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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