Detection of Single Ball Contacts using a Radio-based Tracking
System
A Basis for Technical Performance Analysis
Nicolas Witt
1
, Matthias Völker
2
and Björn M. Eskofier
1
1
Digital Sports Group, Friedrich-Alexander-University-Erlangen-Nuernberg (FAU), Erlangen, Germany
2
Time-based Radio Location Group, Fraunhofer Institute for Integrated Circuits (IIS), Nuremberg, Germany
1 OBJECTIVES
Nowadays, many systems provide positional data of
players in major ball sports like soccer, basketball or
American football. Position data in soccer results
from video tracking during official games (Di Salvo,
2006) or from radio-based systems in training
sessions (Frencken, 2010). The existing systems are
used for a physical assessment of players. However,
higher rate tracking systems for players and
especially for balls could additionally enable a detai-
led technical assessment of athletes. There also have
been attempts to extract possession related actions
from official tracking data (Hoernig et al., 2016).
This work investigates the detection of single
ball contacts, distinguishing left and right foot, using
a radio-based real-time tracking system, (v. d. Gruen
et al., 2011) for proving its suitability for technical
performance analysis in training sessions and games.
2 METHODS
This section first describes the tracking system and
the test environment, followed by an overview on
the different scenarios and the gold standard that is
used for testing. Finally the detection algorithm used
for extracting ball contacts is explained as well as
the statistics to evaluate its performance.
2.1 Tracking System and Test Location
The RedFIR Real-Time Locating System (RTLS)
from the Fraunhofer Institute for Integrated Circuits
provides highly accurate and high frequent tracking
data that is based on time-of-flight and phase
measurements (v. d. Gruen et al., 2011 and
Mutschler et al., 2013). Small transmitters emit burst
signals, which are received by antennas around the
tracking area. The tracking data is computed from
time differences of arrival (TDoA) using hyperbolic
trilateration. The locating system is able to generate
an overall of 50,000 tracking samples per second.
This includes athlete tracking data with 200 Hz for
every transmitter (size: 50 x 33 x 6 mm) and ball
data with 2000 Hz for every ball. Each tracking
sample consists of position (x, y, z), velocity (v
x
, v
y
,
v
z
) and acceleration (a
x
, a
y
, a
z
) values in the local
coordinate system. The system can simultaneously
track twelve balls and 126 player transmitters.
Figure 1: Mounting points of player and ball transmitters.
The tracked transmitters are attached to the
athletes’ left and right shins (see Figure 1) by
compression tubes. All experiments are conducted in
an indoor environment called L.I.N.K. (Eidloth et
al., 2014), a multipurpose hall for testing tracking
systems and application scenarios.
2.2 Datasets for Game and Training
Two different scenarios are regarded, to evaluate the
ball contact detection in training and game settings.
944 ball contacts are played in total during both
scenarios.
We record all sessions with a standard
camcorder at 50 fps. The ground truth for ball
contacts (point in time and left or right foot) is
derived from the video footage by a four eyes
Witt, N., Völker, M. and Eskofier, B.
Detection of Single Ball Contacts using a Radio-based Tracking System - A Basis for Technical Performance Analysis.
In Extended Abstracts (icSPORTS 2016), pages 19-22
Copyright
c
2016 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
19
(analysts are certified soccer trainers) principle. A
frame by frame analysis, leads to a precise point in
time for every contact. The training and game
scenarios each consists of two different parts:
Training scenario: Two different exercises are
played by two players each. One exercise with 12
repetitions was a double passing exercise with a shot
on goal at the end. There are 70 ball contacts in the
ground truth for this exercise. The second recording
session is a continuous passing exercise around a
square (10 x 10 meters) containing 125 contacts.
Game scenario: Three sessions (each 4 minutes)
of FUNiño (Wein, 2016) are played on a field of 20
x 26 meters, with 404 contacts in total. On the same
pitch three sessions of a ball possession exercise are
recorded (3 vs. 3 players), resulting in 345 annotated
ball contacts. As teams could only score points after
eight consecutive ball possessions, this exercise
should enforce more duels, representing complex
situations for automatic contact detection. The game
scenario contains 749 contacts in total.
Figure 2: The two steps of the algorithm detected hits for
player 5 and 6. Feet are indicated by R and L.
2.3 Detection Algorithm
We use a straightforward algorithm to detect single
ball contacts (also referred as hits) in the tracking
data. The algorithm includes two major steps:
Step 1: Find threshold crossings of ball
acceleration in the x,y-plane to get possible times of
ball contacts (th
acc
= 48 m/s
2
was used).
Step 2: Assign the nearest foot to the ball at the
acceleration crossings that is closer than a certain
radius (we used r
near
= 0.6 m).
The first step detects possible hits where the ball
changes its direction and/or velocity. The second
step identifies the foot the ball was played with. It
also eliminates impossible hits, where no foot was
involved. Both steps are illustrated in Figure 2. The
threshold values are the results of a grid search, on
the game scenario, optimizing for the F1-score.
Together with the fact that there was a ball hit,
its time and location (x,y-coordinate) gets extracted.
The detected action (referred as event) also carries
the identification of the player as well as additional
attributes (e.g. foot identifier and peak acceleration).
Thus the event can be used for further higher-level
analyses. Examples are measuring the ball-
processing time as the time difference between ball
reception (first hit) and passing (last hit) in training
exercises. Also extracting possessions, passes and
shots during matches or find differences in ball
handling skills for the left and right foot become
possible.
2.4 Evaluation Measures
To evaluate the detection performance, recall and
precision rates are provided (as in Huang, 2011). To
compute these statistics, four different counts are
used besides the number of hits in the ground truth
(GT). The wrong detected hits (WD) are those that
are detected, but with a wrong assignment of the
foot, e.g. during a close duel. The false detected
contacts (FD) are not present in the ground truth, but
the algorithm detected a hit, e.g. a bouncing of the
ball near a foot. Missed thresholds can be a reason
for not detected hits (ND). False positives in the
computation of precision and false negatives for the
recall are computed as the sum of FD and WD. The
F1-score mentioned in the algorithm section was
computed as the geometric mean of precision and
recall.
3 RESULTS
The description of the results will be split according
to the training and the game scenario.
The training scenario results in Table 1 show an
optimal result for the double passing exercise. All 70
contacts were detected and also the correct foot was
identified for every hit.
Table 1: Results for the training scenario.
Exercise Recall Precision
Double passing 100 % 100 %
Passing (square) 87 % 97 %
In the passing exercise around the square, a
precision of 97 % is reached and a lower recall of 87
%. The low recall results from 16 contacts that were
not detected. These contacts were gently played with
the sole of the shoe, hardly changing the direction of
icSPORTS 2016 - 4th International Congress on Sport Sciences Research and Technology Support
20
the ball. From the 125 contacts played, 107 were
correctly detected. For two contacts the wrong foot
was assigned. One contact was detected false.
The aggregated results for the three FUNiño
sessions in Table 2 show a precision of 87% and a
recall of 92%. From the 404 contacts in the ground
truth, 358 were detected correct. 36 hits were
detected false and for 16 the wrong foot was
assigned. 36 contacts were not detected. The results
for the ball possession session are slightly higher
with a recall of 93% and a precision of 90 %. The
algorithm correctly detected 313 from the 345
contacts in the ground truth. The numbers of false
and wrong detected hits are 24 and 10 respectively.
22 contacts were not detected. In total, the two
sessions show a precision of 89% and a recall of
93% for the whole game scenario, where 671 of 745
contacts were correctly detected.
Table 2: Results for the game scenario.
Session Recall Precision
3 x FUNiño
92 % 87 %
3 x Possession 93 % 90 %
Overall 93 % 89 %
4 DISCUSSION
As applications for using detected contacts for
training and game analyses can be different, the
results are discussed separately for the two
scenarios.
4.1 Training
The results show an optimal detection for the non-
continuous exercise (double passing with a shot on
goal). The reason for that are the straightforward
tasks without opponent intervention, so players
execute very clear contacts, also during dribblings.
For the passing around the square exercise there
were gentle hits that were not detected. In
accordance with soccer trainers these contacts are
not crucial for an assessment in training. For
automatic training applications, the high detection
performance enables a variety of automatic ball
handling analyses. Examples are rating passing
precision, speed of dribblings or proximity to the
ball during exercises, to get objective measures for
technical skills. Also simpler analyses for the
footedness of a player over training sessions become
easy.
4.2 Game
As can be seen from the game scenario results, a
number of hits are detected wrong. For higher level
analyses (e.g. passes and shots) where only an
assignment to a player, not to a certain foot is
necessary, this is not a problem. To further avoid
false detected contacts, adaptive thresholds could be
a possible improvement. Not detected hits mainly
appear during longer dribblings. The same holds for
wrong detected ones. Those ball contacts seem not
to be crucial in game analysis. It can be expected
that the great majority of higher level actions can be
automatically detected with the presented ball
contact detection as a basis. This would enable an
objective assessment of technical skills as well as
reducing the manual effort for annotations.
ACKNOWLEDGEMENTS
This contribution was supported by the Bavarian
Ministry of Economic Affairs and Media, Energy
and Technology as a part of the Bavarian project
'Leistungszentrum Elektroniksysteme (LZE)'.
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