1,378 research outputs found
Towards Structured Analysis of Broadcast Badminton Videos
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
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
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
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.
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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Computer Vision-Powered Applications for Interpreting and Interacting with Movement
Movement and our ability to perceive it are core elements of the human experience. To bridge the gap between artificial intelligence research and the daily lives of people, this thesis explores leveraging advancements in the field of computer vision to enhance human experiences related to movement. Through two projects, I leverage computer vision to aid Blind and Low Vision (BLV) people in perceiving sports gameplay, and provide navigation assistance for pedestrians in outdoor urban environments. I present Front Row, a system that enables BLV viewers to interpret tennis matches through immersive audio cues, along with StreetNav, a system that repurposes street cameras for real-time, precise outdoor navigation assistance and environmental awareness. User studies and technical evaluations demonstrate the potential of these systems in augmenting people’s experiences perceiving and interacting with movement. This exploration also uncovers challenges in deploying such solutions along with opportunities in the design of future technologies.
Keywords: human-centered computing, accessibility, computer vision, outdoor navigatio
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