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La Liga scores on high-tech

As world football slowly accepts goal-line technology, LaLiga in Spain is scoring all the high-tech goals, writes ARTHUR GOLDSTUCK

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A year ago, when the Spanish football league unveiled virtual reality technology for fans to enjoy LaLiga matches through VR headsets, this was the poor relation of the high-tech initiatives that are changing the game in Spain.

This year, VR is suddenly one of the highlights, as LaLiga gets to grips with the potential of 360 degree cameras and a user experience that moves through changing rooms, arrival of fans and players, and the exit to the pitch.

With the help of multiple cameras and Samsung Gear VR headsets, LaLiga is now offering recaps of the 2018-19 season in 3D virtual reality that provide fans sitting at home with the experience of being a spectator in the stadium. For those who don’t have the tech,the VR experience is being provided at LaLiga Corners, experiential spaces being set up across Spain.

LaLiga has worked with chip giants Intel to roll out Replay360, a technology that allows viewers to recreate 3D replays of any move, from any angle. No less than 38 cameras are installed throughout a stadium to allow spectators to “fly” over the action or position themselves from a player’s point of view. So far, six LaLiga stadiums have been fitted with the technology, including Barcelona’s Camp Nou and Real Madrid’s Santiago Bernabeu.

VR and 3D replays are like the green shoots that appear above a complex maze of roots hidden underground. They represent the most visible face of a technology revolution that has been sweeping LaLiga for the past two years.

During a recent showcase at the RCD Espanyol de Barcelona stadium, on the sidelines of Mobile World Congress, it unveiled the artificial intelligence technology that is guiding the video assistant referee (VAR), among other.

“More than ever before, a football match is a unique experience thanks to recent technological advances which have improved the standing of Spanish clubs, the professionalism of its technical bodies, as well as the fan experience,” said Joris Evers, LaLiga chief communications officer. 

“VAR has become the protagonist of each football match, enabling more even-handed referee decisions, adding prestige to our league, and more drama and new experiences for our fans.”

VAR is now being used worldwide, following heavy resistance from the old guard at football’s controlling body, FIFA. With much of that generation ousted or banned from participating, the game has finally been able to bring in technology to improve the experience for all. At the very least, it helps referees avoid obvious errors regarding goals, penalties, and red cards. 

LaLiga has taken it a step further. With technology provider EVS and the official producer of the competition, Mediapro, it has introduced a multi-angle review tool called Xeebra, which offers referees more accurate technology for making decisions. Built-in artificial intelligence calibrates the playing field so that graphic overlays can support decision making.

The referees love the technology. During the first 19 match days of this season, refs used the VAR system to review 2,280 incidents. The good news is that their initial decisions were mostly proved correct. However, refs modified their final decisions on 59 occasions. That is nearly five dozen incidents that could have changed the outcome of games had the ref not had some virtual assistance.

Even scheduling of matches is now benefiting from new technology.

“At a time when there is much talk about artificial intelligence (AI) and machine learning, we are also starting to use these technologies, for example, to optimise scheduling of our matches,” said Evers. 

A new cloud-based tool called Calendar Selector applies machine learning and algorithms to suggest optimal match schedules, based on past patterns of attendance, viewership, traffic and about 70 other variables. The built-in AI is already predicting crowd size to within 1% of the actual attendance. It works hand in hand with “Sunlight” software, which predicts natural light conditions at every minute for each match. 

“It indicates areas of sun and shade in the stadium, revealing how the sun will affect the television image, fans and players, and also help with match scheduling. To achieve this, LaLiga uses 3D reconstructions of stadiums.”

The match and player analysis service, Mediacoach, which was reported in this column a year ago, has also evolved dramatically. An advanced application to provide clubs and coaches with tools aimed at improving the performance of teams and players, it includes 10 years of data and history, and generates heat maps of current play with only an 18 second delay.

“This democratic sharing of data in LaLiga is unique,” said Evers. And now it has also been made available to the media to improve audio-visual broadcasting.

“This year’s technology includes the intelligent detection of the ball’s position on the pitch. The movement of the ball is used to locate precisely, and in real time, where the action of the game is. Ambient microphones distributed around the stadium are automatically activated to give more realism to the sound of the broadcast and bring the action closer to viewers.”

AI has also been roped in to serve fans better. With a little help from Bixby, Samsung’s artificial intelligence platform, LaLiga has introduced an intelligent virtual assistant to offer information through voice and text on multiple devices. It will eventually be available on all major chatbots, offering information like schedules, results, player statistics and videos of outstanding plays.

The combination of all these technologies and innovations means that football lovers are increasingly able to achieve a level of involvement with a game that was previously only available in video games like Electronic Arts’ Fifa 19.

“In the past they tried to make video games like live broadcast,” said Evers. “Now they’re trying to make live broadcast more like video games.”

  • Arthur Goldstuck is founder of World Wide Worx and editor-in-chief of Gadget.co.za. Follow him on Twitter and Instagram on @art2gee

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Why your first self-driving car ride will be in a robotaxi

Autonomous driving will take longer than we expect, and involve less ownership than the industry would like, writes Intel’s AMNON SHASHUA

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As we all watch automakers and autonomous tech companies team up in various alliances, it’s natural to wonder about their significance and what the future will bring. Are we realizing that autonomous driving technology and its acceptance by society could take longer than expected? Is the cost of investing in such technology proving more than any single organization can sustain? Are these alliances driven by a need for regulation that will be accepted by governments and the public or for developing standards on which manufacturers can agree?

The answers are likely a bit of each, which makes it a timely opportunity to review the big picture and share our view of where Intel and Mobileye stand in this landscape.

Three Aspects to Auto-Tech-AI

There are three aspects to automotive-technology-artificial intelligence (auto-tech-AI) that are unfolding:

  1. Advanced driver-assistance systems (ADAS)
  2. Robotaxi ride-hailing as the future of mobility-as-a-service (MaaS)
  3. Series-production passenger car autonomy

With ADAS technologies, the driver remains in control while the system intervenes when necessary to prevent accidents. This is especially important as distracted driving grows unabated. Known as Levels 0-2 as defined by the Society of Automotive Engineers (SAE), ADAS promises to reduce the probability of an accident to infinitesimal levels. This critical phase of auto-tech-AI is well underway, with today’s penetration around 22%, a number expected to climb sharply to 75% by 2025.1

Meanwhile, the autonomous driving aspect of auto-tech-AI is coming in two phases: robotaxi MaaS and series-production passenger car autonomy. What has changed in the mindset of many companies, including much of the auto industry, is the realization that those two phases cannot proceed in parallel.

Series-production passenger car autonomy (SAE Levels 4-5) must wait until the robotaxi industry deploys and matures. This is due to three factors: cost, regulation and geographic scale. Getting all factors optimized simultaneously has proven too difficult to achieve in a single leap, and it is why many in the industry are contemplating the best path to achieve volume production. Many industry leaders are realizing it is possible to stagger the challenges if the deployment of fully autonomous vehicles (AVs) aims first at the robotaxi opportunity.

Cost: The cost of a self-driving system (SDS) with its cameras, radars, lidars and high-performance computing is in the tens of thousands of dollars and will remain so for the foreseeable future. This cost level is acceptable for a driverless ride-hailing service, but is simply too expensive for series-production passenger cars. The cost of SDS should be no more than a few thousand dollars – an order of magnitude lower than today’s costs – before such capability can find its way to series-production passenger cars.

Regulation: Regulation is an area that receives too little attention. Companies deep in the making of SDSs know that it is the stickiest issue. Beside the fact that laws for granting a license to drive are geared toward human drivers, there is the serious issue of how to balance safety and usefulness in a manner that is acceptable to society.

It will be easier to develop laws and regulations governing a fleet of robotaxis than for privately-owned vehicles. A fleet operator will receive a limited license per use case and per geographic region and will be subject to extensive reporting and back-office remote operation. In contrast, licensing such cars to private citizens will require a complete overhaul of the complex laws and regulations that currently govern vehicles and drivers.

The auto industry is gradually realising that autonomy must wait until regulation and technology reach equilibrium, and the best place to get this done is through the robotaxi phase.

Scale: The third factor, geographic scale, is mostly a challenge of creating high-definition maps with great detail and accuracy, and of keeping those maps continuously updated. The geographic scale is crucial for series-production driverless cars because they must necessarily operate “everywhere” to fulfil the promise of the self-driving revolution. Robotaxis can be confined to geofenced areas, which makes it possible to postpone the issue of scale until the maturity of the robotaxi industry.

When the factors of cost, regulation and scale are taken together, it is understandable why series-production passenger cars will not become possible until after the robotaxi phase.

As is increasingly apparent, the auto industry is gravitating towards greater emphasis on their Level 2 offerings. Enhanced ADAS – with drivers still in charge of the vehicle at all times – helps achieve many of the expected safety benefits of AVs without bumping into the regulatory, cost and scale challenges.

At the same time, automakers are solving for the regulatory, cost and scale challenges by embracing the emerging robotaxi MaaS industry. Once MaaS via robotaxi achieves traction and maturity, automakers will be ready for the next (and most transformative) phase of passenger car autonomy.

The Strategy for Autonomy

With all of this in mind, Intel and Mobileye are focused on the most efficient path to reach passenger car autonomy. It requires long-term planning, and for those who can sustain the large investments ahead, the rewards will be great. Our path forward relies on four focus areas:

  • Continue at the forefront of ADAS development. Beyond the fact that ADAS is the core of life-saving technology, it allows us to validate the technological building blocks of autonomous vehicles via tens of new production programs a year with automakers that submit our technology to the most stringent safety testing. Our ADAS programs – more than 34 million vehicles on roads today – provide the financial “fuel” to sustain autonomous development activity for the long run.
  • Design an SDS with a backbone of a camera-centric configuration. Building a robust system that can drive solely based on cameras allows us to pinpoint the critical safety segments for which we truly need redundancy from radars and lidars. This effort to avoid unnecessary over-engineering or “sensor overload” is key to keeping the cost low.
  • Build on our Road Experience Management (REM)™ crowdsourced automatic high-definition map-making to address the scale issue. Through existing contracts with automakers, we at Mobileye expect to have more than 25 million cars sending road data by 2022.
  • Tackle the regulatory issue through our Responsibility-Sensitive Safety (RSS) formal model of safe driving, which balances the usefulness and agility of the robotic driver with a safety model that complies with societal norms of careful driving.

At Intel and Mobileye, we are all-in on the global robotaxi opportunity. We are developing technology for the entire robotaxi experience – from hailing the ride on your phone, through powering the vehicle and monitoring the fleet. Our hands-on approach with as much of the process as possible enables us to maximize learnings from the robotaxi phase and be ready with the right solutions for automakers when the time is right for series-production passenger cars.

On the way, we will help our partners deliver on the life-saving safety revolution of ADAS. We are convinced this will be a powerful and historic example of the greatest value being realized on the journey.

Professor Amnon Shashua is senior vice president at Intel Corporation and president and chief executive officer of Mobileye, an Intel company.

1Wolfe Research 2019.

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Sea of Solitude represents mental health issues through gaming

It’s a game that provides a tasteful visual representation of mental health issues. BRYAN TURNER dives into the Sea of Solitude.

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Disclaimer: This review is based on four hours of gameplay.

Sea of Solitude, the latest adventure game by Jo-Mei Games and EA Games, takes a sobering look at loneliness. It represents this loneliness visually, using light and dark environmental changes, as well as creatures players must encounter. The main character, Kay, must make it through the sea without finding herself trapped in a sea of loneliness. She meets fantastical creatures along her journey, and she must help them solve their challenges while keeping herself in a sane environment.

The game is systematic in the way it represents its important aspects. It starts with a striking visual art style and a soft storyline, which gives characters a chance to absorb the beauty of the game. As one gets a hang of the controls and used to the art style, the story kicks it up a few notches to reveal the harrowing backstories of the creatures that reside in the sea Kay must travel.

In particular, it features a creature that keeps flying away from Kay. This was frustrating because the previous chapter of the game presents a backstory for the creature that was not only devastating to the main character, but also to the player. Once Kay meets this creature, players must be ready to cry. It’s a brilliantly crafted story and hats off to Jo-Mei Games for being great storytellers.

Cornelia Geppert, CEO of Jo-Mei Games, told EA: “Sea of Solitude centres on the essence of loneliness and tugs on the heartstrings of its players by mirroring their own reality. It’s by far the most artistic and personal project I’ve ever created, written during a very emotional time in my life. Designing characters based on emotions was a deeply personal achievement for our team and we’re so excited for players to soon experience Kay’s powerful story of self-discovery and healing.”

Generally, I steer clear of games that are metaphors about mental health issues because they tend to be crass in how they address mental health. Sea of Solitude is quite different because of its level of relatability. Other games about mental health tend to be about a specific disorder that not many people experience, while loneliness is something that so many of us experience. Additionally, the representation of how loneliness affects Kay in the real world is sharp but tasteful. The combination of relatability and respectful representation is what makes the game’s story so brilliant.

Another great aspect of this game is the music scoring. It uses sound and the absence of sound very carefully to invoke the right feelings expected from players. The game wouldn’t be as good with the sound off and subtitles on, so future players are recommended to turn up the volume or put on headphones.

The game is long for an indie game, at around three or four hours of gameplay until the end is reached. Several sources say there is a hidden ending, so players can look out for that in a second playthrough.

The game’s story isn’t perfect, though. The eventual sameness of creature encounters is a little disappointing. This may be down to the expectation of being extremely devastated by all the stories of the creatures, especially when one is less than devastated by the subsequent stories. One of the most affecting creature stories was also presented at the beginning of the game, which set the bar very high for the rest of the creatures.

One creature, in particular, tries very hard to have the greatest emotional impact, but this comes across as blunt and dampens the meaning of what it was supposed to represent.

While I didn’t mind sharp representation, the perception of themes like bullying, estrangement, and suicidal thoughts may vary in appropriateness from player to player. Prospective players with existing painful mental health issues should consult gameplay videos, like the one below, before purchasing the game, to gauge appropriateness.

Overall, the game is incredible at connecting with what it is to be human and what it means to be lonely. Dealing with issues as physical creatures is a great touch, as the main character tends to resolve the problems of the creature by understanding what the problems mean.

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