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An End-to-End Deep Learning Pipeline for Football Activity Recognition Based on Wearable Acceleration Sensors

Action statistics in sports, such as the number of sprints and jumps, along with the details of the corresponding locomotor actions, are of high interest to coaches and players, as well as medical staff. Current video-based systems have the disadvantage that they are costly and not easily transporta...

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Detalles Bibliográficos
Autores principales: Cuperman, Rafael, Jansen, Kaspar M. B., Ciszewski, Michał G.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963100/
https://www.ncbi.nlm.nih.gov/pubmed/35214245
http://dx.doi.org/10.3390/s22041347
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author Cuperman, Rafael
Jansen, Kaspar M. B.
Ciszewski, Michał G.
author_facet Cuperman, Rafael
Jansen, Kaspar M. B.
Ciszewski, Michał G.
author_sort Cuperman, Rafael
collection PubMed
description Action statistics in sports, such as the number of sprints and jumps, along with the details of the corresponding locomotor actions, are of high interest to coaches and players, as well as medical staff. Current video-based systems have the disadvantage that they are costly and not easily transportable to new locations. In this study, we investigated the possibility to extract these statistics from acceleration sensor data generated by a previously developed sensor garment. We used deep learning-based models to recognize five football-related activities (jogging, sprinting, passing, shooting and jumping) in an accurate, robust, and fast manner. A combination of convolutional (CNN) layers followed by recurrent (bidirectional) LSTM layers achieved up to 98.3% of accuracy. Our results showed that deep learning models performed better in evaluation time and prediction accuracy than traditional machine learning algorithms. In addition to an increase in accuracy, the proposed deep learning architecture showed to be 2.7 to 3.4 times faster in evaluation time than traditional machine learning methods. This demonstrated that deep learning models are accurate as well as time-efficient and are thus highly suitable for cost-effective, fast, and accurate human activity recognition tasks.
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spelling pubmed-89631002022-03-30 An End-to-End Deep Learning Pipeline for Football Activity Recognition Based on Wearable Acceleration Sensors Cuperman, Rafael Jansen, Kaspar M. B. Ciszewski, Michał G. Sensors (Basel) Article Action statistics in sports, such as the number of sprints and jumps, along with the details of the corresponding locomotor actions, are of high interest to coaches and players, as well as medical staff. Current video-based systems have the disadvantage that they are costly and not easily transportable to new locations. In this study, we investigated the possibility to extract these statistics from acceleration sensor data generated by a previously developed sensor garment. We used deep learning-based models to recognize five football-related activities (jogging, sprinting, passing, shooting and jumping) in an accurate, robust, and fast manner. A combination of convolutional (CNN) layers followed by recurrent (bidirectional) LSTM layers achieved up to 98.3% of accuracy. Our results showed that deep learning models performed better in evaluation time and prediction accuracy than traditional machine learning algorithms. In addition to an increase in accuracy, the proposed deep learning architecture showed to be 2.7 to 3.4 times faster in evaluation time than traditional machine learning methods. This demonstrated that deep learning models are accurate as well as time-efficient and are thus highly suitable for cost-effective, fast, and accurate human activity recognition tasks. MDPI 2022-02-10 /pmc/articles/PMC8963100/ /pubmed/35214245 http://dx.doi.org/10.3390/s22041347 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Cuperman, Rafael
Jansen, Kaspar M. B.
Ciszewski, Michał G.
An End-to-End Deep Learning Pipeline for Football Activity Recognition Based on Wearable Acceleration Sensors
title An End-to-End Deep Learning Pipeline for Football Activity Recognition Based on Wearable Acceleration Sensors
title_full An End-to-End Deep Learning Pipeline for Football Activity Recognition Based on Wearable Acceleration Sensors
title_fullStr An End-to-End Deep Learning Pipeline for Football Activity Recognition Based on Wearable Acceleration Sensors
title_full_unstemmed An End-to-End Deep Learning Pipeline for Football Activity Recognition Based on Wearable Acceleration Sensors
title_short An End-to-End Deep Learning Pipeline for Football Activity Recognition Based on Wearable Acceleration Sensors
title_sort end-to-end deep learning pipeline for football activity recognition based on wearable acceleration sensors
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963100/
https://www.ncbi.nlm.nih.gov/pubmed/35214245
http://dx.doi.org/10.3390/s22041347
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