaces to the Computer Generated Live Cricket Platform to access applications, services, API, scripts, tools, applets, or the like, for use in creating or generating, managing and broadcasting live cricket matches. Admin user can set Ball by Ball score and actions with settings comprising runs or out or extra's in each ball of each over of each bowler played by selected batsman of each selected team of each single or each match of each series or groups via Computer Generated Cricket Interface (GUI) 505 and Admin user Schedule current or future organized matches via setting with or without match preview and editing before broadcasting or streaming to viewers or end users 506 and finally scheduled matches are generate automatically or on demand by administrator as per business logic and Broadcast or streaming over one or more communication network(s) to client device(s).
In any event, process 500 then may return to perform other actions. For example, in one embodiment, process 500 may be repeated each time a admin user add new player's profile and video clips as per live cricket (movie) domain specific production rules and creates or generates (N) number of live cricket matches of particular series or groups, or the like. Moreover, process 500 may be performed per user, or collectively for a plurality for users. It will be understood that each block of the flowchart illustration, and combinations of blocks in the flowchart illustration, can be implemented by computer program instructions. These program instructions may be provided to a processor to produce a machine, such that the instructions, which executed on the processor, create means for implementing the actions specified in the flowchart block or blocks. The computer program instructions may be executed by a processor to cause a series of operational steps to be performed by the processor to produce a computer implemented process such that the instructions, which executed on the processor to provide steps for implementing the actions specified in the flowchart block or blocks. The computer program instructions may also cause at least some of the operational steps shown in the blocks of the flowchart to be performed in parallel. Moreover, some of the steps may also be performed across more than one processor, such as might arise in a multi-processor computer system. In addition, one or more blocks or combinations of blocks in the flowchart illustration may also be performed concurrently with other blocks or combinations of blocks, or even in a different sequence than illustrated without departing from the scope or spirit of the invention.
Accordingly, blocks of the flowchart illustration support combinations of means for performing the specified actions, combinations of steps for performing the specified actions and program instruction means for performing the specified actions. It will also be understood that each block of the flowchart illustration, and combinations of blocks in the flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified actions or steps, or combinations of special purpose hardware and computer instructions.
Illustrative User Interfaces
The operation of certain aspects of the invention will now be described with respect to various embodiments of user interfaces to the Computer Generated Live Cricket Platform. FIG. 7 to 23 shows a detail overview diagram of one embodiment of a process site map for the Computer Generated Live Cricket Platform. It should be noted that Computer Generated Live Cricket Platform may be employed by different brands, trade names, users, or the like. Thus, a plurality of different users may simultaneously and distinctly employ the Computer Generated Live Cricket Platform in a variety of ways. In another embodiment, different websites and/or other communication mediums may be used. In one embodiment, arrangements of websites, or other communication mediums may be based on a third party's linking agreement, or the like, including agreements based on logo displays, link references, or the like. In several embodiments, a user may be provided a website based on tab interfaces, page templates, or the like. Many of these actions are described below in conjunction with FIGS. 6-16.
FIG. 6-16 show different screen shots style drawings of various embodiments of user interfaces for employing the Computer Generated Live Cricket Match Platform, in accordance with the invention. It should be noted that the following illustrations are not intended to limit the invention. Instead, they are intended to merely provide an overview non-exhaustive understanding of how the invention may be employed.
In one embodiment, a user may interact with the Computer Generated Live Cricket Platform using virtually any browser application or smart client or smart online applications, including, but not limited to Internet Explorer (IE), Firefox, Opera, Safari, or the like. Moreover, as described above in conjunction with FIGS. 1-2, the user may use any of a variety of client devices, preferable television and other smart devices.
FIG. 6 illustrates one embodiment of a screen 600 configured as a possible home screen of Admin User managed by the Computer Generated Live Cricket Platform Server. Screen 600 enables admin users to manage everything and obtain an at-a-glance view into the parts of their management; and obtain a convenient means of managing player's Profile 601 comprising add, update, delete, attach or detach and search player's profile, editing or adding video clips with metadata 612, organizing or scheduling one or more matches 603 and creating or managing related teams and team players selection from players master database 602, new teams creation or updating management 602, ball by ball score settings management 611 of each match and score analysis management 613 and preview or edit generated match 603 and match broadcasting management 614.Live Cricket Manager Explorer 604 provides user friendly interface for managing multiple matches of multiple series or cups. Admin user can create new single or series or cup of matches 606 by providing name 605, selecting type of match comprising limited over (including 20-20) or one day or test format match 606, set number of over in match(s) of single or series or cup match type 607, select number of teams 608, number of matches in series 609, number of groups in cup and number of teams in each group of cup 610, select type of video for generating sports experience type including Normal (Real) i.e. current live sports like, Normal with some special & visual effects, Fantasy with special & visual effects.
FIGS. 7 illustrate embodiments of screens 700 useable to setting team selections from master database of teams 702 for single or series or cup type of matches. User friendly tree style explorer 701 provides all functionality to set (N) number of single or series or cup related team selection management. Business logic automatically organize combination of matches between teams, e.g. if cup type of match has 3 groups and each group has 3 teams (A,B and C) then each group plays 3 matches, each between two teams (match 1 between A & B, match 2 between A & C and match 3 between B & C).
FIGS. 8 illustrate embodiments of screens 800 useable to each match specific setting 802 comprising match host country selection (use for localization of stadium public and other general scenes), host stadium selection, Toss win by particular team and toss winners choice either "Betting First" or "Fielding First". Live Cricket Manager Explorer 801 provides user friendly way to set each match related settings.
FIGS. 9 illustrate embodiments of screens 900 useable to manage multiple single or series or cup (groups) types of matches by multiple administrators.901 provides exemplary screen shot of Live Cricket Manager Explorer for managing all types of match types.
FIGS. 10-1 1 illustrate embodiments of screens 1000 & 1 100 useable to manage selection of team player of particular team from master database of available players 1002.Admin can select 11 players including batsmen and bowlers and set order of batsmen and bowlers. Administrator can select players for multiple matches of multiple single or series or cup types of matches via Live Cricket Manager Explorer.
FIGS. 12 and 14 illustrate embodiments of screens 1200 and 1400 useable to manage ball by ball score settings of each selected team of each selected matches. With the help of Score Setting Manager interface admin can order wise set scores of each batsman with shot angle. Admin can set ball by ball sequence wise current striker batsman's 1201 and 1401 score 1203 and 1403 and shot angle 1204 and 1404 setting as per current bowler's 1202 and 1402 current over's all (N) balls 1203 and 1403. Score Setting Manager interface automatically display order wise current batsman and current bowler's over related combo boxes and validate score settings and provides filtered shot angle data in combo boxes related with score e.g. if "Dot" 1203 and 1403 selected then combo fill with all angles available with master video clips database, enabled the disable combo boxes sequence wise (ball by ball) as per admin selects score and shot angle combo boxes and advances or run time generates combo-boxes as per validation rules like when after finish of over 1 or batsman "out" score setting, next batsman related remaining ball of current over or new over 2 related combo boxes generated. After each extra run score setting, one extra ball related combo box generated. When team wins - calculated as per score settings then score setting disabled combo boxes and give alerts. System can also suggest scores and shot angles based on batsman and bowlers matched ranking, last overs of match, need more run to win etc. System also provides ready made templates for sore and shot angle settings. Ball by ball inputting or filling of score and shot angle can also be done by computer automatically or by naturally with various methods and logic like via social networking, from general user via mobile phone or SMS etc.
FIGS. 13 and 15 illustrate embodiments of screens 1300 and 1500 useable to preview team specific Scoreboard after setting scores of each team.
FIGS. 16 illustrate embodiments of screens 1600 useable to add and update video clips with metadata 1601 comprising Player No, Metadata Details, Attach or Detach, Video Clip Date, Video Clip, Video Clip No, View Mode, Camera Angle, Master Ball Settings, Shot Mode, Shot Angle, Shot Version, Shot Name, Shot Type, Role Name, Role No. Admin can preview and edit each video clips before store or save to master video clips database. Interface provides combo boxes and validation for saving video clips as per validation rules and data relation and structure standard.
In any event, FIG. 17 provides an overview of various interfaces, and process actions Live Cricket Sports Movie Production Rule Engine that an admin user may use or employ while creating and managing Computer Generated Live Cricket Matches. Flow chart 1700 of FIG. 17 shows businesses logic or rules of Generating Live Cricket Matches.
From start of each ball up to start of next ball considered as 1 sequences, each sequence of ball contains bowling, betting, fielding, umpiring and general role active sub sequences and each sub sequences further comprises scenes (step 1) Pre Bowling Bowler's Actions, Pre Bowling Batsman's Actions, Pre Bowling Fielder's Actions, Pre Bowling Umpire's Actions, (step 2) single shot of Bowler's Ball Delivery Actions with Batsman's Striking Actions and Fielder's Fielding Actions and sometimes with While Bowling/Batting/Fielding Umpire's Actions and General Scenes and (step 3) Post Bowling Bowler's Actions, Post Bowling Batsman's Actions and Post Bowling Fielder's Actions, Post Bowling/Batting/Fielding Umpire's Actions and General Stadium Public, and other scenes. Each scene contains multiple types of shots as per player's actions with multiple versions and camera angles in multiple shot angles. All shots accompanied with audio Live or Pre-recorded Commentary and system also generate and show current Scoreboard whenever required and integrate Advertising after each over.
As pr Live Cricket Sport Movie Production Rule: Always 1 Player Active Role Near View Mode (Either Bowler or Batsman or Fielder or Umpire) with all other dummies is enabled comprising Striker and Non-Striker Batmen, 2 Umpires and opponents Bowler, Wicket keeper and 9 Fielders.
In each ball sequence, after Step 1 finish -> Step 2 occurs and after Step 2 finish -> Step 3 occurs and after Step 3 finish again Step 1 occurs for next ball sequence. Each ball (in step 2) one set (1 or 2 or 3) of active view is enabled at a time. Each cricket match (film) comprises sequences of balls and each ball sequence comprises multiple order wise shots as per Live Cricket Sport Movie Production Rules.
Shooting of multiple versions of each shot from multiple Camera Angles of each one or more Active Role (Batsman (set 1) or Bowler (set 2) or Fielder (set 3) or Umpire [5]) of each player (Actor) for multiple Switching Mode of Views :-> [See Drawing 24 to 28 for details]
[Set-1] Active 1 Batsman's Real Mode of Near View with dummy far side or behind Non- Striker Batman with helmet, far side or behind 2 Umpires and opponent's Bowler and Wicket keeper with helmet and far side 9 Fielders. (Bowler, non-striker and umpire behind camera angles (N) while from bowling up to striker striking & Fielding) [Betting shot set 1 (multi angle) with active batsman & dummy bowler & Fielders] [See Drawing 24 for details]
[Set-2] Active 1 Bowler's Real Mode of Near View with behind dummy Striker and far side with helmet Non-Striker Batman, far side 2 Umpires and behind Wicket keeper with helmet and far side 9 Fielders. (Batsman and wicket keeper behind camera angles (N) while bowler bowling and throwing ball towards batsman) [Betting shot set 2 (multi angle) with active bowler & dummy batsman & Fielder's fielding] [See Drawing 25 for details]
[Set-3] Active 1 Fielder's Real Mode of Near View with dummy Striker (run out or catch or stump or accept throw) and Non-Striker Batman (run out), 2 Umpires (appeal) and Bowler, Wicket keeper (helmet) and far 8 Fielders (field by more than 1 player). [Fielding set 3 - fielder enabled (multi angle) with dummy batsman and bowler & others e.g. wicket keeper, near fielder or continuity of shots up to fielder receive ball and throws ball to wicket keeper or bowler)]
[Set-4] Each Active Real Batsman (from set 1 - batsman enabled near angles) or Bowler (from set 2 - bowler enabled near angles) or Wicket keeper/Fielder (from set 3 - fielder enabled near angles) or Umpire (from [Set 5] near angles) All Single View Mode -> (Near Body Clear Camera Angles (N)) [See Drawing 26 for details] [Set-5] Active 1 Umpire's Real Mode of Near View with dummy Striker and Non-Striker Batman (pitch view), 1 Umpires (discuss) and Bowler (appeal), Wicket keeper (helmet) and far 9 Fielders (near umpire fielders (behind view) waiting for umpire decision etc.). [See Drawing 26 for details]
[Set-6] All Dummy Mode of Aerial or Remote View with Striker and Non-Striker Batmen, 2 Umpires and Bowler, Wicket keeper (helmet) and far 9 Fielders.(from set 1, set 2 and set 3 or set 4 aerial angles) [See Drawing 27 for details]
As shown Fig. 18-23, flow chart 1800 to 2300 identifies and self explain the holistic step by step view of variety of possible actions of Computer Generated Live Cricket Matches
As shown Fig. 24 Active Batsman View Mode with Multiple Camera Angles shows default pitch view in each ball sequence. In each ball sequence, a single shot of "while bowling" sub-sequence comprising bowler throw the ball, batsman strike the ball and fielder field the ball. In Active Batsman View Mode this single shot shows current Real Active Batsman with helmet (Near View with multi cameras angles) in which actual actor is shown with Far side or Behind Active or Dummy Wicketkeeper with helmet, Far side of pitch Dummy Fielders with cap or helmet, Far side or behind Dummy Non-Striker, Active or Dummy Umpire behind or far side position with cap and Dummy Bowler Far side or behind position. So viewer can see clean face or body of actual batsman with all other dummies. So camera angle shows such a way that only active batsman can viewer shows clearly.
As shown Fig. 25 Active Bowler Default View Mode with Multiple Camera Angles shows default pitch view in each ball sequence. In each ball sequence, a single shot of "while bowling" sub-sequence comprising bowler throw the ball, batsman strike the ball and fielder field the ball. In Active Bowler Default View Mode this single shot shows Current Real Active Bowler (Near View with multiple cameras angles) with Far side Dummy Striker with helmet, Far side or Behind Active or Dummy Wicketkeeper with helmet, Far side of pitch Dummy Fielders with cap or helmet, Dummy Non-Striker far side or behind position with helmet and Active or Dummy Umpire behind or far side position with cap. So viewer can see clean face or body of actual bowler with all other dummies. So camera angle shows such a way that only active bowler can viewer shows clearly.
As per cricket match production system any player can participate with any team and play with any other available players of master database. Computer generated cricket matches are view only, so system employs logic (including camera angles shots) to creating real or live like cricket match experience. Viewer can not guess far side or behind position players as dummies. Player's master database includes height, weight and hair style of each player, so system can match dummy players.
E.g. the illusions used in the film, television, theater, or entertainment industries to simulate the imagined events in a story are traditionally called special effects (a.k.a. SFX, SPFX, or simply FX). Special effects are traditionally divided into the categories of optical effects and mechanical effects. With the emergence of digital film-making tools a greater distinction between special effects and visual effects has been recognized, with "visual effects" referring to digital post- production and "special effects" referring to on-set mechanical effects and in-camera optical effects. Optical effects (also called photographic effects), are techniques in which images or film frames are created photographically, either "in-camera" using multiple exposure, mattes, or the Schϋfftan process, or in post-production processes using an optical printer. An optical effect might be used to place actors or sets against a different background. Mechanical effects (also called practical or physical effects), are usually accomplished during the live-action shooting. This includes the use of mechanized props, scenery, scale models, pyrotechnics and Atmospheric Effects: creating physical wind, rain, fog, snow, clouds etc. Making a car appear to drive by itself, or blowing up a building are examples of mechanical effects. Mechanical effects are often incorporated into set design and makeup. For example, a set may be built with break-away doors or walls, or prosthetic makeup can be used to make an actor look like a monster. So the same way with different logic live cricket match production system can create real or live experience of cricket matches.
As shown Fig. 26, shows different types of near shots which are used fro ball by ball real and live cricket match production system. Active Near View Mode comprising Active Batsman Near View Mode 2601, Active Bowler Near View Mode 2602, Active Fielder Near View Mode 2603 and Active Umpire Near View Mode 2604 with Multiple Camera Angles and multiple versions of shots. Near view can be used while pre and post bowling, betting and fielding and replay related individual view shots.
As shown Fig. 27, shows Aerial or Far Stadium View Mode and Aerial or Far Pitch View Mode with all Dummy Players and Umpires related shots with multiple camera angles and versions. View only generated live or real cricket match produced such a way that it gives to the viewers original live view experience. As shown Fig. 28, shows different combinations of shot camera angles comprising Far or Aerial or Remote View (Infield) 2809, Fielder's Near View 2804, Batsman's Near View 2802, Pitch Near View (Default View) 2801, Pitch and surrounding fielding View (Close-Infield) 2807, Bowler's Near View 2803, Ariel View (Outfield) 2808, Wicketkeeper's Near View 2805 and Umpire's Near View 2806 which real and live cricket match ball by ball sequence employ while generating cricket match.
As shown Fig. 29, shows all possible combination of action or score occur in ball by ball sequence of any cricket match comprising 6 Run at Direct Boundary side (2902), 3 or 4 (Boundary) or throw Run, Catch Out or throw for Run Out or Bye or Leg Bye at near boundary (2903), 1 or 2 or 3 or throw Run, Catch Out or throw for Run Out or Bye or Leg Bye in Outfield area (2904), Dot, 1 or 2 or throw Run, Catch Out or throw for Run Out or Bye or Leg Bye in Infield area (2905), Bowled or Catch Out or Stumping or run out or LBW or wide ball at betting crease of Close-Infield area (2906) and Run Out or No Ball at bowling crease of Close-Infield area (2907).Figure 2901 also show Visual Graphical User Interface (VGUI) for setting of ball by ball score and actions by cricket match creators and administrators. Administrator can select angles and set score comprising Run(s) type (1, 2, 3, 4 and 6 runs) or Out type (Bowled, LBW, Catch, Stumping and Run Out) or Extra run type (Wide, No Ball, Bye and Leg Bye) with shot angles.
As shown Fig. 30, shows all possible fielding positions normally available for fielding by fielders and position set for exemplary 3 over cricket match comprising wicket keeper (Player No. [4]) position at default (WK) location 3001, Player No. [5] position at (Third Man) 3002, Player No. [1] position at (Point) 3003, Player No. [7] position at (Short cover) 3004, Player No.
[2] position at (Deep cover point) 3005, Player No. [10] position at (Long Off) 3007, Player No. [Any current Bowler] position at (Bower) 3008, Player No. [6] position at (Fine Leg) 3009, Player No. [3] position at (Backward square leg) 3010, Player No. [9] position at (Mid-On) 3011 and, Player No. [11] position at (Long On) 3012.
As shown Fig. 31, shows all types of position information of players comprising wicket keeper, batsmen, fielders and bowlers and umpires including Mandatory fielders position: Bowler and Wicket keeper (WK), Traditional primary position of the region, Variations of/additions to the primary position, Umpire (U) and Square Leg Umpire (Sq L U), Batsman - Striking (S), Non- Striking (NS), Runner (R), Approximate Region, 30 yard (Infield) Circle and Boundary. Figure 3102 shows all combination of nearest fielding positions of each fielding position for current fielders of particular position.3103 shows general Cricketing Shot types of batsman comprising Glance, Hook, Sweep, Pull, Slog, On drive, Lofted Shot, Run down to 3rd man, Reverse Sweep, Square Cut, Square Drive, Cover Drive, Off Drive, Straight Drive.
Illustrative Relational Data Structure of Exemplary Real and Live Cricket Match Production System
Fig.32-40 shows relational database and sample data used for an exemplary "3 Over Match between India and Australia" (see detail in detail description section for programming source code and resulted or generated output video clips sequence order for "3 Over Match between India and Australia")
As shown Fig. 32, shows exemplary Real and Live Cricket Production system's relational database structures including [Player' s Profile Master] 3201 (Detail in Fig. 34) related with LiveCricket VideoClips Master] 3211 and [Team Players] 3206 is master database of players available for showing in or be part of any team of any match generated by Real and Live Cricket Production system. It contains all information of each player comprising data of Player No, Player Name, Photo, Hair Style, Weight, Height, Profile, Grade, Main Role, Default Fielding Position, Bowling Style, Batting Style and Attach or Detach of player from database. [Series_Cup] 3202 contains data of all single or series or cup types of matches including Limited Over, One Day and Test Matches. It contains all information of each series or cup or single type of matches comprising data of single or Series OR Cup No, No. of Over, No. of Matches, No of Teams, No. of Group, Match Type, Single OR Series OR Cup Date, Series OR Cup Name and Attach or Detach of series for production (Detail in Fig. 33). [Series Cup Teams] 3203 relates with [Series Cup] 3202 table and contains participated teams information of each series or Cup comprising data of Single OR Series OR Cup No., Team No., Group Name, Group No.[ Matches] 3204 relates with [Series Cup] 3202 tables and stores information of each match of each single or series or cup groups comprising data of Single OR Series OR Cup No., Toss Win Team Choice, Toss Win Team No., Team 1 No., Team 2 No., Host Stadium, Host Country, Match No and Attach Detach match for production. [Teams] 3205 is master table of all created teams contains data of Team No, Team Name and Attach or Detach team for available for particular series or cup type of matches. [Team Players] 3206 related with [Teams] 3205 and contains all players' information of each team and stores data of Team No., Current Fielding Position, Current Role, Player No. and Team Player No. [BallByBallScore] 3207 (Detail in Fig. 35) contains data of each match related ball by ball setting of score and shot angle inputted by administrator and stores data for Single OR Series OR Cup No., Current Ball Angle, Current Ball Setting, Batsman No., Bowler No., Ball No., Current Ball No., Over No., Team No, Test Inning No. and Match No.[LiveCricket_VideoClips_Master] 3211 (Detail in Fig. 36, 37,38 and 39) is master database of video clips of each players available for Real and Live Cricket Match production system and stores data comprising Player No., Metadata Details, Video Clip Date, Video Clip, Video Clip No, View Mode, Camera Angle, Master Ball Settings, Shot Mode, Shot Angle, Shot Version, Shot Name, Shot Type, Role Name, Role No. and Attach or Detach video clips.[Default_Positions_Angles] 3209 (Detail in Fig. 40)is master database of all available positions angle used for setting current fielding position, set current shot angle of ball by ball score and shot angle of video clip. It stores data of Positions Angles No., and Positions Angles Default Region. [Master Ball Settings] 3208 is master database available for all possible score or action type occur any ball of any match and stores data of Master Ball Settings No. and Master Ball Settings. [Matched Nearest Fielding Positions] 3210 contains data of each fielding position with related all nearest fielding positions available for each fielders of each position. It stores data of Positions Angles No., Rank Matched Nearest Fielding Position, Matched Nearest Fielding Position and Matched Nearest Fielding Position No.
As shown Fig. 33, shows example data of different tables of Real and Live Cricket Production system comprising example 3 over and 1 match 3303 series "Simple Series Cup" 3301 of two teams (1) India V/S (2) Australia 3302 and each teams related players for "Simple Series Cup"3305.
As shown Fig. 34, shows sample data of [Players_Profile_Master] table 3401.
As shown Fig. 35, shows sample [BallByBallScore] table data for exemplary "3 Over Match between India and Australia" 3501.
As shown Fig. 36, shows [LiveCricket VideoClips-Master] table's sample data related with "General" 3601 and "Umpire" 3602 role active video clips with metadata and related rules or rule base.
As shown Fig. 37, shows [LiveCricket VideoClips-Master] table's sample data related with "Pre-Fielding" 3701, "Pre-Bowling" 3702 and "Pre-Betting" 3703 role active video clips with metadata and related rules or rule base.
As shown Fig. 38, shows [LiveCricket VideoClips-Master] table's sample data related with "Fielding" 3803, "Bowling" 3801and "Betting" 3802 role active video clips with metadata and related rules or rule base 3801. As shown Fig. 39, shows [LiveCricket VideoClips-Master] table's sample data related with "Post-Fielding" 3901, "Post-Bowling" 3902 and "Post-Betting" 3903 role active video clips with metadata and related rules or rule base 3901.
As shown Fig. 40, shows sample data of master databases [Default_Positions_Angles] 4001, Master_Ball_Settings [4003] and [Matched Nearest Fielding Positions] 4002.
A Fig 41, Satellite television is television 4107 delivered by the means of communications satellite 4102 and received by a satellite dish 4105 and set-top box 4106. In many areas of the world it provides a wide range of channels and services, often to areas that are not serviced by terrestrial or cable providers.
Conceptually, satellite TV is a lot like broadcast TV. It's a wireless system for delivering television programming directly to a viewer's house. Both broadcast television and satellite stations transmit programming via a radio signal - The main limitation of broadcast TV is range.
Satellite TV 4107 solves the problems of range and distortion by transmitting broadcast signals from satellites 4102 orbiting the Earth. Since satellites are high in the sky, there are a lot more customers in the line of sight. Satellite TV systems transmit and receive radio signals using specialized antennas called satellite dishes.
Most satellite TV customers get their programming through a direct broadcast satellite (DBS) provider 4101, such as DirecTV or DISH Network. The provider selects programs and broadcasts them to subscribers as a set package. Basically, the provider's goal is to bring dozens or even hundreds of channels to your TV in a form that approximates the competition, cable TV.
The Components
There are five major components involved in a direct to home (DTH) or direct broadcasting (DBS) satellite system: the programming source 4101, the broadcast center 4103, the satellite 4102, the satellite 4105 dish and the receiver 4106-4107.
Programming sources 4101 are simply the channels that provide programming for broadcast. The provider doesn't create original programming itself; it pays other companies (HBO, for example, or ESPN) for the right to broadcast their content via satellite. In this way, the provider is kind of like a broker between you and the actual programming sources. (Cable TV companies work on the same principle.) The broadcast center 4103 is the central hub of the system. At the broadcast center, the TV provider receives signals from various programming sources and beams a broadcast signal to satellites 4102 in geosynchronous orbit.
The satellites 4102 receive the signals from the broadcast station and rebroadcast them to Earth.
The viewer's dish 4105 picks up the signal from the satellite (or multiple satellites in the same part of the sky) and passes it on to the receiver 4106 in the viewer's house 4108. The receiver processes the signal and passes it on to a standard TV 4107.
Digital cable, which also has improved picture quality and extended channel selection, has proven to be the fiercest competitor to satellite providers. Once considered luxuries in most households, satellite and digital cable are becoming quite common as providers bundle TV with Internet and phone services to offer competitive deals and win over customers.
The above specification, examples, example interface screens, and data provide a complete description of the manufacture and use of the composition of the invention. Since many embodiments of the invention can be made without departing from the spirit and scope of the invention, the invention resides in the claims hereinafter appended.

Claims

I claim:
1. A method for automated production, for the purpose of entertainment, of near-live sports event in the form of a video film comprising of :
(a) pre-recorded and domain specific video clips sourced from previously played sports events or shot for the purpose along with related meta-data,
(b) domain specific rule base or set of rules,
(c) user interface and
(d) rule engine whereby the instructions are given via user interface which are executed by rule engine using pre-stored video clips, metadata and rule base.
2. The method of claim 1 wherein the video clips are shot for the purpose or are extracted from pre-recorded or archived sports events video identifying the repetitive actions (shots) as per sport type, rules, laws, strategies, tactics, techniques, television field production, structure analysis for sports videos, television views using film making and shooting techniques, camera angles and views types and the video clips are classified as per automated sports production rule base, processed, edited and stored.
3. The method of claim 1 wherein domain specific rule base and conditions are based on all possible repetitive actions (shots) as per sport type, rules, laws, strategies, tactics, techniques and television views.
4. The method of claim 1 wherein identify and classify all possible combinations of sports domain specific sequences, sub-sequences and shots (shot script) as per sports game rules and television view and defining rules for ordering and merging shots in each sequence as per input and rule base by rule engine to genrate desired output.
5. The method of claim 1 wherein the video clips may be shot of multiple versions from multiple camera angels and all such video clips will have associated metadata.
6. The method of claim 1 wherein rule engine gets directions from user interface and generates output by sequencing video clips by matching, selecting and executing the rules.
7. The method of claim 1 wherein the user interface is capable of configuring, organizing and management of a proposed sports event by using various sports event related options.
8. The method of claim 1 wherein input may be human mediated, automatic, remote, template based, or from collaboratively like social networks and naturally or randomly by various logics, methods and systems.
9. The method of claim 1 wherein video clips may be shot using domain related sportspersons or any other persons.
10. The method of claim 1 wherein the video clips may be managed and up graded by modifying, deletion of old clips or addition of new clips.
1 1. The method of claim 1 wherein special effects, visual effects, film making and editing technologies, video and image processing, editing and composition may be applied to the clips resulting into fantasized entertaining sports events.
12. The method of claim 1 wherein the video clips are ordered and merged in manner showing the strategies, tactics, tricks, techniques and television presentation view of sports event.
13. The method of claim 1 wherein said generated near live sport event's video streams from video server(s) can be broadcasting, screening, telecasting, playing, distributing, synchronizing, streaming, transmitting, showing, delivering, recording, storing via multiple communication networks on multiple types of user(s) device(s) to viewers.
14. The method of claim 1 wherein a sports event may be generated by human mediation and applying editing techniques and then broadcasting the same.
15. The method of claim 1 wherein sports domain specific commentary, sounds, Audio, text, image, advertising and system generated current Scoreboard may be added dynamically.
16. The method of claim 1 wherein video clips may be 2D, 3D, analogue and digital and any types of formats or image frame(s) of digitized video data and video stream data can be seen in two-dimensional and three-dimensional view(s).
17. The method of claim 1 wherein said video streams or image frame(s) of digitized video data are real time or near real time, live, on demand, updated, converted, filtered, processed, dynamic, existing, pre-recorded, pre-loaded, series of still images, single image, merging and splitting of image frame(s) and video stream(s) or any formats including flash or a digitized version of an original analog image sequence.
18. The method of claim 1 wherein merging of video clips based on merge last frame of first or previous video clip with start frame of any next video clip.
19. The method of claim 1 wherein system can also use or employ many programming languages and logic comprising procedural programming, object-oriented programming, functional programming, scripting programming, and logic programming besides Rule- based system and programming.
20. The method of claim 1 wherein rule based computer generated or automated production of real and live domain specific video (movie or film) comprising automated production of other domains or types of video or film or movie comprising other types or formats of existing sports games or entirely new types of sports games, tally matches, movie, video music album, dance, advertising, game, cartoon movie, comics, story, fashion show, trailer, short film, documentary, entrainment as per movie production rules.
21. An automated near live sports video production system, comprising of: a server having, a. a video content database containing plurality of video clips with related metadata as per sport type, rules, laws, strategies, tactics, techniques, television views produced by using film making and shooting techniques, camera angles and views types
b. a rule base containing plurality of domain specific rules as per sport type, rules, laws, strategies, tactics, techniques and television views
c. user interface for instructing rule engine
d. rule engine, whereby the instructions are given via user interface which are executed by rule engine using pre-stored video clips, metadata and rule base e. a transmission medium
f. a video server connected to the transmission medium; and a plurality of clients connected to the transmission medium, whereas said clients transmit requests to said server for near-live sports events to be transmitted said server, in response to requests received from said clients, capable of enabling multiple simultaneous video streams.
22. An apparatus for automated near-live sports video production, comprising:
(a) service provider equipment comprising: i. a video content database containing plurality of video clips with related metadata as per sport type, rules, laws, strategies, tactics, techniques, television views using film making and shooting techniques, camera angles and views types ii. a rule base containing plurality of domain specific rules as per sport type, rules, laws, strategies, tactics, techniques and television views. iii. a user input device iv. a system processor coupled to the user input device and adapted to receive from the user input device manual configurations for automated production of near- live sports events video v. an output display device; and vi. a system processor coupled to the rule database, video database, and output display device and adapted and configured to select, match and execute rules as per user input by rule engine, and to display the near live sports events video presentation on the output display device.
(b) subscriber equipment;
(c) service provider equipment connected to the communications network;
(d) a plurality of subscriber connected to the communications network,
(e) a communications network coupling the service provider equipment to the subscriber equipment,
(f) said subscriber transmits requests to said server for enabling near live sports events video streams to be transmitted in said network
(g) a service provider's video server which has a memory in which video clips data, rule base and metadata has been stored and said video server outputs the sports events video data as per instruction of said subscriber; (h) a subscriber which receives the sports events video data distributed or broadcast by said service provider and displays a data on subscriber's equipment.
PCT/IN2009/000384 2009-07-08 2009-07-08 An apparatus, system, and method for automated production of rule based near live sports event in the form of a video film for entertainment WO2011004381A1 (en)

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