| Literature DB >> 35251155 |
Hui Sun1, Yu Wang1, Yujue Wang2.
Abstract
Nowadays, China's sports industry has attained effective development, but the athlete's efficiency in the training process is too complex to have a scientific guarantee. Machine learning technology's help in guiding the sports training process has become a hot spot. In this work, we investigate the use of deep learning in real-time analysis of basketball sports data, utilizing research approaches such as scientific reporting, audio/video analysis, experimental research, and mathematical statistics. The suggested basketball stance action recognition and analysis system are made up of two pieces that are sequentially connected. The bottom-up stance estimate approach is utilized to locate the joint locations in the first segment, which is then used to extract the target's posture sequence from the video. The analyses are needed for a Support Vector Machine (SVM) algorithm based on the deep learning method of the space-time graph. The basketball activity of the set classification is recognized and extracted from the segmented stance sequence. The study used an auxiliary method, which is contrasted to standard training, in order to get higher accuracy and also correct player errors in a timely manner. The approach can help players rectify technical errors, develop muscle memory, and increase their abilities. The results revealed that the algorithm generated 97.7% accuracy in evaluating data from basketball training.Entities:
Mesh:
Year: 2022 PMID: 35251155 PMCID: PMC8890852 DOI: 10.1155/2022/6711331
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Overall architecture.
Figure 2Frequency analysis for audio/video basketball using SVM algorithm.
Figure 3Frequencies of classification for level 1 and level 2 categories.
Frequencies of classification for level 1 and level 2 categories result.
| Categories | Frequencies of classification (%) |
|---|---|
| Playing surface view | 96.8 |
| Flight view | 99.9 |
| Others | 94.1 |
| Fast playing surface view | 93.6 |
| Slow playing surface view | 84.3 |
| More than four fouls (penalty) | 95.9 |
| In fast playing medium surface view | 89.7 |
| Out of playing (or) close-up surface view | 86.5 |
Figure 4Performance analysis for the height of basketball using deep learning.
Performance analysis for the height of basketball using deep learning result.
| Height (no shoes) | Height (with shoes) | Wingspan | Standing reach | |
|---|---|---|---|---|
| Count | 61.00 | 61.00 | 61.00 | 61.00 |
| Mean | 77.84 | 79.11 | 82.89 | 102.49 |
| Std | 3.42 | 3.40 | 3.71 | 4.98 |
| Min | 68.25 | 69.50 | 74.00 | 88.50 |
| 25% | 75.75 | 77.00 | 81.00 | 100.00 |
| 50% | 78.25 | 79.25 | 82.50 | 102.00 |
| 75% | 80.25 | 81.50 | 86.50 | 106.50 |
| Max | 85.25 | 86.25 | 91.75 | 112.50 |
Figure 5SVM algorithm using performance analysis for vertical of basketball using deep learning method.
SVM algorithm using performance analysis for vertical of basketball using deep learning method result.
| Vertical (max) | Vertical (max reach) | Vertical (no step) | |
|---|---|---|---|
| Count | 49.00 | 49.00 | 49.00 |
| Mean | 35.70 | 138.08 | 30.35 |
| Std | 3.77 | 4.29 | 3.54 |
| Min | 28.00 | 126.50 | 22.50 |
| 25% | 33.50 | 135.00 | 27.50 |
| 50% | 35.50 | 138.00 | 30.50 |
| 75% | 38.00 | 141.00 | 32.50 |
| Max | 44.00 | 147.00 | 37.50 |
Figure 6SVM algorithm using performance analysis for hand (width) and agility then sprint of basketball in the deep learning method.
SVM algorithm using performance analysis for hand (width) and agility then sprint of basketball using deep learning method result.
| Hand (width) | Agility | Sprint | |
|---|---|---|---|
| Count | 61.00 | 49.00 | 48.00 |
| Mean | 9.04 | 11.28 | 3.31 |
| Std | 1.46 | 0.57 | 0.13 |
| Min | −1.00 | 10.26 | 3.12 |
| 25% | 8.75 | 10.81 | 3.20 |
| 50% | 9.25 | 11.25 | 3.26 |
| 75% | 9.50 | 11.65 | 3.40 |
Figure 7SVM algorithm using overall performance analysis for basketball training in deep learning method.
Overall performance analysis for basketball training in deep learning method result.
| Performance | Ground truth | Recall (%) | Precision (%) |
|---|---|---|---|
| Foul | 30 | 97.4 | 97.7 |
| Shot at the basket | 50 | 96.8 | 91.3 |
Comparison analysis for the start of the art method.
| Performance | CNN algorithm | NN algorithm | SVM algorithm |
|---|---|---|---|
| Ground truth | 28 | 27 | 30 |
| Recall (%) | 91.2 | 90.98 | 98.3 |
| Precision (%) | 94.2 | 92.49 | 99.1 |
| Overall accuracy | 92.43 | 91.45 | 98.74 |