Realization of Highly Realistic Broadcast that Includes the Eye
Movements of Basketball Players
Kanji Kitahama
1,a
, Takuya Sarugaku
2,b
and Mitsuho Yamada
2,c
1
Liberal Arts Education Center, Tokai University, Minato, Tokyo, Japan
2
School of Inf. and Telecom. Eng., Tokai University, Minato, Tokyo, Japan
Keywords: Sports, Basketball, Wireless Eye Movement Measurement, 4K Video.
Abstract: Sport spectatorship changes with the introduction of new technologies. There are many video editing methods
in sports broadcasting, but it is more important to base video presentation on the characteristics of a specific
sport. We examined the eye movements of basketball players and found. An essential relationship between
their skill level and their eye movements in making successful shots. Analysis of eye movements during free
throws revealed that a player was more likely to score if they focused on the support frame line on the
backboard not only before the shot but even after releasing the ball. Overlaying reveals the movements of
both players and their focus simultaneous analysis. Overlaying technology proved that spectators could watch
a player’s focus and body movement specifically at the same time. By recording with 4K video cameras,
spectators could easily understand the directions of the players. Furthermore, we proved that the analysis of
a player's eye movement in a play situation can be beneficial to the team. As a result of this study, the
differences in court awareness during a play according to the skill levels of different players became apparent.
1 INTRODUCTION
Unfortunately, the International Olympic Committee
and the Japanese government have decided to
postpone the 2020 Tokyo Olympic and Paralympic
Games until 2021 due to the global spread of the new
corona virus (COVID-19). However, this happen
might be an excellent opportunity to further develop
techniques that convey the attractiveness of sports for
the broadcast companies to spectators, including
those watching TV as well as Internet-distributed
(computers, smartphones, tablets, and so on) viewers.
A study of TV viewers concluded that most
people would watch the 2020 Tokyo Olympic games
on TV (92%), and that spectators will expect better
and more realistic image quality (Saito, 2019). TV
and Internet-distributed viewers seek more
information and a more powerful experience than
they would get in the stadium, such as through virtual
reality (VR). Another author emphasized "a more
realistic feeling" as a key phrase for the near future
(Noma, 2002). In other words, growing numbers of
a
https://www.u-tokai.ac.jp/staff/detail/MDgwMDcw/MjA2MTU4
b
https://www.u-tokai.ac.jp/english/academics/graduate/information_and_telecommunication_engineering.html
c
http://eyemove.g1.xrea.com/yamadalab_ENG.htm
spectators will watch sports on TV or the Internet as
technology improves. The enjoyment of sports on
T.V. or Internet-distributed content will be the new
norm and will be increased more and more in the
future.
Basketball is one of the sports where a group of
people form a team and face each other in offense and
defense, competing for points using individual and
group tactics around a "single contested object."
According a textbook on basketball, one of the
abilities players need is situational awareness (Japan
Basketball Association, 2014). To improve their
situational awareness, players need to broaden their
peripheral vision. Basketball, players must be aware
of valuable information and take appropriate action
amid the rapid changes in their surroundings (Japan
Basketball Association, 2014). Therefore, all players
are always anticipating something, watching
something, feeling something, thinking something,
judging the ever-changing situation, and choosing
when to try to score (Toyoda et al., 2016). In a
previous study about a player’s eye movements, the
234
Kitahama, K., Sarugaku, T. and Yamada, M.
Realization of Highly Realistic Broadcast that Includes the Eye Movements of Basketball Players.
DOI: 10.5220/0010167602340241
In Proceedings of the 8th International Conference on Sport Sciences Research and Technology Support (icSPORTS 2020), pages 234-241
ISBN: 978-989-758-481-7
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
passer (usually a point guard) looks to the left and
right, finds open player and, when passing, uses their
eye mislead defenders (Sasaki et al., 1995).
Ryu et al. (2013), experimented with the roles of
central and peripheral vision in expert decision
making. The authors watched basketball scenarios on
video (11 expert and less-skilled men's basketball
players in each group) and, determined whether it was
a correct decision for the ball carrier to pass, or to
drive to the basket. The expert players responded
faster than the less-skilled players. A similar study
concluded that regular basketball players' latency of
vergence divergence was shorter than that of non-
regular basketball players (Kokubu et al., 2019).
Those authors mentioned that players with more
experience, were able to quickly initiate a gaze
movement in the direction of depth.
A significant factor that determines the success or
failure of a shot is the "quiet eye ”(QE). QE is a
characteristic eye behavior exhibited by experts
during successful aiming movements, such as free-
throws and darts. Vickers stated that good free-throw
shooters spent more time looking at the ring before
the start of the shot than when they were successful.
Although the QE mean durations of the expert are
1000 ms (successful) and 800 ms (unsuccessful),
those of the near-expert are less than 400 ms
(successful) and more than 400ms (unsuccessful) in
the study of (1996). Based on that study, university
basketball team took QE training for two seasons. As
a result, that team improved its who free-throw
success rate from the first season to the second and
also showed better results than the teams that did not
do QE training (Harle et al., 2001).
Although there are many types of research into the
eye movements of basketball players, most of them
have been conducted in fast attack situations, such as
two-on-one, or three-on-two, to prove their
hypothesis. However, it is hard to have these "best
situations" in real games. Therefore, we decided to
conduct an experiment similar to the actual game and
selected free-throws, one-on-one and two-on-two, on
a limited quarter area of a basketball court. The
reason for the space limitation is that, during practice,
most players play on only one side of the half-court
(a quarter) when playing one-on-one or two-on-two.
The purpose of this study was not to statistically
analyze basketball skills to improve athletic
performance but rather to identify new ways to
represent those skills to new spectators.
2 EXPERIMENTAL METHOD
The experimental equipment included wireless eye-
movement measurement devices and 4K video
cameras. The wireless eye-movement measurement
uses an external control system comprised of a video
transmitter. A Bluetooth mouse was added to the
TalkEye Lite system (Takei Science Instruments Co.,
Ltd.) using the corneal reflection method. This
wireless device allows the subject to move freely. The
researcher can check the measurement status from a
remote location with a wireless monitor. If the
calibration shifts due to an experimenter's hard
movement, it can be readjusted remotely. Neither the
experimental data recorded in the wireless eye
movement measurement device nor the delay caused
by the wireless transmission affects the measurement
result. The device can be secured to the subject's head
with a hook and loop fastener to prevent the eye-
movement sensor from slipping during exercise
(Sarugaku et al., 2020).
Two experiments were conducted at different
places with different players. One of them was at the
Takanawa Campus Area of Tokai University with
four members of the Tokai University Takanawa
Campus Basketball Club. Although these plays have
an average of more than 6 years playing organized
basketball, they have played for fun, not
competitively; in other words, they are less-skilled
players. On the other hand, the other experiment was
conducted at Yokogoshi Athletic Center in Niigata
city. The players belonged to the Apple Sports
College Basketball Course, U23 of Niigata Albirex
BB (Apple Sports College). They won the national
basketball championship tournament in vocational
school in 2018. The team members aim to be
professional basketball players, so we consider them
skilled players.
We recorded five scenarios:
1. Free throws
2. One-on-one (fixed camera)
3. Another one-on-one (tracking camera)
4. Two-on-two (Takanawa)
5. Two-on-two (Niigata)
We chose these five scenarios because we want to
study eye movements and player actions in various
scenarios that occur in basketball games.
Realization of Highly Realistic Broadcast that Includes the Eye Movements of Basketball Players
235
3 EXPERIMENT
3.1 Free Throws
The experimenter shot a free throw from the free-
throw line while wearing the wireless eye movement
measurement device. Figure 1 shows the layout of the
free-throw experiment. The eye movement
measurement focused on before and right after
shooting. Three video cameras were set up: one at the
center circle, another at the end line, and the third on
one of the sideline.
Figure 2 shows the scene of before and after the
player shoots a free throw. The top of the image is the
field-of-view image of the wireless eye-movement
measurement devices that superimposes the
movement of the line of sight, and the bottom three
are from the three video cameras (The capital “C” is
the camera number).
Figure 1: Layout of free throws.
Figure 2: A scene of before and after the player shoots a
free throw.
3.2 One-on-One (Fixed Camera)
In this experiment, two players participated in one-
on-one play in which each was on offense and defense
three times. Figure 3 shows the layout with fixed
cameras. The players each wore a wireless eye
movement measurement device, and three fixed video
cameras were set up at the center circle, end line, and
sideline of the court. The upper part of Fig. 4 shows
the eye movements on the field-of-view images of
both the offensive and defensive players. The bottom
part of Fig. 4 shows the three different images from
the three video cameras recorded at the different
angles. By viewing the action from these three video
cameras, spectators will be able to understand the
players’ movements easily, such as the location of
each player, the timing of the dribbling, the shooting,
and so on.
Figure 3: Layout of one-on-one (fixed camera).
Figure 4: Eye and body movement of two players.
3.3 One-on-One (Tracking Camera)
In the second experiment of one-on-one, each video
camera tracked each player. Figure 5 shows the layout
of this experiment. Three video cameras were set up:
one at the center circle and one on each sideline.
Camera 1 followed the offensive player, camera 2
followed the defensive player, and camera 3 recorded
half of the court. The upper part of Fig. 6 shows eye
movements of both the offensive and defensive
players.
icSPORTS 2020 - 8th International Conference on Sport Sciences Research and Technology Support
236
Figure 5: Layout of one-on-one (tracking camera).
Figure 6: Eye and body movement of two players.
3.4 Two-on-Two (Takanawa)
In this experiment, offense and defense alternated,
starting with a pass from a person off the court to one
of the two players.
Figure 7 shows the layout of two-on-two
experiment at Takanawa. Two of the players, one
offensive and one defensive player, wore a wireless
eye movement measurement device, and three
cameras were set up: one at the center circle (camera
1) and one on each sideline (cameras 2 and 3). All
three cameras were fixed. Figs.8 and 9 show the eye
movements of both the offensive and defensive
players.
Figure 7: Layout of two-on-two (Takanawa).
Figure 8: A scene of two-on-two with eye movement
(Takanawa).
Figure 9: A scene of two-on-two with eye movement
(Takanawa).
3.5 Two-on-Two (Niigata)
In this experiment, offense and defense alternated,
starting with a pass from a person off the court to one
of the two players on offense, as in Takanawa’s
experiment.
Figure10: Layout of two-on-two (Niigata).
Realization of Highly Realistic Broadcast that Includes the Eye Movements of Basketball Players
237
Figure 11: A scene of two-on-two with eye movement
(Niigata).
Figure 12: A scene of two-on-two with eye movement
(Niigata).
Figure 10 shows the layout of the two-on-two at
Niigata. Two of the players, an offensive player and a
defensive player, wore a wireless eye movement
measurement device, and three cameras were set up:
one at the center circle (camera 2) and one on each
sideline (cameras 1 and 3). Camera 3 tracked one
offensive player while (cameras 1 and 2 were fixed).
The upper parts of Figs.11 and 12 show the eye
movements of the offensive and defensive players.
4 RESULTS
4.1 Free Throws
The player scored four goals out of ten free throws.
The results show that the focal point is around the
support frame line on the backboard before a shoot
(Figs. 13 and 14). When a free throw is successful,
the focal point almost the same from before to after
shooting (Fig. 13). On the other hand, when a shot is
unsuccessful, a player’s focus moved after the ball
was released (Fig. 14). This indicates that it is
important to focus on a specific area constantly.
Although the players adopted various shooting
forms, this experiment proved that focusing on a
specific point without moving the eyes during
shooting is one of the most important factors for
players.
Figure 13: The focal point of before and after (successful
shot).
Figure 14: The focal point of before and after (unsuccessful
shot).
4.2 One-on-One (Fixed Camera)
This one-on-one fixed camera recording method can
show both body movements and eye movements at
the same time. For example, Fig. 4 shows the
offensive player (Player 2) looking at the floor right
before he started to dribble (circle 5 in the figure).
Video camera 1 (sideline) proved this movement,
such as the downward movement of the player's head.
This is because the offensive player checked the feet
of the defensive player and tried to pull out while
dribbling.
4.3 One-on-One (Tracking Camera)
The aim of this one-on-one tracking experiment was
to clarify the movement of each player to a much
greater extent than the experiment with a one-on-one
fixed camera. We assumed that the offensive player
looked for a moment at his intended route before he
started to dribble (Fig. 6). However, there are some
considerations about this eye movement. Although
some people may think it is to decide whether to
attack immediately, this eye movement may instead
have been a feint. The tracking recording method will
icSPORTS 2020 - 8th International Conference on Sport Sciences Research and Technology Support
238
be able to clarify the players intent. The two video
cameras are tracking the respective players. These
tracking cameras reveal what the offensive player and
the defensive player are trying to do.
In this tracking method, the spectators can watch
the players’ eye movements as well as their body
movements specifically at the same time. In other
words, this tracking system can show spectators the
characteristics of various playing styles.
4.4 Two-on-Two (Takanawa)
The offensive player looked for a moment at his
intended route before he started to dribble. This is the
same as the result of the one-on-one (tracking
camera) experiment. Also, most of the offensive
players' eyes were on the defensive player (Fig. 8) and
the goal even when the player passed to his teammate
(Fig. 9).
4.5 Two-on-Two (Niigata)
Based on the result of the Takanawa two-on-two
experiment, the predicted result of the Niigata
experiment was that the offensive player would focus
on his opponent or in the direction of his teammate
while dribbling. However, the result of Niigata
experiment was that the offensive player looked for a
moment at his opponent when receiving the ball and
then started to dribble (Fig. 11). After that, the
offensive player was always looking at his teammate
while dribbling (Fig. 12).
5 DISCUSSION
First, the purpose of this study was not to statistically
analyze basketball skills to improve athletic
performance but rather to identify new ways to
present those skills to new spectators. Although
people need to accept a new way of life until the
COVID-19 pandemic is over, this is an opportune
time to adopt new ways to spectate. More and more,
people will watch various sports on TV or on the
Internet. What these spectators desire is quality and
reality, as well as more information. The various eye-
tracking studies have investigated the important
relationship between athletic performance and eye
movements to pass or take a successful shot.
Especially, sports involving a ball and a goal demand
quick decisions and instant transitions from defense
to offense compared to other kinds of sports. By
revealing the eye and body movements of players, it
becomes clear to spectators what they are looking at,
what they are paying attention to, and when and
where they are feinting. Therefore, both tracking and
fixed video recordings are necessary to achieve
spectators' desires. The tracking recording watches an
individual player who has the ball, and the fixed
recording is to understand what the other players are
doing.
Second, the results of free-throw experiments
proved the importance of QE, such as gaze fixation.
However, QE is one of the factors involved in making
a successful shot. To acquire the effects of QE, it is
first necessary to set up a training period for the
acquisition of movements before implementing the
QE training. (Mizusaki et al., 2013). According to the
basketball textbook mentioned above, players who
learn to shoot and to move correctly during their
developmental years will grow into great shooters as
they develop. And the position of the ball during free-
throw shooting changes as the muscular develops
(2014).
Third, the differences in eye movements were
expressed between two different players during two-
on-two, such as looking at the opponent or the goal
and glancing at a teammate. Based on this
experimental result, it is difficult to decide whether
these differences are attributable to the players skill
level. However, if cooperation among the players on
team is essential for scoring points, then the players
of Niigata could read the movements of their
teammates, check the situation instantly, and decide
where to attack easily by understanding the situation.
In other words, cooperation enables players to score
points. It is often thought that having a good scorer
(point getter) is an advantage, but in reality, a team
with a good balance of players is better for winning
than a team with a single standout player.
Fourth, the basketball textbook maintains that
passing requires a much higher level of judgment than
shooting or dribbling. It is an important skill that
supports team play and must be based on
communication between teammates, but also on
anticipation of defensive moves. The textbook shows
that the keys to offense are to keep the face up, keep
the vision wide, and be ready to react to the ball or to
the movement of teammates at any time. On the other
hand, the keys to defense are to keep the face up and
both the ball and the opponent in sight. Here, "keep
the face up" or "keep the vision wide" refers to
peripheral vision (2014). In the experiment, although
the eye movement camera of the offensive player
always captures the Niigata teammate, the Takanawa
players camera does not. And, Takanawa players
camera shows the floor and goal sometimes. This
result proved that skilled players demonstrate "keep
Realization of Highly Realistic Broadcast that Includes the Eye Movements of Basketball Players
239
the face up" and "keep the vision wide" as usual in
their practice time (Japan Basketball Association,
2014).
Next, Yaita et al. (2014) mentioned that play
involving post players has a lot to do with their ability
to compete and their ability to make situational
judgments. They need to be trained to understand how
to make good situational judgments in play involving
or related to post players. At least, the passer and the
post player should wear eye movement measurement
devices to clarify this situation. And, by putting
different pictures on one screen on the same timeline
(Figs. 5, 7, 9, and 10), the peripheral vision and eye
contact of both the passer and the post player can be
revealed. If all the players in the court wear the
devices and record 4K video cameras from 360
degrees, all the players’ eye and body movements will
be evident.
Finally, although we could gather real
experimental data from activity similar to a real game
rather than from experiments in the lab or limited play
performance situations, there will be more movement
or more players involved in a real game. We limited
the play performance area to a quarter of a basketball
court for the one-on-one and two-on-two experiments.
This is because the purpose of this research is not to
analyze basketball skills to improve athletic
performance, but rather to introduce to spectators the
allure of basketball, such as players’ decision making
and make quick transitions.
6 SUMMARY
We approached a new method of recording
performance videos by using a wireless eye
movement measurement device and 4K video and
then measured the eye movement of basketball
players during free throws, one-on-one (fixed and
tracking), and two-on-two play in order to identify
new ways to present the game to new spectators. The
results show the following: 1) focusing steadily on a
specific point during shooting is one of the important
factors in free throws; 2) in the one-on-one
experiments, a fixed camera can capture both body
and eye movements at the same time; 3) spectators
can watch a player’s eye and body movements
specifically at the same time by one-on-one tracking
camera method; and 4) eye movements during play
are completely different for expert players than for
less-skilled players. Although passing is not an
individual play or skill, a passer always needs a
receiver. In other words, basketball is not only about
individual skills but about teamwork.
The use of wireless eye movement measurement
devices and 4K technology allows us to watch the
body movements of players from different angles and
to simultaneously watch their eye movements in high
resolution. As a result, eye movements can be
observed and measured outside of the lab, i.e., on a
court, where players can move freely. In other words,
a wireless eye movement measurement device leads
to experiments that are similar to real games. These
techniques enable us to watch players move at
dizzying speed over a relatively small area and thus
to show the skills of basketball players. This study can
be extended to reveal the secrets of skill development
and spectators' observation points. At the same time,
the concerted visual and body movement movements
of players were investigated to determine the
processing mechanisms in the brains of superior
athletes. The results of this study are applicable not
only to sports but also to the analysis of human
behavior and the importance of concerted action
between vision and body movement.
ACKNOWLEDGEMENTS
This study was supported in part by the Hoso Bunka
Foundation (2018/2019 Grant Cycle). We would like
to thank Kento Nakajima for all the experiments and
also thank the players of the Basketball Club at the
Tokai University of Takanawa campus and Apple
Sports College Basketball Course, U23 of Niigata
Albirex BB for their kind cooperation in conducting
experiments.
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