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

Journal Article (2022)
Author(s)

Rafael Cuperman (Student TU Delft)

K.M.B. Jansen (TU Delft - Emerging Materials)

M.G. Ciszewski (TU Delft - Statistics)

Research Group
Emerging Materials
Copyright
© 2022 Rafael Cuperman, K.M.B. Jansen, M.G. Ciszewski
DOI related publication
https://doi.org/10.3390/s22041347
More Info
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Publication Year
2022
Language
English
Copyright
© 2022 Rafael Cuperman, K.M.B. Jansen, M.G. Ciszewski
Research Group
Emerging Materials
Issue number
4
Volume number
22
Pages (from-to)
1-27
Reuse Rights

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Abstract

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.