Errors and Mistakes in Automated Player Tracking - PowerPoint PPT Presentation

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Errors and Mistakes in Automated Player Tracking

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1 specified the accuracy (tracking the tennis ball) Research is focused mainly on reliability. ... We track global movement of players for. the purpose of match ... – PowerPoint PPT presentation

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Title: Errors and Mistakes in Automated Player Tracking


1
Errors and Mistakes in Automated PlayerTracking
2
Outline
  • Introduction and motivation
  • Sources and types of errors
  • Tracking parameters
  • Ground truth, experiments and results
  • Conclusion

3
Introduction and motivation
  • Automated player tracking system has been
    developed in our lab.

How accurate is it?
4
Introduction and motivation
  • Related work
  • 10 articles describing people/sport related
    tracking at ICPR 2000, Barcelona.
  • 8 did not mention tracking accuracy 1
    proposed the accuracy measure 1 specified
    the accuracy (tracking the tennis ball)
  • Research is focused mainly on reliability.
  • Our motivation sport experts (end users).

5
Sources and types of errors

Note We track global movement of players for
the purpose of match analysis. No operator
mistakes are allowed.
6
Tracking parameters
  • Tracking method used 3 available 2
    included in experiments
  • Post-processing of trajectories filter
    width
  • Position of the players radial distortion
    non-uniform quantization
  • Activity of the players movement of
    extremities

7
Ground truth
  • A reliable reference for player position was
    needed.
  • Several patterns were drawn on the court,
    players were instructed to follow them.
  • Patterns were measured using measuring tape.

8
Experiment I.
  • Position accuracy (RMS error) and path length
    error with respect to
  • different tracking methods player
    position player activity.

2 players at court boundary, 3 near court
center. 60 seconds (_at_25 fps) standing still,
150 seconds active (passing ball, jumping -
all at the same position).
9
Experiment I.
  • 2D histograms of player position,cumulative
    histograms of absolute position error

RMS position error 0.18 - 0.50 m (still) 0.28 -
0.63 m (active) Path length error 0.6 - 1
m/player/min (still) 6 - 10 m/player/min (active)
Combined (color template tracking) method
performed better than background subtraction.
Wide FIR filter decreases error in path length -
heavy smoothing preferred.
10
Experiment II.
  • Effect of FIR filter width (wide filter
    intense smoothing) to square trajectory.
  • Error measure
  • In presence of rapid changes in player
    direction, wide filter distorts trajectory.

11
Experiment III.
  • Velocity accuracy (RMS error) for uniform
    player motion.
  • Circular trajectory as ground truth, constant
    velocity of players assumed.
  • Reference velocity calculated from trajectory
    length and the time player
  • needed for one round.
  • 5 players, Vref from 2.7 to 3.2 m/s
  • RMS error of player velocity
  • less smoothing 0.21 to 0.35 m/s (6-12)
  • more smoothing 0.07 to 0.20 m/s (3-7)

12
Experiment IV.
  • Velocity and position accuracy.
  • APAS (manual video-based kinematic analysis
    tool) was used as a ground truth.
  • Two short sequences only - motion analysis
    using APAS is time consuming.

RMS position error 0.28 m to 0.38 m RMS
velocity error 0.5 m/s to 0.7 m/s
13
Conclusion
  • RMS position error from 0.2 m to 0.6 m
  • RMS velocity error from 0.2 m/s to 0.4 m/s
  • Path length error from 1 m to 10 m (per
    one player per minute)
  • Players are large non-rigid objects - at
    this scale the limit is imposed by the
    definition of player position, velocity and
    path length itself.
  • Ideas for future work above definitions and
    similar research concerning manual position
    measurements.
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