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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>iCaCoT - Interactive Camera-based Coaching and Training</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Lucia D'Acunto</string-name>
          <email>lucia.dacunto@tno.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Judith Redi</string-name>
          <email>J.A.Redi@tudelft.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Omar Niamut</string-name>
          <email>omar.niamut@tno.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>TNO</institution>
          ,
          <addr-line>Anna van Buerenplein 1, 2595DA, The Hague</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>TUDelft</institution>
          ,
          <addr-line>Mekelweg 4, 2628 CD, Delft</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <abstract>
        <p>This paper reports on the evaluation of the concept of interactive camera-based coaching and training (iCaCoT), which focuses on using interactive video navigation for coaching and training purposes. The iCaCoT concept leverages tiled streaming technology, which allows users to navigate freely through high-resolution video feeds while minimising the bandwidth required, by only streaming the part of the video the user is interested in. iCaCoT gives a trainer the possibility to zoom in on her trainee while she is training and to focus on specific areas, both spatially and temporally. This concept becomes especially useful for training activities where the exact line followed by the trainee is not known beforehand (e.g. skiing, footballing), and thus where capturing the events using a static wide-angle camera located relatively far from action may be more convenient than a moveable close-up camera. We implemented the iCaCoT concept as an iPad application and demonstrated it with ski athletes in the popular ski location of Schladming, Austria. Our experiment shows that iCaCoT is a viable concept for ski training activities and that it gives interesting insights for future research directions.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
With the advent of high resolution and panoramic cameras,
which are able to record in HD or higher resolutions, it
becomes interesting to segment content spatially. By dividing
a video frame up into multiple tiles, where each tile contains
a particular area of the video, a client can choose to only
receive certain areas of a video. Such a tiled streaming solution
enables an inherently scalable method for users to interact
with and navigate within a video using pan-tilt-zoom (PTZ)
commands. In the EU FP7 project FascinatE [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] we have
implemented such a tiled streaming technology in an iPad
application to enable users to navigate freely through high
resolution video panoramas, while the application limits bandwidth
requirements by only sending that part of the video a user is
interested in.
      </p>
      <p>The concept of tiled streaming looks particularly well suited
to training and coaching use cases. That is, using a
smartphone or tablet, a coach would be able to zoom in on her
trainee while she is training, focusing on specific areas, both
temporally as well as spatially. We refer to this as interactive
camera-based coaching and training (iCaCoT). This concept
becomes especially useful for training activities where the
exact line followed by the trainee is not known beforehand (e.g.
in skating, skiing, footballing, baseballing), and thus where
capturing the events using a wide-angle camera located
relatively far from action may be more convenient than a
moveable close-up camera. By pausing the video at key moments,
trainer and trainee can focus on and discuss details of the
performance. By placing multiple high resolution cameras
around strategic positions, it is even possible for a trainer to
view a moment from different angles. The tiled streaming
application facilitates this using high-accuracy synchronization
techniques, ensuring that the separate videos from all cameras
are synchronized frame-accurately in the application.
In this paper, we present the results of an evaluation of the
iCaCoT concept with ski athletes, performed between
February and March 2014 at the popular ski location of
Schladming, Austria (host of the 2013 Alpine Skiing World
Championship). Conducting an experiment with real users has
enabled us to study and evaluate the suitability of tiled
streaming as a tool for coaching and training in practice and
understand the key enablers for interactive camera-based coaching
and training. Specifically, we were interested in answering
the following research questions:
1. What are the relevant aspects for a camera-based coaching
and training application?
2. Is iCaCoT a suitable tool for training and coaching
activities?
As a subquestion of the second question, we were also
interested into understanding the overall user experience when
interacting with the iCaCoT application.</p>
      <p>To answer these questions we have collected and analyzed a
number of metrics ranging from application features usage to
Quality of Experience (QoE) parameters.</p>
      <p>
        RELATED WORK
With recent capturing systems for high-resolution video, new
types of video-based training scenarios are possible where
trainers and coaches have the possibility to freely choose their
viewing direction and zooming level. Different examples
of such interactive region-of-interest (ROI) video streaming
have already been demonstrated or deployed. Interactive ROI
video streaming was explored in-depth by [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ]. The authors
developed various methods in the context of an interactive
ROI streaming system, ClassX, for online lecture viewing,
selecting tiled streaming as the best compromise between
bandwidth, storage, processing and device requirements. Tiled
streaming relies on a tiling of video into independently
decodable video streams. Client devices retrieve the tiled videos
corresponding to a desired ROI. A similar zoomable video
system was further explored by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. There, the focus was
on enabling low-delay interaction with high-resolution and
high-quality video, with constraints on the available
bandwidth and processing capabilities as encountered in current
network technologies and devices. For the iCaCoT
application, we leveraged the tiled streaming system and
mechanisms as presented in [
        <xref ref-type="bibr" rid="ref12 ref8">8, 12</xref>
        ].
      </p>
      <p>
        In today’s sport training and performance analysis, nearly all
performances are captured on video or through other sensors.
Captured footage and sensor data is then viewed by expert
coaches/analysts, who then manually annotate and label
important performance indicators to gauge performance.
Related work in sport performance analysis ranges from
reducing annotation time [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], to computer-assisted self-training
systems for sports exercise [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], extracting tactic information
next to regular semantic event detection [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], leveraging
virtual reality for a better understanding of the many
biomechanical, physiological, and psychological factors [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and using
on-body acceleration sensors to perform motion and flying
force analysis of ski-jumping [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>In this paper, we provide novel contributions by focusing on a
trainer’s user experience when interacting with a training
application. We present the results of an initial QoE evaluation
of an interactive camera-based coaching and training
application based on tiled streaming, performed ”in the wild”. We
further investigate important application functionalities and
QoS of the underlying operational live video tiling system.
The scale and complexity of the field trial makes these
contributions very relevant for assessing the business opportunities
of the interactive video system and training application.
DESCRIPTION OF THE ICACOT SYSTEM
This section details the overall architecture of the iCaCoT
system, including backend, frontend and monitoring
framework (Figure 1).</p>
      <p>Backend
For the experiment, we designed and developed a pipeline for
a live tiling system consisting of the following components:</p>
      <p>Ingestion node, which captures the raw video data and
encodes it using Motion JPEG codec;
Processing node, which takes the input encoded in
Motion JPEG received from the Ingestion node and produces
viewable video files; this step includes the tiling, encoding
(in H.264/AVC) and multiplexing (MPEG-TS container) of
the content;
Segmenter, which produces the temporal segmentation of
the content, i.e. the final streams, using Apple’s HLS
solution.</p>
      <p>The output of the Segmenter is subsequently distributed to the
different instances of the iCaCoT app via a webserver.
Frontend
The frontend of the iCaCoT system has been implemented as
an iOS app for iPad. In addition to the distinguishing
functionalities of tiled streaming (pan and zoom in/out), a number
of additional ones have been included in the implementation
of the iCaCoT app, to fit the purpose of coaching and
training. These functionalities can be broadly classified into two
categories:</p>
      <p>GUI functionalities
– Pan: to navigate within the high resolution video
stream;
– Zoom in/out: to change the level of details by
switching between different resolution representations of the
video stream;
– Draw: to draw lines as overlays on the video stream;
– Bookmark: to store a certain position in time (a
maximum of 6 bookmarks can be stored);
– Pause/resume; to pause and resume the video stream;
– Step-frame: to step through frames when the video
playback is paused; a trainer can use this function to
show an athlete her exact moves and explain what to
improve;</p>
      <p>– Seek: to move playback to another point in time with
respect to the current position; (to +3, +15, -3, -15
seconds); this function can be used to look for a specific
point in time (e.g. a particular athlete’s movement).
Furthermore, for the second experimental run (see the section
“Experimental Setup”) the following additional GUI
functionalities have been added:
– Enhanced draw functionality: line-based,
arrowbased and dot-based drawing, plus the ability to
choose different colours;
– Slow motion playback functionality: plays the video
at 1/4 of the original speed.</p>
      <p>Experiment monitoring
Throughout the experiment, we have been monitoring app
usage, user experience, network parameters and system
components’ behaviour through a monitoring framework. The
monitoring framework comprises the following:</p>
      <p>
        Monitoring framework: to monitor network and
application usage. We have used EXPERIMonitor, a baseline
component of the FP7 project EXPERIMEDIA [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], for:
– Network monitor: data downloaded over time and
missed video frames (collected every ms);
– Usage monitor: every user interaction with the
iCaCoT app - pause/resume draw, seek, zoom in/out, pan
(collected at event occurrence);
Logging framework: to collect real-time info from each
component in the architecture in Figure 1; this information
is used for debugging purposes.
      </p>
      <p>
        Questionnaire aggregator: to collect the trainers’
subjective evaluations of iCaCoT. The questionnaire aggregator is
a part of the QuickTapSurvey tool [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], which also included
a questionnaire app deployable on all ipads; the
information collected was completely anonymous.
      </p>
      <p>EXPERIMENTAL SETUP
To provide answers to the research questions mentioned in
the introduction, we have conducted a number of experiments
with ski trainers in the popular ski location of Schladming in
Austria. This section outlines system deployment and
experiment description for our study.</p>
      <p>System deployment
We chose the Reiteralm area as setting for the experiments,
because of it being well-suited for (semi-)pro coaching and
training purposes. Figure 3 shows an overview of the slope
used in our experiment (slope 3), including locations of the
three cameras used during the experiments and the cabin
hosting our backend and monitoring equipment. Cameras
location and orientation were agreed upon with the ski trainers.
System setup involved various challenging tasks, such as
installing and connecting cameras over distances of hundreds
of metres on the skiing slope, and installing cables via
underground bunkers (Figure 4).</p>
      <p>Experiment description
Over a period of 2 months, we have performed two
experiment rounds. The first took place in week 8 (February 17-21)
and the second in week 13 (March 25-29) of 2014. Each
experiment round saw the participation of 4 trainers, each
testing the app with a group of 7-10 athletes. For each ski
athlete, a trainer would use the app for two key activities: (i)
watch each athlete live as he/she is coming down the slope,
and (ii) discuss with each athlete his/her performance using
playback of the recorded video. Before the start of the
experiment, trainers were briefed over the functionalities of the
iCaCoT application, especially on those specifically designed
for training purposes (zoom, pan, bookmark, trickplay). Once
the experiments started, our experimenters were closely
monitoring the execution, reminding the trainers about the
available functionalities and advising on their usage. After each
trainer concluded his training activity, he was asked to fill in
a questionnaire (via the questionnaire app on the iPad) about
his experience with iCaCoT.</p>
      <p>The first experiment round was used, among others, to gain
insights into the needs of the end users (the ski trainers): how
they envision using the app and what features they require.
Using the information obtained in the first experiment round,
we have made improvements for the second round.
Improvements included advanced GUI functionalities (as described in
the section “Description of the iCaCoT system”) and higher
resolution cameras (from the GoPro of the first round to a
Blackmagic Design 4K camera of the second round).
Collected data
To evaluate our experiments, we have collected both objective
data (network and usage monitor measured by the iCaCoT
app), and subjective data (through questionnaires). These are
discussed in detail below.</p>
      <p>Objective data
Throughout the experiments, the iCaCoT app logged a
number of usage and network metrics from participants. Every
minute, the app would send the data collected in the last
minute to the EXPERIMonitor. The metrics being logged
included the current bitrate, the total data usage, the region
of the video that a trainer was viewing, the app feature being
called, and a dropped frame during playback. In our analysis,
we only considered droppedFrame and featureCall.
Subjective data
We have used questionnaires to assess the ski trainers’
impressions of the iCaCoT app.</p>
      <p>User satisfaction: measures user quality of experience by
asking the trainer direct questions (e.g. whether their
experience was good or bad)
GUI usability: measures whether the trainer can interact
fluently with the app. This includes two aspects:
– Ease of learning, which measures whether the trainer
intuitively learn how to use the app
– Ease of interaction, which measures whether the
application features have been implemented in the
correct way
Functional usability: measures whether the application
features work as they should (e.g. no major hiccups within
application usage)
Application value: measures whether the trainer perceives
that the app is useful for his/her training activities
Based on the feedback from the first round, we could
determine that a number of questions were less relevant for the
trainers (such as the ones on the enjoyability or friendliness
of the app) or for the second round (e.g. the ease of learning
and interaction, since the trainers were already used to the
app). Therefore these questions were removed in the
questionnaire presented at the second round. Furthermore, a few
new questions have been added in order to assess the impact
of changes/improvements done to iCaCoT between the first
and second round. A comprehensive list of questions can be
found in Table 2.</p>
      <p>We obtained and analysed 7 questionnaires in total (4 filled in
during the first round and 3 filled in during the second).
EXPERIMENT EVALUATION
Relevant aspects for training
Our first research question aims at investigating what the
relevant aspects of a camera-based coaching and training systems
are. To answer this question we have analyzed the
subjective evaluations and the app usage. From the UsefulFeature
open question, the slow motion functionality appeared to be
the most popular (40% of the respondents), followed by
stepframe and draw (30% of the respondents each). This result
was expected, as the slow motion functionality was added
after the first experimental round upon trainers’feedback.
The questions have been divided into the following
categories:
Each user could open and close the app several times
during the same experiment. We will refer to the app usage
within consecutive opening and closing as a ”session” and
analyze app usage parameters per session. Eventually, we
recorded parameters for 26 usage sessions during the first
experiment and 22 during the second, across all participants.
From the recorded data, we have then calculated the
number of occurrences of each functionality per minute for each
session. We wanted to verify whether these app usage
statistics were significantly different across the two experimental
rounds, possibly as a consequence of the change we made in
the system (enhances GUI functionalities and higher quality
camera). For this purpose, we used a non-parametric
MannWhitney U-test, which checks whether the medians of two
(non-normal) distributions are equal. Table 1 reports the
median values for each app functionality usage in both session,
the test statistic and the significance value (p). As we can
observe, pan and zoom are among the features that were used
most frequently per minute, with a median of 6.53 and 36.97
in the first round and 3.88 and 9.54 in the second round,
respectively. Step-frame also scored high in the first round
(median 42.54 times per minute). It was almost never used in the
second round, probably a consequence of having introduced
slow-motion (which the trainers used for the same purpose
of illustrating the details of a certain movement to an athlete).
Furthermore, we have also calculated the fraction of time
during each session that a trainer spent drawing. From Table 1
we note a trend in that trainers spent less time drawing in the
second round, compared to time spent in first round. This
might be due to the enhanced drawing functionality provided
in the second round, but given the p-values of this U-test this
assumption needs further investigation.
iCaCot for coaching and training and user experience</p>
      <p>With our second research question, we seek to understand
whether the iCaCoT concept is suitable for coaching and
training activities. Figure 5 shows the scores given to
iCaCoT across both experiments. As we can see, iCaCoT scores
high for experience, learnability, usability, quality of
navigation and, most importantly, for usefulness. This trend is also
reflected in evaluation of impact on teaching/learning
ability and benefit for trainers and trainee. Furthermore all
participants would recommend iCaCoT to others. These results
show that ski trainers found the app very valuable, which is
an indication that iCaCoT is a viable concept for coaching
and training.</p>
      <p>On the other hand, iCaCoT scored a bit lower on the quality of
the video and comprehensiveness of the functionalities
(Figure 5) and 43% of the respondents indicated that they noticed
too many interruptions in the video feed (which is also
confirmed by a median of 17 dropped frames per minute). We
noticed that frames were dropped during certain trick play
events, such as seek or resume playback (See Figure 6.
Additionally, trainers have indicated (in the open question about
additions to the app) that they would further benefit from a
method for tracking athletes, comparing 2 athletes or 2 runs of
the same athlete and a timer. Further research on tiled video
streaming for the use in coaching and training should focus
on these aspects.</p>
      <p>CONCLUSIONS
This paper presented the implementation and results of an
experiment “in the wild” with an interactive camera-based
application for coaching and training. Although conducted
on a small scale, the results of our experiment provide
indications that this type of applications are in fact very
valuable for both trainers and trainees. Additionally, thanks to
a combination of network data, app usage data, and
subjective evaluation from the participants, we were able to
identify a number of relevant aspects that affect the experience
and satisfaction of trainers with the iCaCoT concept. For
example, we noticed a trend about some network parameters
(dropped frames) being related to app usage and we believe
that further studies should focus on exploring these
relationships in more detail. We also observed that trickplay and draw
functionalities are of paramount importance for ski trainers.
Nevertheless, improvements can still be made to the
functionalities made available from the app, especially for what
concerns tracking ski athletes and visualization of different
training performance at the same time. Further research in
this domain should focus on these challenges.</p>
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