1,378 research outputs found

    Towards Structured Analysis of Broadcast Badminton Videos

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    Sports video data is recorded for nearly every major tournament but remains archived and inaccessible to large scale data mining and analytics. It can only be viewed sequentially or manually tagged with higher-level labels which is time consuming and prone to errors. In this work, we propose an end-to-end framework for automatic attributes tagging and analysis of sport videos. We use commonly available broadcast videos of matches and, unlike previous approaches, does not rely on special camera setups or additional sensors. Our focus is on Badminton as the sport of interest. We propose a method to analyze a large corpus of badminton broadcast videos by segmenting the points played, tracking and recognizing the players in each point and annotating their respective badminton strokes. We evaluate the performance on 10 Olympic matches with 20 players and achieved 95.44% point segmentation accuracy, 97.38% player detection score ([email protected]), 97.98% player identification accuracy, and stroke segmentation edit scores of 80.48%. We further show that the automatically annotated videos alone could enable the gameplay analysis and inference by computing understandable metrics such as player's reaction time, speed, and footwork around the court, etc.Comment: 9 page

    Estimation of control area in badminton doubles with pose information from top and back view drone videos

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    The application of visual tracking to the performance analysis of sports players in dynamic competitions is vital for effective coaching. In doubles matches, coordinated positioning is crucial for maintaining control of the court and minimizing opponents' scoring opportunities. The analysis of such teamwork plays a vital role in understanding the dynamics of the game. However, previous studies have primarily focused on analyzing and assessing singles players without considering occlusion in broadcast videos. These studies have relied on discrete representations, which involve the analysis and representation of specific actions (e.g., strokes) or events that occur during the game while overlooking the meaningful spatial distribution. In this work, we present the first annotated drone dataset from top and back views in badminton doubles and propose a framework to estimate the control area probability map, which can be used to evaluate teamwork performance. We present an efficient framework of deep neural networks that enables the calculation of full probability surfaces. This framework utilizes the embedding of a Gaussian mixture map of players' positions and employs graph convolution on their poses. In the experiment, we verify our approach by comparing various baselines and discovering the correlations between the score and control area. Additionally, we propose a practical application for assessing optimal positioning to provide instructions during a game. Our approach offers both visual and quantitative evaluations of players' movements, thereby providing valuable insights into doubles teamwork. The dataset and related project code is available at https://github.com/Ning-D/Drone_BD_ControlAreaComment: 15 pages, 10 figures, to appear in Multimedia Tools and Application

    MonoTrack: Shuttle trajectory reconstruction from monocular badminton video

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    Trajectory estimation is a fundamental component of racket sport analytics, as the trajectory contains information not only about the winning and losing of each point, but also how it was won or lost. In sports such as badminton, players benefit from knowing the full 3D trajectory, as the height of shuttlecock or ball provides valuable tactical information. Unfortunately, 3D reconstruction is a notoriously hard problem, and standard trajectory estimators can only track 2D pixel coordinates. In this work, we present the first complete end-to-end system for the extraction and segmentation of 3D shuttle trajectories from monocular badminton videos. Our system integrates badminton domain knowledge such as court dimension, shot placement, physical laws of motion, along with vision-based features such as player poses and shuttle tracking. We find that significant engineering efforts and model improvements are needed to make the overall system robust, and as a by-product of our work, improve state-of-the-art results on court recognition, 2D trajectory estimation, and hit recognition.Comment: To appear in CVSports@CVPR 202

    A Survey of Deep Learning in Sports Applications: Perception, Comprehension, and Decision

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    Deep learning has the potential to revolutionize sports performance, with applications ranging from perception and comprehension to decision. This paper presents a comprehensive survey of deep learning in sports performance, focusing on three main aspects: algorithms, datasets and virtual environments, and challenges. Firstly, we discuss the hierarchical structure of deep learning algorithms in sports performance which includes perception, comprehension and decision while comparing their strengths and weaknesses. Secondly, we list widely used existing datasets in sports and highlight their characteristics and limitations. Finally, we summarize current challenges and point out future trends of deep learning in sports. Our survey provides valuable reference material for researchers interested in deep learning in sports applications

    Anomaly Detection, Rule Adaptation and Rule Induction Methodologies in the Context of Automated Sports Video Annotation.

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    Automated video annotation is a topic of considerable interest in computer vision due to its applications in video search, object based video encoding and enhanced broadcast content. The domain of sport broadcasting is, in particular, the subject of current research attention due to its fixed, rule governed, content. This research work aims to develop, analyze and demonstrate novel methodologies that can be useful in the context of adaptive and automated video annotation systems. In this thesis, we present methodologies for addressing the problems of anomaly detection, rule adaptation and rule induction for court based sports such as tennis and badminton. We first introduce an HMM induction strategy for a court-model based method that uses the court structure in the form of a lattice for two related modalities of singles and doubles tennis to tackle the problems of anomaly detection and rectification. We also introduce another anomaly detection methodology that is based on the disparity between the low-level vision based classifiers and the high-level contextual classifier. Another approach to address the problem of rule adaptation is also proposed that employs Convex hulling of the anomalous states. We also investigate a number of novel hierarchical HMM generating methods for stochastic induction of game rules. These methodologies include, Cartesian product Label-based Hierarchical Bottom-up Clustering (CLHBC) that employs prior information within the label structures. A new constrained variant of the classical Chinese Restaurant Process (CRP) is also introduced that is relevant to sports games. We also propose two hybrid methodologies in this context and a comparative analysis is made against the flat Markov model. We also show that these methods are also generalizable to other rule based environments
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