EventAnchor: Reducing Human Interactions in Event Annotation of Racket Sports Videos
Authors
Human Pose & Activity RecognitionInteractive Data VisualizationAthletes & Fitness EnthusiastsSociologists & Anthropologists
Title of the Paper
EventAnchor: Reducing Human Interactions in Event Annotation of Racket Sports Videos
Paper Information
- Subject Area: Sports video analysis and AI-assisted annotation
- Keywords: sports video, visual analysis, human-computer interaction, data annotation, event detection, table tennis
Research Background and Problem Statement
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Problems and Challenges:
- Manually extracting key information from lengthy match videos is highly challenging.
- Existing computer vision-based data collection systems perform poorly on low-quality videos (e.g., broadcast videos), making it difficult to accurately track objects.
- These systems often focus on low-level object recognition (e.g., human actions) but are weak in extracting high-level event information (e.g., action outcomes).
- Current annotation systems lack scalability and are inefficient when handling large-scale annotation tasks.
- For fast-paced sports like table tennis, existing data annotation methods are not effectively applicable.
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Significance of the Research:
- Table tennis and other racket sports are globally popular, with a high demand for data analysis, particularly for match tactics and player performance evaluation.
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Motivation and Related Work:
- Experts from different fields require analysis of table tennis match videos, including ball and player positions, action types, and tactical styles. Existing systems fail to meet these complex analytical needs.
- The paper reviews current interactive video annotation systems, model-based annotation methods, and their design challenges.
Proposed Solution
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Proposed Solution:
- The authors propose the EventAnchor framework, which uses computer vision algorithms to identify significant events as anchors to help users locate, analyze, and annotate match videos.
- They designed a table tennis annotation system based on EventAnchor, named EventAnchor for Table Tennis (ETT).
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Innovations:
- Dividing annotation tasks into three levels:
- Object Level: Identifying key objects in the video (ball, players, table, etc.) using computer vision.
- Event Level: Capturing significant events (e.g., racket-ball contact, ball bouncing on the table) through object motion information and specific algorithms.
- Context Level: Allowing users to add contextual information interactively (e.g., tactical types).
- Enhancing the timeline tool for quick video event browsing, with the use of a "calibration box" and "annotation box" to assist users in efficient labeling.
- Dividing annotation tasks into three levels:
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Technical Implementation:
- Applied the FOTS model for optical character recognition (OCR).
- Used TrackNet to extract ball trajectories and OpenPose to estimate player poses.
- Employed ResNet-50 and support vector machines to classify video scenes.
- Provided interactive tools for time calibration and event annotation.
Research Outcomes
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Specific Outcomes:
- The framework's effectiveness was validated through two experiments:
- Event-Level Task: Annotating the time and location of ball-table contact in table tennis videos.
- Context-Level Task: Labeling the "serve and attack" tactical type used by players during matches.
- The framework's effectiveness was validated through two experiments:
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Experimental Results:
- Compared to traditional systems, ETT significantly improved annotation efficiency:
- Event-Level Task: Average task completion time reduced by approximately 14%, with a 50% reduction in time errors.
- Context-Level Task: Completion time for complex tactical annotations was reduced by over 50%.
- Users provided positive feedback on ETT's design and functionality, noting that anchor hints and interactive tools greatly reduced cognitive and interaction burdens.
- Compared to traditional systems, ETT significantly improved annotation efficiency:
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Comparison with Existing Solutions:
- ETT outperformed baseline systems in annotation efficiency.
- For complex context-level tasks, ETT demonstrated significant time advantages, though annotation accuracy was comparable to baseline systems.
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Limitations and Future Directions:
- Limitations:
- Limited flexibility in event definitions, currently relying primarily on ball contact with the table or racket.
- Insufficient utilization of audio information.
- Users may lack sufficient validation of results provided by computer vision.
- Future Work:
- Develop functionality for users to define new event types.
- Enhance audio information recognition to complement visual data.
- Improve interaction design to increase user engagement and result validation accuracy.
- Limitations:
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- How can manual interaction be reduced in ball-sport video event annotation?Category: Human-in-the-Loop Labeling and Example SelectionSimilar questionsarrow_forward
- In low-quality (e.g., broadcast) videos, how can existing computer vision systems be improved to more accurately detect high-level event information?Category: Human-in-the-Loop Labeling and Example SelectionSimilar questionsarrow_forward
- How can a scalable and efficient framework be designed for event annotation in fast-paced sports?Category: Human-in-the-Loop Labeling and Example SelectionSimilar questionsarrow_forward
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Practical Problems
1- Analyzing table tennis match videos is time-consuming, and existing tools fail to meet tactical analysis needs.Category: Human-in-the-Loop Labeling and Example SelectionSimilar questionsarrow_forward
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DOI: https://doi.org/10.1145/3411764.3445431
At a Glance
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Source
CHI
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Year
2021
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Authors
9 authors
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Subtopics
Human Pose & Activity Recognition, Interactive Data Visualization
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Professions
Athletes & Fitness Enthusiasts, Sociologists & Anthropologists
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Content Status
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