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FOOTBAR
From accelerometer data
to football gesture
recognition.
Sébastien BENOIT A LA GUILLAUME
sebastien@footbar.com
A BIT OF CONTEXT
• Device: 3-axis accelerometer attached around the
calf with a strap.

Data retrieval through USB.

1 hour data = 1 MB
OUR AVAILABLE DATA
Video feed Raw accelerometer data
WHAT DO WE WANT ?
• Classify the player’s activity at any given time knowing only its acceleration.
• First questions to answer before even thinking about machine learning :

How to define an activity / a gesture ?

How to slice (temporally speaking) our acceleration data to guess the right cla
right gesture ?
• Create a similarity with NLP field :

Slice the raw data into « elementary » windows, representing words.

Create sentences made of successive words, ie gestures.

Classify gestures from their included elementary windows.
OUR APPROACH
Footbar NLP
Elementary gesture Word
Player’s gesture /
activity (e.g. shot,
walk...)
Sentence
Player gestures’
classification
Sentence classification
OUR APPROACH

Process for characterizing a new report :

Slice it into elementary windows

Classify every elementary window

Slice the report into bigger windows (successive elementary windows)

Classify every slice
DATA SLICING
« Smart slicing » :
Universal slicing
strategy for easier
elementary gesture
recognition.
Here, when the
filtered norm
crosses 0.
EXAMPLE : WALK
Crash
Stance
Takeoff
Freefall
CREATE A DATABASE – FROM SCRATCH

Where to start ?

Easily recognizable gestures, at elementary level too : walk.

For every player : Annotate some walk at elementary level (and macro
level too)

Learn from these annotated elementary windows and classify others in
the signal.

Amongst newly predicted elementary windows, look for macro walk
pattern (crash – stance – takeoff – freefall).

When there’s a match, check on video that the player is walking.

Repeat this for other gestures.
ELEMENTARY GESTURE RECOGNITION

An elementary gesture = around 10 (200 ms) * 3 (axes) values of
acceleration.

Our data representation : 32 features (max, min, mean, std …).

Pros : Fast to compute, same length for all windows.

Cons : Axis orientation depends on the player.

Classificaton algorithm used : 2-nearest neighbors.

Pros : Fast to compute, works well on the same player’s data.

Cons : Can be a terrible predictor with new player’s data.
ELEMENTARY TO REAL GESTURE
A first approach : Bag of words modelisation of real gestures.
Example : someone walking.
Word Occurences
Crash 2
Stance 2
Takeoff 2
Freefall 2
ELEMENTARY TO REAL GESTURE
Real gesture classification :
Use bag of words representation as input of a classifier.
Adapt to different lengths of gestures (e.g. walk of 6s and walk of 2s).

Use relative frequency.
SO FAR

Elementary gestures :

> 30k gestures.

10 different elementary gestures.

97% of accuracy.

Player gestures :

> 3k gestures.

4 different gestures : rest, walk, run and shot.
PERSPECTIVES
So many things to explore…

Work around the features, the classification algorithms.

Recognize more gestures.

Add other player’s data for team interactions.

When more data : Look at deep learning possibilities.
Other topics to explore : Shot strength measurements, distances.
Long term : Player characterisation.
YOUR TURN!
Contact :
sebastien@footbar.com
sylvain@footbar.com
Interested by our project?
Feel free to contact us and develop your own projects around our
data.
Most creative ideas will be rewarded.
QUESTIONS
Contact :
sebastien@footbar.com
sylvain@footbar.com

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Footbar - Soccer Gesture recognition from accelerometer data

  • 1. FOOTBAR From accelerometer data to football gesture recognition. Sébastien BENOIT A LA GUILLAUME sebastien@footbar.com
  • 2. A BIT OF CONTEXT • Device: 3-axis accelerometer attached around the calf with a strap.  Data retrieval through USB.  1 hour data = 1 MB
  • 3. OUR AVAILABLE DATA Video feed Raw accelerometer data
  • 4. WHAT DO WE WANT ? • Classify the player’s activity at any given time knowing only its acceleration. • First questions to answer before even thinking about machine learning :  How to define an activity / a gesture ?  How to slice (temporally speaking) our acceleration data to guess the right cla right gesture ?
  • 5. • Create a similarity with NLP field :  Slice the raw data into « elementary » windows, representing words.  Create sentences made of successive words, ie gestures.  Classify gestures from their included elementary windows. OUR APPROACH Footbar NLP Elementary gesture Word Player’s gesture / activity (e.g. shot, walk...) Sentence Player gestures’ classification Sentence classification
  • 6. OUR APPROACH  Process for characterizing a new report :  Slice it into elementary windows  Classify every elementary window  Slice the report into bigger windows (successive elementary windows)  Classify every slice
  • 7. DATA SLICING « Smart slicing » : Universal slicing strategy for easier elementary gesture recognition. Here, when the filtered norm crosses 0.
  • 9. CREATE A DATABASE – FROM SCRATCH  Where to start ?  Easily recognizable gestures, at elementary level too : walk.  For every player : Annotate some walk at elementary level (and macro level too)  Learn from these annotated elementary windows and classify others in the signal.  Amongst newly predicted elementary windows, look for macro walk pattern (crash – stance – takeoff – freefall).  When there’s a match, check on video that the player is walking.  Repeat this for other gestures.
  • 10. ELEMENTARY GESTURE RECOGNITION  An elementary gesture = around 10 (200 ms) * 3 (axes) values of acceleration.  Our data representation : 32 features (max, min, mean, std …).  Pros : Fast to compute, same length for all windows.  Cons : Axis orientation depends on the player.  Classificaton algorithm used : 2-nearest neighbors.  Pros : Fast to compute, works well on the same player’s data.  Cons : Can be a terrible predictor with new player’s data.
  • 11. ELEMENTARY TO REAL GESTURE A first approach : Bag of words modelisation of real gestures. Example : someone walking. Word Occurences Crash 2 Stance 2 Takeoff 2 Freefall 2
  • 12. ELEMENTARY TO REAL GESTURE Real gesture classification : Use bag of words representation as input of a classifier. Adapt to different lengths of gestures (e.g. walk of 6s and walk of 2s).  Use relative frequency.
  • 13. SO FAR  Elementary gestures :  > 30k gestures.  10 different elementary gestures.  97% of accuracy.  Player gestures :  > 3k gestures.  4 different gestures : rest, walk, run and shot.
  • 14. PERSPECTIVES So many things to explore…  Work around the features, the classification algorithms.  Recognize more gestures.  Add other player’s data for team interactions.  When more data : Look at deep learning possibilities. Other topics to explore : Shot strength measurements, distances. Long term : Player characterisation.
  • 15. YOUR TURN! Contact : sebastien@footbar.com sylvain@footbar.com Interested by our project? Feel free to contact us and develop your own projects around our data. Most creative ideas will be rewarded.