Shoot and Play
By simply taking a photograph with a mobile phone, it is possible to find and process all the information about an athlete or an object, thus linking the real world with internet digital information and services.

Rich contents on your mobile phone

Looking for a famous athlete or VIP, a picture or a monument, or a car model is today a routine. Internet has made it possible access to a wide variety of information on almost anything human beings can know. The mandatory prerequisites for this situation are a terminal with connection to the Internet, at least part of the name of what one is looking for.
But what will happen if we see an athlete and don't know who he is? The Shoot and Play platform, developed by CEFRIEL in collaboration with tenCube a start-up in the field of mobile technologies, has finally made it possible to set up a concrete link between the real world and digital information and services. It is actually sufficient to take the photograph of a person, an object or a place with one's own mobile phone in order to receive a series of related "digital" contents.
Shoot and Play is demonstrated at the XX Olympic Winter Games Torino 2006. Using Samsung terminals, CEFRIEL will show how it is possible to receive information on athlete's biography, on the results achieved during the season, and purchase tickets.

Shoot and Play: how it works

The requirements for implementing these functionalities are minimal. The image processing application, which is the starting point of Shoot and Play's platform, has to be installed on the user's mobile telephone, equipped with a photo camera. On the other side, special labels have to be attached on persons or objects which the information and digital services are to be linked to. Labels are bidimensional bar codes. In this way, the mobile telephone interprets the label and, thanks to an enhanced service platform, contextually:

  • Reproduces a short film connected with a newspaper article or an advertisement;
  • Makes payments;
  • Gives traffic directions;
  • Downloads an application automatically;
  • Simply opens a Web page.

The enhanced service platform intelligently exploits the data obtained by processing the label. In fact, the data is enriched by context and semantic knowledge that make it possible to send back to the user the most pertinent and useful information on the person or object photographed.
The possible applications of Shoot and Play platform cover a wide spectrum of use cases, due to the growing use of mobile phones equipped with photo cameras.
Few examples: labels on traffic directions to help people to locate places of tourist interest; labels on an article in a newspaper to offer the podcast of the article or other connected news and details; labels in an advertisement in order to have more information on the product concerned or to take part in a contest connected with the product. CEFRIEL is, moreover, working on even more sophisticated techniques of image processing, such as watermarking and fingerprinting - which aim to conceal the labels completely.
In this way, all the applications described will be supplied without the labels being visible to the human eye. The Shoot and Play platform could be potentially integrated within the INFO 2006 solution presented by Atos Origin, the officialWorldwide IT Partner and IOC Top Sponsor for the Olympic Games.

Would you like to buy a ticket? Well, just take a photo!

With shoot and play all you need is a mobile phone with a photo camera to be able to buy a ticket for your favourite event.
If you require information on any event in the programme or you want to buy a ticket, just take a photo of the poster bearing an identification label... the electronic ticket will be delivered directly to your mobile via sms.

Ma quanto ha vinto la Kostner? Con Shoot and Play la risposta!

Thanks to CEFRIEL's platform, it will be sufficient to take a photograph of the athlete using your mobile phone to identify his/her name and biographical detail, or the events in which he/she will take part. just one requirement: the athlete's garment is equipped with an identification label.

Example of an identification label linked with information and digital services.

Other documentation

 
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