Title: Errors and Mistakes in Automated Player Tracking
1Errors and Mistakes in Automated PlayerTracking
2Outline
- Introduction and motivation
- Sources and types of errors
- Tracking parameters
- Ground truth, experiments and results
- Conclusion
3Introduction and motivation
- Automated player tracking system has been
developed in our lab.
How accurate is it?
4Introduction 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).
5Sources and types of errors
Note We track global movement of players for
the purpose of match analysis. No operator
mistakes are allowed.
6Tracking 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
7Ground 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.
8Experiment 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).
9Experiment 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.
10Experiment 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.
11Experiment 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)
12Experiment 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
13Conclusion
- 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.