WO2020235339A1 - Dispositif d'analyse de jeu et procédé d'analyse de jeu - Google Patents
Dispositif d'analyse de jeu et procédé d'analyse de jeu Download PDFInfo
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- WO2020235339A1 WO2020235339A1 PCT/JP2020/018462 JP2020018462W WO2020235339A1 WO 2020235339 A1 WO2020235339 A1 WO 2020235339A1 JP 2020018462 W JP2020018462 W JP 2020018462W WO 2020235339 A1 WO2020235339 A1 WO 2020235339A1
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- rally
- play
- section
- information
- ball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T7/00—Image analysis
- G06T7/20—Analysis of motion
Definitions
- This disclosure relates to a sports play analyzer and a play analysis method.
- Data Volley has been known as volleyball analysis software. Data Volley is used by analysts who are familiar with the software, who, based on subjective judgment, enter data into Data Volley that indicates the status of the players on the team.
- Patent Document 1 discloses a scouting system with improved operability of analysts. Specifically, in Patent Document 1, the position information of each player is acquired by using image analysis, and the input player situation, each position information of each player, and a still image of a desired scene are associated with each other. It is disclosed that a database is constructed in a storage device to display each position of each player, a still image of a desired scene, and a player situation. According to the present invention, it is possible to solve the problem of Data Volley software that training of a scorer (analyst) is required and the data accuracy is low because the position information of each player is input by visual subjective judgment.
- the conventional volleyball analysis software sequentially captures the images of the receive scenes for the serve, inputs the skill evaluation of each player, and aggregates and displays the number of receive times and the receive success rate of each player.
- the user team manager, etc. analyzes the strengths and weaknesses of the team by looking at the aggregated results.
- An object of the present disclosure is to provide a play analyzer and a method capable of easily acquiring a video of a rally section for each score from a play video.
- the play analysis device is a play analysis device that analyzes the play of a ball game, and includes a referee motion detection unit that detects an motion pattern of a referee of the ball game using a play video, and the play. It is provided with a rally section determination unit that determines the start of the rally section based on the image and determines the end of the rally section based on the operation pattern of the referee.
- the play analysis method is a play analysis method for analyzing the play of a ball game, in which the motion pattern of the referee of the ball game is detected using the play video, and the rally section is based on the play video. The start is determined, and the end of the rally section is determined based on the movement pattern of the referee.
- the video of the rally section for each score can be easily obtained from the play video.
- the play analysis system 1 is a system that analyzes a play video of a ball game and reproduces a play video based on the analysis result.
- the moving body used in the ball game is typically a ball, but may be a shuttle or the like used for badminton.
- volleyball which is one of the ball games, will be described as an example.
- the play analysis system 1 can be applied to all ball games such as table tennis, tennis, beach volleyball, and badminton. That is, the play analysis system 1 is a ball game in which points or wins or losses are determined by actions by a team or an individual composed of a plurality of people, and can be applied to any ball game in which a mobile rally is performed. Is.
- the play analysis system 1 includes a plurality of cameras 3 (3A, 3B, 3C, 3D), a display device 4, an input device 5, and a play analysis device 100.
- the plurality of cameras 3 are installed at different positions. For example, as shown in FIG. 1, each camera 3 is installed at a position where the court 10 can be photographed from a high place with different viewpoints (angles of view). Although the number of cameras 3 is four in FIG. 1, the present embodiment is not limited to this, and the number of cameras 3 may be any number as long as it is two or more. By using two or more cameras 3, the three-dimensional position of the ball can be calculated.
- Each camera 3 is communicably connected to the play analyzer 100 via wire or wireless. Each camera 3 captures the situation during the ball game and generates a captured image. Then, each camera 3 generates a moving image frame 201 (see FIG. 2) from a plurality of captured images. Then, each camera 3 transmits the moving image frame 201 to the play analyzer 100.
- the moving image frame 201 has a plurality of captured images, for example, MP4, H.A. 264, H. It may be compressed based on a standard such as 265 or Motion JPEG.
- the display device 4 is communicably connected to the play analysis device 100 via wire or wireless, and displays an image output from the play analysis device 100.
- the display device 4 is, for example, a liquid crystal display or an organic EL display.
- the input device 5 is communicably connected to the play analysis device 100 via wire or wireless, receives an operation from the user, and transmits the operation information to the play analysis device 100.
- the input device 5 is, for example, a keyboard, a mouse, a microphone and / or a touch panel.
- the input device 5 and the display device 4 may be integrated devices.
- the play analysis device 100 identifies a player who has performed an action on the ball by using a moving image frame taken by each camera 3.
- the actions taken on the ball include serve, reception, dig, toss, attack, and block.
- a player who has performed an action on the ball may be referred to as an "actor”.
- the play analyzer 100 detects the rally section of volleyball using the moving image frame.
- the center point of the surface of the coat 10 is the origin O
- the axis parallel to the surface of the coat 10 and parallel to the net 11 is the X axis
- the axis perpendicular to the net 11 is the Y axis
- the axis perpendicular to the surface of the coat 10 is the Z axis.
- the X-axis is in the forward direction away from the referee 12 and to the referee 12.
- the approaching direction is the negative direction.
- the Y-axis has a positive direction in the left direction and a negative direction in the right direction when viewed from the referee 12.
- the Z-axis has a positive direction away from the surface of the coat 10. That is, the Z-axis coordinate z corresponds to the height from the surface of the coat 10.
- the linesmen 14A judges the line on the positive direction side of the Y-axis
- the linesmen 14B judges the line on the negative direction side.
- the linesmen 14C judges the line on the positive direction side of the X axis among the lines of the two courts 10 parallel to the Y axis
- the linesmen 14D judges the line on the negative direction side.
- the linesmen 14 moves the flag 15 that they own and informs the players and the like of the judgment result.
- the play analysis device 100 includes a video receiving unit 101, a moving body locus detection unit 102, an action determination unit 103, a number recognition unit 104, a referee motion detection unit 105, a rally section determination unit 106, and a result output unit 107.
- the UI control unit 108, the video control unit 109, the play information control unit 110, the score information control unit 111, and the storage unit 112 are provided.
- the video receiving unit 101 receives the moving image frame 201 transmitted from each of the cameras 3A to 3D and stores it in the storage unit 112. The video receiving unit 101 discards frames that are not associated with the rally section information.
- the moving body locus detection unit 102 applies, for example, the method disclosed in Non-Patent Document 1 to a plurality of moving image frames 201 stored in the storage unit 112, and applies the method disclosed in Non-Patent Document 1 to the time when the moving body locus 201 was shot (hereinafter, “” The three-dimensional position (x, y, z) and velocity of the ball at the "frame time") are calculated. Then, the moving body locus detection unit 102 generates the ball locus information 202 in association with the frame time, the three-dimensional position of the ball, and the moving speed, and stores the ball locus information 202 in the storage unit 112.
- the moving body locus detection unit 102 If the moving body locus detection unit 102 cannot detect the ball, the moving body locus detection unit 102 generates ball locus information 202 indicating that fact and stores it in the storage unit 112. That is, the moving body locus detection unit 102 detects the movement pattern of the ball and stores the ball locus information 202 related to the detection result in the storage unit 112.
- the action determination unit 103 determines whether or not an action has occurred on the ball from the ball trajectory information 202. When it is determined that an action has occurred, the action determination unit 103 generates action information 203 by associating the frame time in which the action occurred (hereinafter referred to as "action frame time") with the type of the action in which the action occurred. It is stored in the storage unit 112. The details of the action determination unit 103 will be described later.
- the number recognition unit 104 recognizes the uniform number of the actor from the plurality of moving image frames 201 stored in the storage unit 112. Then, the number recognition unit 104 generates the actor information 204 by associating the action frame time with the recognized uniform number of the actor, and stores the actor information 204 in the storage unit 112. The details of the number recognition unit 104 will be described later.
- the referee motion detection unit 105 detects the movement of the flag 15 of the linesmen 14 as the motion pattern of the referee from the moving image frame 201 used to generate the ball trajectory information 202. Then, the referee motion detection unit 105 determines whether or not the movement of the flag 15 indicates the end of the rally section, and generates a flag motion flag indicating the determination result. The details of the referee motion detection unit 105 will be described later.
- the rally section determination unit 106 determines the start of the rally section based on the trajectory pattern of the ball, and determines the end of the rally section based on the flag operation flag and the operation of the input device 5 from the user. Then, the rally section determination unit 106 generates the rally section information 205 by associating the frame time associated with the ball locus information 202 and the flag operation flag with the information indicating the start or end of the rally section, and stores the storage unit 106. Store in 112. Further, when the rally section determination unit 106 cannot determine the start and end of the rally section, it determines that the rally is in progress.
- the rally section determination unit 106 stores the rally section information 205 including the information indicating that the rally is in progress in the storage unit 112 instead of the information indicating the start or end of the rally section. The details of the rally section determination unit 106 will be described later.
- the result output unit 107 generates play information 206 by associating the ball trajectory information 202, the action information 203, the actor information 204, and the rally section information 205, and stores the play information 206 in the storage unit 112. It is desirable that the play information 206 is managed in units of matches or sets, and it is preferable that the play information 206 includes information regarding the match section (match start, end) and set section (set start, end) by the user's operation. From this point of view, in the present embodiment, the result output unit 107 registers the end information indicating the end of the set or the game in the play information 206 based on the operation of the input device 5 from the user.
- the action frame time T and the action type “attack” are associated with each other
- the actor information 204 the action frame time T and the actor uniform number “14” are associated with each other.
- the result output unit 107 When the action frame time T and the fact that the rally is in progress are associated with each other in the information 205, the result output unit 107 generates the play information 206 as shown in FIG. That is, as shown in FIG. 3, the result output unit 107 indicates that the action type “attack”, the uniform number “14” of the actor, and the rally are in progress with respect to the frame time T of the ball trajectory information 202.
- the associated play information 206 is generated.
- the frame time T, in rally, uniform number player "14" are three-dimensional position (x T, y T, z T ), It can be known that the "attack” of the speed " ST (km / h)" is performed.
- the result output unit 107 generates play information 206 associated with the start of the rally section with respect to the frame time Tt1 of the ball trajectory information 202.
- the result output unit 107 generates play information 206 associated with the end of the rally section with respect to the frame time T + t2 of the ball trajectory information 202.
- the result output unit 107 generates play information 206 in which the end of the rally section and the end of the set are associated with the frame time T + t3 of the ball locus information 202.
- the result output unit 107 generates play information 206 in which the end of the rally section and the end of the match are associated with the frame time T + t4 of the ball trajectory information 202.
- the UI control unit 108 generates the UI 2000 as shown in FIG. 4 and displays it on the display device 4. Further, the UI control unit 108 receives an operation for the UI 2000 through the input device 5.
- the video control unit 109 displays the ball game play video 2100 on the UI2000.
- the play video 2100 may be a real-time video being shot by the cameras 3A to 3D, or may be a recorded video of past play. Further, the video control unit 109 displays a play video 2100 of a scene based on the operation of the input device 5 from the user. The details of the image control unit 109 will be described later.
- the play information control unit 110 arranges the contents of the play information 206 generated during one rally in chronological order and displays it on the UI 2000 as a play information list 2200.
- the details of the play information list 2200 will be described later.
- the score information control unit 111 arranges the contents of the score information in chronological order and displays the score information list 2300 on the UI2000.
- One score information includes the score of one's own team after one rally and the score of the opponent's team. Further, one or more play information 206 generated during the rally is associated with one score information. The details of the score information list 2300 will be described later.
- the action determination unit 103 calculates the trajectory of the ball from the three-dimensional position and velocity of the ball for each frame time included in the ball trajectory information 202. Then, when the calculated trajectory change of the ball matches a predetermined condition, the action determination unit 103 determines that an action for the ball has occurred. When the action determination unit 103 determines that an action has occurred, the action determination unit 103 generates action information 203 in association with the action frame time and the type of the action that has occurred, and stores the action information 203 in the storage unit 112.
- the action determination unit 103 may determine the action type based on the change in the trajectory of the ball, the three-dimensional position and speed of the ball, the rules of sports, and the like.
- Volleyball action types include serve, reception (receive against serve), dig (receive against attack), toss, attack, and block.
- the trajectory of the ball detected for the first time from the start of analysis has a movement component in the Y-axis direction (the long side direction of the court shown in FIG. 1), and the velocity component of the ball in the Y-axis direction is If it is within the predetermined range, the action type is determined to be "serve".
- the action determination unit 103 when the trajectory of the ball straddles the coordinates where the net 11 exists on the Y axis after “serving", and the change in the three-dimensional position of the ball changes from descending to ascending (that is,). , When the change in coordinates in the Z-axis direction turns positive), the action type is determined to be “reception”. According to the rules of volleyball, the action to receive "serve” is “reception", so by making a judgment based on such rules, "reception” and “dig” can be distinguished.
- the action determination unit 103 determines another action type according to the determination criteria according to the rules of sports.
- the occurrence of the action is determined using the three-dimensional information, but the occurrence of the action may be determined using the two-dimensional or one-dimensional information. For example, when determining the occurrence of "serve" under the above-mentioned conditions, it is possible to determine from only the analysis start time and the information in the Y-axis direction without using the information in the X-axis direction and the Z-axis direction.
- the number recognition unit 104 selects a video frame corresponding to the action frame time included in the action information 203 and a video frame corresponding to a frame time in the vicinity of the action frame time as an action frame. Select as. Next, the number recognition unit 104 detects an area where a player (person) is photographed (hereinafter referred to as a “player area”) from the action frame. For example, the number recognition unit 104 detects a player area from within the detection area by using a player detection model (neural network) in which a plurality of player images during competition are trained by deep learning. Then, the number recognition unit 104 recognizes the uniform number of the actor from the action frame.
- a player detection model neural network
- the number recognition unit 104 recognizes the uniform number of an actor from within the detection area by using a model (neural network) for detecting uniform numbers obtained by learning numerical images of uniforms of a plurality of athletes by deep learning.
- the number recognition unit 104 generates the actor information 204 by associating the action frame time with the recognized uniform number of the actor, and stores it in the storage unit 112.
- the referee motion detection unit 105 calculates the three-dimensional position and velocity of the flag 15 at the frame time from the moving image frame 201 used to generate the ball trajectory information 202. Next, the referee motion detection unit 105 determines whether or not the movement of the flag 15 indicates the end of the rally based on their three-dimensional positions and moving speeds. An example of the movement of the flag 15 indicating the end of the rally will be described later. Then, the referee motion detection unit 105 generates a flag motion flag indicating the determination result of the end of the rally.
- the frame time associated with the flag operation flag by the referee operation detection unit 105 may be any time from the start to the end of the movement of the flag 15 indicating the end of the rally. For example, the flag 15 is in an operating state from a stationary state. It may be the time of the timing changed to.
- Example of flag movement indicating the end of the rally Next, an example of the movement of the flag 15 indicating the end of the rally will be described with reference to FIGS. 5A to 5D.
- the referee motion detection unit 105 determines that the rally has been completed according to the criteria according to the sports rules when the referee's movements and the like meet the predetermined conditions.
- FIG. 5A shows a ball-out operation pattern in which the attacking ball falls to the outside of the court 10.
- the linesmen 14 raises the flag 15 lowered as shown in image P1 as shown in image P2.
- FIG. 5B shows a blockout operation pattern in which the attacking ball hits the blocker and then falls to the floor.
- the linesmen 14 moves the flag 15 lowered as shown in the image P1 so that the bar is horizontal at the height of the face as shown in the image P3.
- FIG. 5C shows an operation pattern at the time of a foul such as a ball hitting an antenna.
- the linesmen 14 swings the flag 15 lowered as shown in the image P1 to the left and right on the head as shown in the image P4.
- FIG. 5D shows a ball-in motion pattern in which the attacking ball falls inside the court 10.
- the linesmen 14 moves the flag 15 lowered as shown in image P1 to the outside of the body as shown in image P5, and then moves it so as to point to the floor in front of the body.
- the rally section determination unit 106 determines that the ball has been thrown up, which is the start operation of the serve, based on the ball trajectory information 202, it determines that the rally has started at the frame time associated with the ball trajectory information 202. To do. Then, the rally section determination unit 106 generates the rally section information 205 by associating the frame time of the rally start with the information indicating the start of the rally section, and stores it in the storage unit 112. The frame time at the start of the rally may be any time from the start to the end of the throwing of the ball. The rally section determination unit may determine that the rally section has started based on the determination result of "serve" of the action determination unit 103 without using the ball trajectory information 202.
- the rally section determination unit 106 determines that the rally has ended at the frame time associated with this flag operation flag. Then, the rally section determination unit 106 stores the rally section information 205 in which the frame time of the rally end and the information indicating the end of the rally section are associated with each other in the storage unit 112.
- the rally section determination unit 106 determines that the moving speed of the ball is less than the threshold speed for a certain frame period based on the ball trajectory information 202, the rally section ends at the frame time associated with the ball trajectory information 202. It is judged that it has been done. Then, the rally section determination unit 106 stores the rally section information 205 in which the frame time when the moving speed becomes less than the threshold speed and the information indicating the end of the rally section are associated with each other in the storage unit 112. For example, when there is a foul, it is no longer necessary to continue the rally, and as shown in FIG. 6A, a player who intends to toss or receive may catch the ball B and stop playing. At this time, the linesmen 14 may not judge.
- the rally section determination unit 106 can determine the end of the rally section based on the moving speed of the ball.
- the threshold speed may be set to, for example, a speed slower than the speed at which the player walks with the ball or the speed at which the player throws the ball at the player who hits the serve next.
- the rally section determination unit 106 determines that the three-dimensional position of the ball is out of the effective range of the game based on the ball trajectory information 202, the rally section is said to have ended at the frame time associated with the ball trajectory information 202. judge.
- the position outside the effective range of the game is, for example, a viewing seat.
- the rally section determination unit 106 stores the rally section information 205 in which the frame time when the ball enters the spectator's seat and the information indicating the end of the rally section are associated with each other in the storage unit 112. For example, as shown in FIG. 6B, when the ball B goes out of the effective range of the match due to a receive miss, the rally ends, but the linesmen 14 may not judge.
- the moving speed may not be less than the threshold speed, but the rally section determination unit 106 can determine the end of the rally section based on the three-dimensional position of the ball.
- the rally section determination unit 106 determines based on the ball trajectory information 202 that the time during which the ball cannot be detected continues for the threshold time or longer, it determines that the rally section has ended at the frame time associated with the ball trajectory information 202. .. Then, the rally section determination unit 106 stores the rally section information 205 in which the frame time when the time during which the ball cannot be detected becomes equal to or longer than the threshold time and the information indicating the end of the rally section are associated with each other in the storage unit 112. For example, when there is a foul, when a player trying to toss or receive catches the ball and moves to the service area as it is, it is blocked by other players and the ball cannot be photographed with the camera 3.
- the moving body locus detection unit 102 may not be able to detect the ball.
- the end of the rally section cannot be determined based on whether the moving speed of the ball is less than the threshold speed or whether the ball is out of the effective range of the game, but the rally section determination unit 106 determines the ball.
- the end of the rally section can be determined based on the undetectable time.
- the threshold time may be set based on, for example, the maximum number of continuous frames in which ball shielding can occur during the rally.
- the rally section determination unit 106 determines that the end of the rally section is registered based on the operation of the input device 5 from the user, the rally section information 205 that associates the frame time of the rally end with the information indicating the end of the rally section. Is stored in the storage unit 112.
- the case where the user performs the registration operation for the end of the rally section is, for example, the case where the user determines from the content of the video that the rally has ended.
- the rally section determination unit 106 when the rally section determination unit 106 cannot determine the start and end of the rally section and does not recognize the operation to register the end of the rally section from the user, it is associated with the flag operation flag. It is determined that the rally is being performed at the frame time. Then, the rally section determination unit 106 stores the rally section information 205 in which the frame time during the rally and the information indicating the rally are associated with each other in the storage unit 112.
- the play information list 2200 displays the contents of the play information 206 generated during one rally in chronological order. As shown in FIG. 4, the play information list 2200 has a play button 2201, a team 2202, a player number 2203, and an action 2204 for each play information 206.
- the play button 2201 is a button for playing the play video 2100 related to the play information 206 to which the play button 2201 is associated.
- Team 2202 indicates whether the player who performed action 2204 is his own team or the opponent's team. For example, "a" represents your team and “e” represents your opponent's team. Further, the team 2202 is a button, and when the team 2202 is pressed, the play information control unit 110 displays “a” and "e” buttons for correction.
- the player number 2203 indicates the number (uniform number) of the player who performed the action 2204. Further, the player number 2203 is a button, and the play information control unit 110 displays a button for correcting the player number when the player number 2203 is pressed.
- the button for correcting the player number may be a button for inputting a number. Alternatively, the button for correcting the player number may be a list of player numbers registered in the team.
- Action 2204 indicates the type of action. For example, “S” is a serve, “R” is a reception, “E” is a toss, “A” is an attack, “D” is a dig, and “B” is a block. Further, the action 2204 is a button, and when the action 2204 is pressed, the play information control unit 110 "S", “R”, “E”, “A”, “D” for correction. And the "B” button is displayed.
- the first line of the play information list 2200 shown in FIG. 4 indicates that the player with the uniform number "6" of his team ("a") has performed the reception "R".
- the score information list 2300 displays the contents of the score information corresponding to each rally in one set in chronological order. As shown in FIG. 4, the score information list 2300 has a play button 2301, a score 2302, and a check box 2303 for each score information.
- the play button 2301 is a button for playing the play video 2100 related to the score information associated with the play button 2301.
- Score 2302 indicates the score of one's own team and the opponent's team after the rally. Further, the score 2302 can be selected (clicked), and when the score 2302 is selected, the score information control unit 111 uses the play information list 2200 associated with the rally (score information) of the score 2302. Is displayed.
- Check box 2303 is for the user to turn on and off the check for the rally on a score-by-score basis. For example, in a real-time situation such as during a match, even if an error is found in the contents of the play information list 2200 (team 2202, player number 2203, action 2204), the next rally will start immediately, so a certain rally
- the user can identify that the contents of the play information list 2200 are in the provisional state by selecting the check box 2303 corresponding to the rally (input of identification information) in case of wanting to re-verify (correct) later. To do so. This allows the user to later re-verify the rally with the check box 2303 selected.
- the score information control unit 111 limits and displays only the rallies in which the check box 2303 is selected in response to the instruction from the user, so that the user can efficiently perform the correction work.
- the number of check boxes 2303 is not limited to one.
- the video control unit 109 plays the play video 2100 in the vicinity of the frame time of the play information 206 corresponding to the play button 2201. As a result, the user can easily confirm the play of the player corresponding to the play information 206.
- the video control unit 109 plays the play video 2100 of the rally corresponding to the play button 2301.
- the video control unit 109 identifies the rally associated with the score of the pressed play button 2301.
- the video control unit 109 identifies the play information 206 including the rally section information 205 indicating the start of the specified rally section, and recognizes the frame time of the specified play information 206 as the start time of the rally section.
- the video control unit 109 identifies the play information 206 including the rally section information 205 indicating the end of the rally section, and recognizes the frame time of the specified play information 206 as the end time of the rally.
- the video control unit 109 acquires the moving image frame 201 between the start time and the end time of the rally section, and reproduces the play video 2100 of the rally section. That is, the video control unit 109 extracts the play video 2100 of the rally section from the play video 2100 according to the determination result of the rally section determination unit 106.
- the video receiving unit 101 receives the moving image frame 201 transmitted from the cameras 3A to 3D and stores it in the storage unit 112 (S1).
- the mobile locus detection unit 102 acquires a plurality (predetermined number) of moving image frames 201 stored in the storage unit 112 (S2).
- the moving body locus detection unit 102 determines whether or not the ball can be detected from the moving image frame 201 (S3).
- the video receiving unit 101 discards the moving image frame 201 used for ball detection from the storage unit 112 (S4) and returns to S1. ..
- the moving body locus detection unit 102 calculates the three-dimensional position and the moving speed of the ball at each frame time, and generates the ball locus information 202 (S5).
- the rally section determination unit 106 determines whether or not the rally section has been started based on the ball locus information 202 (S6).
- the rally section determination unit 106 determines that the rally section has not started (S6: NO)
- the ball trajectory information 202 is discarded (S7). After that, the processing of S4 is performed, and the process returns to S1.
- the rally section determination unit 106 determines that the rally section has started (S6: YES)
- the rally section determination unit 106 generates rally section information 205 indicating the start of the rally section (S8).
- the result output unit 107 determines whether or not the play information 206 indicating the start of the rally section has been generated (S9).
- the result output unit 107 determines that the play information 206 indicating the start of the rally section has not been generated (S9: NO)
- the result output unit 107 generates the play information 206 as shown in FIG. 9 (S10).
- the processing of S10 is performed after the determination of NO in S9 in this way, the result output unit 107 generates play information 206 including ball trajectory information 202 and rally section information 205.
- the video receiving unit 101 performs the same process as in S1.
- the moving image frames 201 from the cameras 3A to 3D are stored in the storage unit 112 (S11).
- the moving body locus detection unit 102 performs the same processing as in S2 and S5. That is, the moving body locus detection unit 102 acquires a predetermined number of moving image frames 201 from the storage unit 112 (S12) and generates the ball locus information 202 (S13).
- the action determination unit 103 determines whether or not an action has occurred on the ball from the ball trajectory information 202 (S14). When the action determination unit 103 determines that the action has not occurred (S14: NO), the result output unit 107 performs the process of S10 (the process of generating the play information 206) as shown in FIG. When the process of S10 is performed after the determination of NO in S14 is performed in this way, the result output unit 107 generates play information 206 including only the ball trajectory information 202. On the other hand, as shown in FIG. 8, when the action determination unit 103 determines that an action has occurred (S14: YES), the action determination unit 103 generates action information 203 (S15). Next, the number recognition unit 104 generates the actor information 204 (S16).
- the referee motion detection unit 105 detects the movement of the flag 15 of the line umpire 14 based on the moving image frame 201 used to generate the ball trajectory information 202, and the flag motion relating to whether or not the movement indicates the end of the rally section. Generate a flag (S17).
- the rally section determination unit 106 performs the end determination process of the rally section (S18). The details of the end determination process of the rally section will be described later.
- the rally section determination unit 106 determines whether or not the end of the rally could be determined in the end determination process of the rally section (S19).
- the rally section determination unit 106 can determine the end of the rally section (S19: YES)
- the rally section determination unit 106 generates rally section information 205 indicating the end of the rally section (S20).
- the result output unit 107 performs the processing of S10 (the processing of generating the play information 206).
- the processing of S20 is performed after the determination of YES in S19 in this way, the result output unit 107 generates play information 206 including ball trajectory information 202 and rally section information 205.
- the rally section determination unit 106 determines whether or not there has been a rally section end registration operation from the user (S21). When it is determined that the end registration operation has been performed (S21: YES), the rally section determination unit 106 performs the process of S20 (the process of generating the rally section information 205 indicating the end of the rally section). Then, the result output unit 107 performs the processing of S10 (the processing of generating the play information 206). When the processing of S10 is performed after the determination of YES in S21 in this way, the result output unit 107 generates play information 206 including the respective information 202 and 205, as in the case of the determination of YES in S19.
- the rally section determination unit 106 when it is determined that the rally section end registration operation has not been performed (S21: NO), the rally section determination unit 106 generates rally section information 205 indicating that the rally is in progress (S22). Then, the result output unit 107 performs the processing of S10 (the processing of generating the play information 206). When the processing of S10 is performed after the processing of S22 in this way, the result output unit 107 generates play information 206 including ball trajectory information 202, action information 203, actor information 204, and rally section information 205.
- the result output unit 107 determines whether or not the rally section has ended (S23).
- the result output unit 107 performs the process of S9 when it is determined that the rally section has not ended (S23: NO), that is, when the play information 206 generated in S10 indicates the start of the rally section or the middle of the rally.
- the result output unit 107 determines whether or not the user has registered the end of the match (S24).
- the result output unit 107 determines that the match end registration operation has been performed (S24: YES)
- the result output unit 107 registers the match end in the play information 206 (S25). Then, the play information generation process ends.
- the result output unit 107 determines whether or not there has been a set end registration operation from the user (S26). When the result output unit 107 determines that the set end registration operation has been performed (S26: YES), the result output unit 107 registers the set end in the play information 206 (S27). Then, it returns to S1. On the other hand, when the result output unit 107 determines that the set end registration operation has not been performed (S26: NO), the result output unit 107 returns to S1 without performing the process of S27.
- the rally section determination unit 106 determines whether or not the flag operation flag indicates the end of the rally (S31), as shown in FIG. When the rally section determination unit 106 determines that the flag operation flag indicates the end of the rally (S31: YES), the rally section determination unit 106 determines that the rally section has ended (S32). Then, the rally section end determination process is completed, and the flow proceeds to S19 shown in FIG.
- the rally section determination unit 106 determines whether or not the moving speed of the ball is less than the threshold speed based on the ball trajectory information 202 (S33). .. When the rally section determination unit 106 determines that the moving speed of the ball is less than the threshold speed (S33: YES), the rally section determination unit 106 proceeds to S32.
- the rally section determination unit 106 determines whether or not the position of the ball is out of the effective range of the game based on the ball trajectory information 202 (S33: NO). S34). When the rally section determination unit 106 determines that the position of the ball is out of the effective range of the match (S34: YES), the rally section determination unit 106 proceeds to S32.
- the rally section determination unit 106 determines whether or not the time during which the ball cannot be detected continues for the threshold time or longer based on the ball trajectory information 202. (S35). When the rally section determination unit 106 determines that the time during which the ball cannot be detected continues for the threshold time or longer (S35: YES), the process proceeds to S32.
- the rally section determination unit 106 determines that the time during which the ball cannot be detected has not continued for the threshold time or longer (S35: NO), the rally section end determination process ends. Then, the flow proceeds to S19 shown in FIG.
- the play analyzer 100 uses the play video 2100 to detect the operation pattern of the linesmen 14. Next, the play analyzer 100 determines the start of the rally section based on the play video 2100, and determines the end of the rally section based on the operation pattern of the linesmen 14.
- the play analyzer 100 can easily acquire the play video 2100 of the rally section for each score from the play video 2100 based on the determination result of the start and end of the rally section. Further, in volleyball, it is difficult to determine from the play video 2100 that the ball has fallen to the floor, and if the play is continued even after the ball has fallen to the floor, this continued play may be determined to be in the rally. There is. However, since the play analyzer 100 determines the end of the rally section based on the operation pattern of the linesmen 14, it can appropriately determine the end of the rally even in a situation where it is difficult to determine whether or not the ball has fallen to the floor.
- the play analyzer 100 determines the end of the rally section based on the operation pattern of the flag 15 of the linesmen 14.
- the play analyzer 100 can easily determine the end of the rally section based on the flag 15 whose appearance is conspicuous. Further, since the play analyzer 100 detects the movement patterns of the flags 15 of the four line referees 14, the determination accuracy is improved as compared with the case of detecting the movement patterns of the referee 12 and the assistant referee 13 who are one person each. Can be improved.
- the play analysis device 100 may perform a process of generating play information 206 after the shooting is completed.
- the play analyzer 100 may determine the end of the rally section instead of the linesmen 14 or together with the linesmen 14 based on the operation pattern of at least one of the referee 12 or the assistant referee 13.
- the play analyzer 100 may determine the end of the rally section based on the movement amount of the flag 15 instead of the movement speed of the flag 15 or together with the movement speed.
- the play analyzer 100 may determine the end of the rally section based on the amount of movement of the ball instead of or together with at least one of the moving speed and position of the ball.
- the play analyzer 100 may determine the start of the rally section instead of the trajectory pattern of the ball or based on the motion pattern of at least one of the referee 12 or the assistant referee 13 together with the trajectory pattern of the ball.
- the play information 206 may not include the end information, or may include start information indicating the start of at least one of the set and the match in addition to or instead of the end information.
- the end information may indicate only the end of the set or only the end of the match.
- the play analysis device 100 determines whether or not there is an end registration operation of the rally section (S21), determines whether or not the moving speed of the ball is less than the threshold speed (S33), and the position of the ball is a match. Even if at least one of the process of determining whether or not the ball is out of the effective range (S34) and the process of determining whether or not the time during which the ball cannot be detected continues for the threshold time or longer (S35) is not performed. Good.
- the play analyzer 100 determines the start of the rally section based on the ball detection, but as shown in FIG. 12, the play analyzer 100 determines the start of the rally section based on the action detection of the serve. May be good.
- the play analyzer 100 performs the processing of S5 (the processing of generating the ball locus information 202) after the processing of S1 and S2.
- the action determination unit 103 determines whether or not the serve action has occurred (S41). Whether or not the action of this serve has occurred may be determined based on the trajectory of the ball in the ball trajectory information 202, or may be determined based on the movement of the player in the moving image frame.
- the play analyzer 100 performs the processes of S7 and S4.
- the rally section determination unit 106 performs the process of S8 (the process of generating the rally section information 205 indicating the start of the rally section). .. Then, the play analyzer 100 performs the same processing as S15 and S16 (action information 203 generation processing (S42) and actor information 204 generation processing (S43)), and then performs the processing of S9 shown in FIG. ..
- the generated play information 206 indicating the start of the rally section includes the ball trajectory information 202, the action information 203 indicating that the rally section is serving, the actor information 204, and the rally section information 205.
- FIG. 13 is a diagram showing a hardware configuration of a computer that realizes the functions of each device by a program.
- the computer 3100 includes an input device 3101 such as a keyboard or mouse and a touch pad, an output device 3102 such as a display or a speaker, a CPU (Central Processing Unit) 3103, a GPU (Graphics Processing Unit) 3104, and a ROM (Read Only Memory) 3105.
- Read information from a recording medium such as RAM (RandomAccessMemory) 3106, hard disk device or storage device 3107 such as SSD (SolidStateDrive), DVD-ROM (DigitalVersatileDiskReadOnlyMemory) or USB (UniversalSerialBus) memory. It includes a reading device 3108 and a transmitting / receiving device 3109 that communicates via a network, and each unit is connected by a bus 3110.
- the reading device 3108 reads the program from the recording medium on which the program for realizing the function of each of the above devices is recorded, and stores the program in the storage device 3107.
- the transmission / reception device 3109 communicates with the server device connected to the network, and stores the program downloaded from the server device for realizing the function of each device in the storage device 3107.
- the CPU 3103 copies the program stored in the storage device 3107 to the RAM 3106, and sequentially reads and executes the instructions included in the program from the RAM 3106, whereby the functions of the above devices are realized.
- LSI is an integrated circuit. These may be individually integrated into one chip, or may be integrated into one chip so as to include a part or all of them. Although it is referred to as LSI here, it may be referred to as IC, system LSI, super LSI, or ultra LSI depending on the degree of integration.
- the method of making an integrated circuit is not limited to LSI, and may be realized by a dedicated circuit or a general-purpose processor.
- An FPGA Field Programmable Gate Array
- a reconfigurable processor that can reconfigure the connection and settings of the circuit cells inside the LSI may be used.
- One aspect of the disclosure is useful for systems for analyzing sports.
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Abstract
Un dispositif d'analyse de jeu 100 est pourvu : d'une unité de détection de mouvement d'arbitre 105 qui utilise une vidéo de lecture pour détecter un motif de mouvement d'un arbitre d'un jeu de balle ; et une unité de détermination de segment de rassemblement 106 qui détermine le début d'un segment de rassemblement sur la base de la vidéo de lecture, et détermine l'extrémité du segment de rassemblement sur la base du motif de mouvement de l'arbitre.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2019096706A JP2020188979A (ja) | 2019-05-23 | 2019-05-23 | プレイ分析装置、及び、プレイ分析方法 |
| JP2019-096706 | 2019-05-23 |
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| Publication Number | Publication Date |
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| WO2020235339A1 true WO2020235339A1 (fr) | 2020-11-26 |
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| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2020/018462 Ceased WO2020235339A1 (fr) | 2019-05-23 | 2020-05-01 | Dispositif d'analyse de jeu et procédé d'analyse de jeu |
Country Status (2)
| Country | Link |
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| JP (1) | JP2020188979A (fr) |
| WO (1) | WO2020235339A1 (fr) |
Families Citing this family (3)
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| KR102626100B1 (ko) * | 2021-11-30 | 2024-01-17 | 마이스포 주식회사 | 배드민턴 경기의 파울 판정 시스템 및 시스템의 동작 방법 |
| WO2023106201A1 (fr) * | 2021-12-09 | 2023-06-15 | Necソリューションイノベータ株式会社 | Dispositif d'analyse de jeu, procédé d'analyse de jeu et support de stockage lisible par ordinateur |
| JP7144778B1 (ja) | 2022-08-02 | 2022-09-30 | シンメディクト株式会社 | 競技管理プログラム、競技管理デバイス |
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001251581A (ja) * | 2000-03-03 | 2001-09-14 | Jisedai Joho Hoso System Kenkyusho:Kk | スポーツ映像ダイジェスト作成方法およびその方法をコンピュータに実行させるためのプログラムを記録したコンピュータ読み取り可能な記録媒体 |
| WO2006077806A1 (fr) * | 2005-01-24 | 2006-07-27 | Matsushita Electric Industrial Co., Ltd. | Dispositif de division pour segment de scene |
| JP2015070503A (ja) * | 2013-09-30 | 2015-04-13 | キヤノン株式会社 | 情報処理装置、情報処理方法及びプログラム |
| WO2015098260A1 (fr) * | 2013-12-27 | 2015-07-02 | ソニー株式会社 | Dispositif d'analyse, support d'enregistrement et procédé d'analyse |
| US20190005331A1 (en) * | 2017-06-29 | 2019-01-03 | Electronics And Telecommunications Research Institute | Apparatus and method for detecting event based on deterministic finite automata in soccer video |
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2019
- 2019-05-23 JP JP2019096706A patent/JP2020188979A/ja active Pending
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- 2020-05-01 WO PCT/JP2020/018462 patent/WO2020235339A1/fr not_active Ceased
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| Publication number | Priority date | Publication date | Assignee | Title |
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| JP2001251581A (ja) * | 2000-03-03 | 2001-09-14 | Jisedai Joho Hoso System Kenkyusho:Kk | スポーツ映像ダイジェスト作成方法およびその方法をコンピュータに実行させるためのプログラムを記録したコンピュータ読み取り可能な記録媒体 |
| WO2006077806A1 (fr) * | 2005-01-24 | 2006-07-27 | Matsushita Electric Industrial Co., Ltd. | Dispositif de division pour segment de scene |
| JP2015070503A (ja) * | 2013-09-30 | 2015-04-13 | キヤノン株式会社 | 情報処理装置、情報処理方法及びプログラム |
| WO2015098260A1 (fr) * | 2013-12-27 | 2015-07-02 | ソニー株式会社 | Dispositif d'analyse, support d'enregistrement et procédé d'analyse |
| US20190005331A1 (en) * | 2017-06-29 | 2019-01-03 | Electronics And Telecommunications Research Institute | Apparatus and method for detecting event based on deterministic finite automata in soccer video |
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| KATO, KENTA ET AL.: "Data analysis and team strengthening in soccer /Non-official translation/", IEICE COMMUNICATIONS SOCIETY MAGAZINE, vol. 10, no. 1, 2016, pages 29 - 34, XP055762910, Retrieved from the Internet <URL:https://www.jstage.jst.go.jp/article/bplus/10/1/10_29/_article/-char/ja> [retrieved on 20200527] * |
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| JP2020188979A (ja) | 2020-11-26 |
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