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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