Technology in sports — using audience reaction patterns to augment viewer’s experience
Capturing in-stadium audience reaction patterns to augment the sports experience delivered to online users.
A technology augmenting the online/TV experience of watching a live match by providing and visualizing the pulse of the game. The audience attending a live game (physically, in-stadium) naturally reacts to certain events with ‘universal’, ‘natural’ movements.
These techniques enable identification of concurrency patterns in live audiences — implicitly captured through smartphones and wearable devices. The patterns are then further modeled to generate near real time metrics and signals regarding the state of the audience — or subsets of the audience — and its dynamics which are then used to enable connected experiences for the online audience.
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This visual indicator is generated by capturing motion data from sports match audience members, identifying concurrency patterns among the members’ movements, interpreting the concurrency patterns, and computing a score or a series of scores representing the pulse or rhythm of the sporting match.
The computing device allows the online user to search and select a live match based on the rhythm of the game or the current level of excitement — the quantified live experience enabling comparison among live matches. Also allows the online user to search historical events (those completed already) using the level of excitement as filter and/or ordering criterion.
The concurrency movement patterns may be compared with metadata defining preference data such as user’s favorite team. The preference data may comprise additional information on any implicitly identified favorite team (e.g., through the history of live, in-stadium audience participation) and additional demographics. This comparison, therefore, produces various statistics such as the size, estimates of fans for each of the team and more, using the available metadata for each user.
The concurrency movement patterns may be used to compute a pulse score to quantify the game’s rhythm (e.g., a running state). The pulse score may be adjusted based on known previous mass reactions and/or in view of different styles of different sports across different countries.
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