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Hawk-Eye : ウィキペディア英語版
Hawk-Eye

Hawk-Eye is a complex computer system used officially in numerous sports such as cricket, tennis, Gaelic football, badminton, hurling, and association football, to visually track the trajectory of the ball and display a record of its statistically most likely path as a moving image.〔(Two British scientists call into question Hawk-Eye's accuracy – Tennis – ESPN ). Sports.espn.go.com (2008-06-19). Retrieved on 2010-08-15.〕
Hawk-Eye was developed in the United Kingdom by Dr. Paul Hawkins. The system was originally implemented in 2001 for television purposes in cricket. The system works via six (sometimes seven) high-performance cameras, normally positioned on the underside of the stadium roof, which track the ball from different angles. The video from the six cameras is then triangulated and combined to create a three-dimensional representation of the trajectory of the ball. Hawk-Eye is not infallible and is accurate to within 5 millimetres (0.19 inch) but is generally trusted as an impartial second opinion in sports.
It has been accepted by governing bodies in tennis, cricket and association football as a technological means of adjudication. Hawk-Eye is used for the Challenge System since 2006 in tennis and Umpire Decision Review System in cricket since 2009. The system was rolled out for the 2013-14 Premier League season as a means of goal-line technology. In December 2014 the clubs of the first division of Bundesliga decided to adopt this system for the 2015-16 season.
==Method of operation==
All Hawk-Eye systems are based on the principles of triangulation using the visual images and timing data provided by a number of high-speed video cameras located at different locations and angles around the area of play.〔 For tennis there are ten cameras. The system rapidly processes the video feeds by a high-speed camera and ball tracker. A data store contains a predefined model of the playing area and includes data on the rules of the game.
In each frame sent from each camera, the system identifies the group of pixels which corresponds to the image of the ball. It then calculates for each frame the 3D position of the ball by comparing its position on at least two of the physically separate cameras at the same instant in time. A succession of frames builds up a record of the path along which the ball has travelled. It also "predicts" the future flight path of the ball and where it will interact with any of the playing area features already programmed into the database. The system can also interpret these interactions to decide infringements of the rules of the game.〔
The system generates a graphic image of the ball path and playing area, which means that information can be provided to judges, television viewers or coaching staff in near real-time.
The pure tracking system is combined with a backend database and archiving capabilities so that it is possible to extract and analyse trends and statistics about individual players, games, ball-to-ball comparisons, etc.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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