Proposal of New Sports Video Expression using 8K Video by
Simultaneous Analysis of Four Players
Takuya Sarugaku
1,*
, Kanji Kitahama
2,†
and Mitsuho Yamada
1,‡
1
Graduate School of Inf. and Telecom. Eng., Tokai University, Minato, Tokyo, Japan
2
Liberal Arts Education Center, Tokai University, Minato, Tokyo, Japan
Keywords: 8K, Sports, Wireless Eye Movement Measurement Device.
Abstract: With the start of 4K and 8K broadcasting from December 2018, ultra-high-definition video is becoming more
familiar. In addition, international sporting events such as the Olympic Games are drawing more attention to
sports. For this reason, the technology for sports video expression, such as free-viewpoint video, has been
developed. In this paper, we propose the simultaneous measurement of four units using the wireless eye
movement measurement device we developed and a new video expression method for sports that
simultaneously displays the line of sight and movement of the athlete. In addition, experiments in dance,
badminton singles and indiaca were conducted as a preliminary experiment. In the dance experiment, we
evaluated the accuracy of the eye movement measurement device before and after the high-speed rotation of
a dance expert. By analyzing eye movements and body motions, we successfully measured a technique called
spotting, which is used by dancers to suppress dizziness. We found that the gaze movement of badminton and
indiaca players leads the shuttle, instead of following it. In badminton doubles, four players were
simultaneously measured and analyzed using 8K resolution. By simultaneously measuring the gaze of the
four players, we were able to identify their tactics.
1 INTRODUCTION
The 4K and 8K broadcasts began in December 2018.
With the widespread use of video cameras with 4K
resolution, ultra-high-definition images are becoming
more and more familiar (Ministry of Internal Affairs
and Communications, n.d., Nojiri, 2007). In response
to this, there is a need for video editing technology
and video content management that utilizes ultra-high
definition video resolution. In addition, international
sporting events such as the Olympics have increased
the attention to sports. For these reasons, various
video expression technologies have been developed.
Canon made headlines at the 2019 Rugby World Cup
by providing free-viewpoint video (Canon Global,
2019). KDDI has succeeded in real-time delivery of
free-viewpoint video at the stadium using a 5G-
enabled tablet (KDDI,2018). Due to the influence of
COVID-19, the opening of Nippon Professional
Baseball (NPB) in 2020 has been delayed and the
games have been played without spectators. A VR
*
https://www.u-tokai.ac.jp/english/academics/graduate/information_and_telecommunication_engineering.html
https://www.u-tokai.ac.jp/staff/detail/MDgwMDcw/MjA2MTU4
http://eyemove.g1.xrea.com/yamadalab_ENG.htm
platform application that delivers a VR image of a
baseball game is provided as a new way to watch a
baseball game (Softbank, 2019). Spectators can use
VR goggles to watch a realistic baseball game from
the comfort of their own home. Thus, new contents
for enjoying sports have been developed using
various technologies.
In Japan, facilities such as the National Training
Center have been established to train athletes who are
active in international competitions (Japanese
Olympic Committee[1], n.d.). Adjacent to the
National Training Center is the Japan Institute of
Sports Sciences (JISS) (Japanese Olympic
Committee[2], n.d.). Sports sciencewhich
includes analyses of top athletes’ performance
contributes to more efficient training of athletes, and
many studies have been conducted at the JISS and
elsewhere. Such research has also been active abroad,
and in the U.S., Major League Baseball (MLB) has
introduced a data analysis tool called Statcast to
perform highly accurate analyses of players and ball
Sarugaku, T., Kitahama, K. and Yamada, M.
Proposal of New Sports Video Expression using 8K Video by Simultaneous Analysis of Four Players.
DOI: 10.5220/0010172200530063
In Proceedings of the 8th International Conference on Sport Sciences Research and Technology Support (icSPORTS 2020), pages 53-63
ISBN: 978-989-758-481-7
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
53
movements (MLB[1], n.d.). Each MLB team has
begun to use data obtained by Statcast, and an index
called the “barrel”, which increases the probability of
batters hitting home runs, has been implemented,
resulting in increased numbers of home runs (MLB[2],
n.d.). Thus, in the world of professional sports,
various uses of science and technology have
improved the performance of athletes in several
different sports.
There are various approaches to sports science,
including the measurement of athletes’ eye
movements, which has been demonstrated to be
useful for analyzing the performance of top-ranked
and other athletes.
Many sports science experiments using eye
movements have been conducted (Hüttermann, 2018).
Experiments have been conducted with the aim of
elucidating the role of head, eye and arm movements
during table tennis competitions (Rodrigues, 2002).
However, the eye movement measurement device
used in this experiment requires a wired connection
between the device worn on the subject and an
externally installed device. In addition, the study by
Greg Wood et al. describes the eye movement and
shooting strategy in soccer penalty kicks (Wood,
2010). The eye movement measurement device used
in this study was linked to a PC via a 10m firewire
cable from a recording device in a pouch wrapped
around the waist, so it was not possible to measure in
a completely free state. One study by Natsuhara et al.
(Natsuhara,2015), measured the eye movements of
athletes watching competition videos. As in these
examples, few studies have measured eye movements
in a state where athletes are free to compete.
We have developed a new technology for sports
video expression using ultra-high definition images.
In this paper, we describe four simultaneous
measurements using our wireless eye movement
measurement device and propose a method for editing
8K video content that displays the gaze and
movement of an athlete simultaneously.
2 WIRELESS EYE MOVEMENT
MEASUREMENT DEVICE
In order to solve the constraint, we have developed a
wireless eye movement measurement device that
adds wireless calibration, offset and measurement
start/end to the eye movement measurement device.
Fig.1 shows the configuration of the eye
movement measurement device, and a person
wearing the device is shown in Fig.2. A video
transmitter and external control system with a mouse
were added to a TalkEye Lite system (Takei Science
Instruments Co., Ltd., Niigata, Japan) which used
corneal reflection method. The experimenter can
control recording start, stop, offset of the line of sight,
etc. with a Bluetooth mouse by watching a display
transmitted wirelessly. Each device is shown in Fig.3.
Two devices can be used at the same time.
Experimental data is recorded in the TalkEye Lite.
Therefore, the wireless delay does not directly affect
the system. The device can be fixed to the head with
a hook and loop fastener, so that eye movement
sensors do not slip off during exercise. Fig.4 shows
the operation screens displayed on the external
display: (a) is the eye movement calibration screen,
(b) is an offset button for correcting the displacement
of gaze movement when the subject gazes at the
center of the field of view before the experiment, and
(c) is the experimental screen. Basic operation is
possible wirelessly when the athlete carries the eye
movement measuring equipment in a backpack. It is
possible to measure the gaze movement of two
athletes by radio simultaneously. The transmission
distance of video in the room is 19.7m, and the
distance at which the TalkEye Lite can be controlled
is 43m. In addition, the weight of this device is 1.3kg.
The size of the goggles with eye movement sensors
and a field of view camera is 19 cm in length, 21 cm
in width, and 9 cm in height.
Figure 1: Configuration of the developed device.
Figure 2: A person wearing the device (the eye movement
measuring device is in the backpack).
icSPORTS 2020 - 8th International Conference on Sport Sciences Research and Technology Support
54
Figure 3: The devices comprising a wireless eye movement
measurement device.
Figure 4: The operation screen to be displayed on the
external display.
3 DEVICE ACCURACY
EXPERIMENT
In this section, we describe the dance experiments
that were carried out using this device. These
experiments were conducted with one dance expert as
the subject. All test subjects in this study were
properly informed about the experimental procedures
and measurement protocols, and have provided their
written consent to their involvement. Ethical approval
for the study was granted by the Tokai University
Ethics Committee on “Research on People.”
The experiment was conducted in the 4K studio
on the Takanawa campus of Tokai University. Figs. 5
and 6 show the positions of the dancer and four
cameras during the experiment. The dancer wore a
wireless eye movement measurement device, and a
five-point calibration was performed using the
fixation points shown in Fig. 7. We had the dancer
perform two high-speed turns and compared eye
movement accuracy before and after the turns. Five-
point calibration was applied, as shown in Fig.7.
Standard deviation of the gazing points when gazing
at the calibration points before and after two high-
speed turns are shown in Fig.8. Accuracy before
turning was x: -0.82±0.64
degrees
, y: -0.72±0.69
degrees
, and that after turning was x: 0.92±0.87
degrees
, y: -1.71±1.75
degrees.
Considering that the of
the fovea, which has the highest resolution on the
retina, is about 1 degree, it was confirmed that eye
movement accuracy barely changes at all with high-
speed turns.
Eye movements were measured during rotation
and video cameras were used to capture body motions.
Figs. 9 and 10 show the rotation angles and rotation
velocities, respectively, of the head, body, and right
eye during 11 trials. The vertical axis represents the
rotation angle (Fig. 9) and the rotation velocity (Fig.
10), and the horizontal axis represents time, expressed
as the number of frames. Eye movements were not
measured between Frames 12 and 16 because the
subject was blinking. Fig.9 shows that the dancer
rotates only the body at first, and when the body
rotation angle exceeds 50 to 90 degrees, the head is
then also rapidly rotated. The head overtakes the
angle of rotation of the body by the time the body
makes a half turn, and the dancer blinks at that time.
This indicates that the dancer is rotating his head at
high speed. At this time, the velocity of the head
rotation angle reached a high speed of over 1900
deg/sec. Focusing on eye movement, the eye rotation
angle gradually rotates counter-clockwise from 0 deg.
However, after the dancer blinks, it gradually returns
to the front from the position to which it had rotated
greatly to the right. It is thought that this series of
movements comes about because the dancer is trying
to gaze at a point in front of him. In fact, when asked
after the experiment, the dancer stated that he was
conscious of looking straight ahead. In general, when
a person sitting in a swivel chair rotates, the
vestibulo-ocular reflex (VOR) is activated and
dizziness may occur. However, dancers keep their
eyes on a specific point during rotation to stabilize
their posture without dizziness. (Dehesdin, 2014,
Kheradmand, 2016, Letzter, 2018) This behavior is
called spotting. The above-mentioned experimental
results are considered to support them. In exercises
that involve rotation, such as figure skating and
various types of dance, training in spotting is
provided. However, to the best of our knowledge,
there have been no reports on the measurement of eye
movements during rotation, and we believe that this
will provide an effective means of skills analysis in
the performance of sports that involve rotation.
Proposal of New Sports Video Expression using 8K Video by Simultaneous Analysis of Four Players
55
Figure 5: Arrangement of the equipment and players from
top.
Figure 6: Arrangement of the equipment and players from
side.
Figure 7: Fixation points for five points calibration.
Figure 8: Standard deviation of eye movements during
gazing at each fixation point.
Figure 9: Angle of gaze, head, body (11 trials).
Figure 10: Velocity of gaze, head, and body rotation angle
(11 trials).
4 PRELIMINARY EXPERIMENT
We conducted a preliminary experiment on the line
of sight during singles badminton competition.
Subjects are students of the Tokai University
Takanawa Campus Badminton Club. They have been
playing badminton since junior high school or high
school. The experiment was conducted at the
gymnasium on the Takanawa campus. This time, we
asked them to rally on the half-court, acquired their
eye movements during the competition, and shot the
competition with two high-definition cameras. Fig.
11 is a photograph during the competition. Fig. 12
shows the positions of the players and two cameras
during the competition.
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Figure 11: A photo during a badminton preliminary
experiment.
Figure 12: Arrangement of the equipment and
players(singles).
5 RESULT OF PRELIMINARY
EXPERIMENT
After the experiment, the images of two player’s
visual field camera attached to the goggles of the eye
movement sensor and the image of two high-
definition cameras were combined at 4K resolution.
An example of the edited video frames is shown in
Fig.13. In this scene, the line of sight is displayed in
blue while both players are watching the shuttle. The
upper left shows the line of sight of Player A, the
lower left shows the movement during his play, the
upper right shows the line of sight of Player B, and
the lower right shows the movement during his play.
As can be seen from Fig.13, the image is divided into
four sections each image maintaining the resolution
of 2K because it is edited in 4K. That is, by using the
4K resolution, the line of sight and movement of each
subject can be analyzed in time series while
maintaining the high resolution.
Fig.14 is a time series analysis of the line of sight
and movement of Player B. This scene is where
Player B hit the Player A shuttle high. It took 1.97
seconds for this scene. First, the line of sight of Player
B on the right side of Fig.14 will be described. Player
B is gazing at a shuttle through that were
launched higher by himself. 1.13 seconds after the hit
shuttle ; the shuttle reached the highest point, Player
B's line of sight precedes the shuttle () and moves
to the opponent player (). Player B looked at Player
A for 0.7 seconds. After Player B hit the shuttle to
Player A, it is probable that Player B quickly moved
his gaze direction to Player A to predict the next shot.
Next, we analyze the movement of the player B's
body. Compared to the posture when Player B hit the
shuttle in(), he started lowering his posture in (),
and when he gazed at the opponent in ( ), he
dropped his waist to prepare for the shot of the
opponent. This posture which dropped waist is called
a power position and is a basic posture to prepare for
an attack by the opponent. It is said that a player can
move quickly from the stationary posture in any
directions by keeping the power position. By
analyzing the player's line of sight and movement at
the same time as in this example, it was possible not
only to measure eye movement when following the
shuttle but also to observe the line of sight to the
opponent player in advance and to observe the power
position to prepare for the counterattack of the
opponent player at the same time. Taking advantage
of this experience, we challenged an experiment to
wirelessly capture the line-of-sight and body
movements of four doubles players at the same time.
Figure 13: Example of edited 4K video.
Proposal of New Sports Video Expression using 8K Video by Simultaneous Analysis of Four Players
57
Figure 14: Player B's gaze and movement.
6 EXPERIMENT OF INDIACA
We conducted an experiment for the volleyball-like
sport known as Indiaca, in which the player hits a
shuttle called the Indiaca shuttle with a hand. Each of
the two teams has four players, and the court is the
same size as a badminton doubles court. Fig.15 shows
the Indiaca shuttle. The Indiaca shuttle has feathered
wings, and thus the speed of the shuttle's movements
is moderated and anyone can enjoy playing regardless
of their age or gender. Since Indiaca can be enjoyed
by the elderly, it is attracting attention as a 'lifelong'
sport. In addition, Indiaca world championships and
World Cups have been held.
In the present study, the players were nine
individuals who had participated in a practice session
sponsored by the Japan Indiaca Association. In this
experiment, not only the athletes' but also the referee's
eye movements were measured. The referee is a
veteran player who is also a director of the Japan
Indiaca Association. The experiment was conducted
in the arena of the Tokai University Takanawa
Campus. Fig.16 shows the positions of the athletes
and equipment and the range of use of the court
during the experiment.
Figure 15: Indiaca shuttle.
Figure 16: Placement of the players and devices.
7 RESULT OF INDIACA
After the experiment, we synthesized the line of sight
data measured by the eye movement measuring
device and the images obtained with the visual field
cameras. We will describe the characteristic lines of
sight of the players and the referee.
7.1 Player
We will first describe the line of sight of a player.
Fig.17 shows the line of sight of a player who hits a
icSPORTS 2020 - 8th International Conference on Sport Sciences Research and Technology Support
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serve. As shown in panel , the player is watching
the shuttle before he hits, and in , he is watching
the hit point of the serve. In , the shuttle is in the
process of being launched toward the top of the
parabola, and the players' points of view are moving
to follow the shuttle's trajectory. In , the shuttle is
at the apex of the parabola, and the serving player
keeps watching the shuttle. Panel is the time point
at which the shuttle begins to fall. You can see that
the player's line of sight is on his opponent player at
the drop point faster than the shuttle falls. In panel
, the opponent player tries to hit the shuttle back, and
player whose eye movements are being measured
watching that player.
7.2 Referee
We next describe the referee's line of sight. Fig.18
shows the scene where the team on the right side of
the referee hits the serve. In panel , in which the
server has the Indiaca shuttle, the referee is gazing at
the server. At , the referee's line of sight was tracing
the shuttle immediately after the serve was hit. He
keeps his eyes on the shuttle until , just before the
apex, but his gaze has shifted from to the receiver
player ahead of him, and his gaze remains stationary
until the receiver player at hits the shuttle. Indiaca
is a sport played with four players on two teams, and
it can be seen that the referee has determined which
player the shuttle is heading for before the shuttle
reaches the top of the serve.
In the 'smash' scene, we were able to measure the
line of sight peculiar to the referee. Fig.19 shows the
referee's line of sight during the smash. First, in ,
the team on the left side of the referee are trying to
raise the toss from the player in the yellow circle to
the player in the red circle. At this point, the referee
has shifted his line of sight that was following the
shuttle until immediately before to the player tossed.
This is thought to be to confirm who can take this toss.
After that, in , the referee's line of sight is moving
to trace the raised toss. In , the shuttle approaches
the apex of the parabola and the referee's line of sight
moves ahead of the shuttle, but the destination is not
the player who hits the smash, the player who blocks
the smash. In , it can be seen that the red-circled
player is in a position to hit the smash, but the referee
is watching the net and checking whether the block
player touches the net.
Figure 17: Player's line of sight (serve).
Proposal of New Sports Video Expression using 8K Video by Simultaneous Analysis of Four Players
59
Figure 18: Referee's line of sight (serve).
Figure 19: Referee's line of sight (smash).
8 EXPERIMENT OF DOUBLES
BADMINTON
In this study, an experiment was conducted on
badminton in doubles. Subjects were four members
of the Tokai University Takanawa Campus
Badminton Club. Four subjects were asked to wear a
wireless eye movement measurement device and play
a game. We measured the eye movements of the
athletes during the competition and filmed their
movements using three high-definition cameras.
Fig.20 and Fig.21 show the scene during the
icSPORTS 2020 - 8th International Conference on Sport Sciences Research and Technology Support
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experiment, and Fig.22 shows the layout of players
and three cameras during the experiment.
Figure 20: Photo taken during measurement.
Figure 21: Photo taken during measurement.
Figure 22: Arrangement of the equipment and players
(doubles).
9 RESULT AND DISCUSSION OF
DOUBLES BADMINTON
After the experiment, we combined the eye
movement data with the videos from the field of view
camera of the wireless eye movement measurement
device. After that, the video was edited in 8K
resolution to present simultaneously the videos from
the field of view camera showing the eye movements
of the four people and the videos from three video
cameras. In this method, all the wipes can be
displayed without losing their original resolution,
since they are edited at 8K resolution. An example of
the edited video frames is shown in Fig.23. In the
center of the bottom row, an image of the entire court
is presented, and broken lines represent the line of
sight of each player identified by color. The position
and orbit of the shuttle are shown with an illustration
and a white broken line. This makes it possible to see
at a glance who is looking where. On the left and right
sides of the bottom row are images of the respective
courts. On top of those images, the images of the
players' line of sight on each wipe are presented. This
time, the left team is Team A and the right team is
Team B. The players are named as A1, A2, B1, and
B2, respectively.
With this method, we can display the line of sight
along the time line. Fig.24 shows an enlarged figure
from Fig.23. In the scene in Fig.23, team A is the team
to serve. The server A2 confirms the receiver B1 and
then looks at the shuttle at hand and prepares for the
serve. (green circle 1 and 2) On the other hand,
receiver B1 is looking at server A2 and preparing for
receive (blue circle 1). After that, we can confirm the
eye movement following the shuttle that A2 hits (blue
circle 2). In addition, just before the shuttle is hit, it is
clear that eye movements are being performed to
confirm the opponent's position (blue circle 3). B2
was gazing at server A2 in the same way as B1, and
was following the shuttle with line of sight (yellow
circle 2). However, it was confirmed that the eye
movement was like leading the shuttle during the
follow-up (yellow circle 3). On the other hand, A1
was alternately watching B1 and B2 of the opposing
team (red circle 1 to 4). This is probably because he
was trying to confirm the positions of both opponents.
After that, when B1 hits the receive, A1 was gazing at
B1 (red circle 5).
Proposal of New Sports Video Expression using 8K Video by Simultaneous Analysis of Four Players
61
Figure 23: Examples of 8K edited video.
Figure 24: An enlarged figure (the center of the bottom
row).
10 CONCLUSION
In the present study, we measured the eye movements
of players during various types of sports to confirm
the operability, accuracy and practicality of using a
wireless eye movement measurement device. The
device includes a new and optimized system for eye
movement measurement during sports. In the dance
experiment, accuracy was evaluated before and after
high-speed rotation. The standard deviation before
rotation for the 5-point calibration was x: -0.82±0.64
degrees, y: -0.72±0.69 degrees, and that after turning
was x: 0.92±0.87 degrees, y: -1.71±1.75 degrees. In
addition, we were able to clarify the spotting
technique used by dancers during rotation by
analyzing a combination of eye movements and body
motions. In the badminton singles and indiaca
experiments, measurement was found to be
successful in court sports. By measuring the athletes’
and referees’ lines of sight during competition, it was
possible to confirm their characteristic line-of-sight
movements. Since the line of sight can be presented
as a video, it can be interpreted clearly at a glance,
and it is thought that this information can be used for
training athletes and referees. In the badminton
doubles experiment, we succeeded in simultaneously
measuring the data of 4 different athletes. Up to now,
there have been no cases in which the eye movements
of four athletes during the competition have been
measured at the same time, and this is considered to
be the first case.
In the field of sports video, new content has been
developed using various technologies, such as free-
viewpoint video and game viewing using VR.
Therefore, we proposed an editing method that takes
advantage of the 8K resolution to present images
without compromising the resolution of each image.
In the proposed method, the player's line of sight and
movement can be confirmed at the same time, and it
is considered that the viewer can have a new viewing
experience, such as bargaining with the opponent and
cooperation with the teammate using the line of sight.
Our proposed method is able to measure an athlete’s
line of sight and match it to his/her movement in
actual competition and this is thought to have useful
applications in coaching.
In the future, we would like to examine more
easy-to-understand editing methods and ask for
opinions from sports instructors and others on how to
apply them to sports science.
ACKNOWLEDGEMENTS
This work was supported in part by the Hoso Bunka
Foundation (2018/2019 Grant Cycle). We would like
to express our sincere gratitude to the badminton team
at the Takanawa campus of Tokai University for their
cooperation in this experiment.
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