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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>A. Rosani);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Video Analytics for Volleyball: Preliminary Results and Future Prospects of the 5VREAL Project</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrea Rosani</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ivan Donadello</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michele Calvanese</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandro Torcinovich</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Di Fatta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Montali</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oswald Lanz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ital-IA 2024: 4th National Conference on Artificial Intelligence</institution>
          ,
          <addr-line>organized by CINI</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Libera Università di Bolzano</institution>
          ,
          <addr-line>Piazza Università 1, Bozen-Bolzano, 39100</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>M. Calvanese contributed with work done during his Master Thesis project at UPC Barcelona with Prof. Carlos Andujar Gran</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <volume>00</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>This paper introduces a real-time action recognition and tactical-behavior mining system designed specifically for volleyball games. The system aims to provide data augmentation, video annotation and KPI extraction processes by accurately identifying various actions and action sequential patterns performed during volleyball matches. Leveraging advanced computer vision techniques, the system aims at automatically detecting and recognizing player actions and group actions in real time. Then, Process Mining techniques are used to extract tactical behaviors, in the form of temporal relations, among player actions. By providing precise annotations, the system significantly provides an instrument for volleyball game analytics and tactical analysis. This paper outlines the architecture and key components of the real-time action recognition and tactical-behavior mining system and presents some preliminary results on the performance of the proposed model.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>• Coach: Use of the game &amp; ‘rhythm’ for
technical staff. After the game, the technical
staff or directly the coach receives
indications on positions, speed, trajectories,
time intervals between touches and
higherlevel semantic information about the tactical
behaviors of the team that can favor a more
in-depth technical and tactical analysis.</p>
      <p>The involvement in the project of industrial
partners operating in the media production sector
will enable a real application scenario to test the
performances of the proposed solution. The project is
funded by the Italian Ministry of Enterprises and
Made in Italy, MIMIT under the MIMIT FSC 2014-2020:
Tecnologie 5G. Progetti di sperimentazione e ricerca –
Piano di Sviluppo e Coesione 2014-2020.</p>
    </sec>
    <sec id="sec-2">
      <title>2. State of art in action recognition and tactical behavior for volley</title>
      <p>
        The task of action/pose estimation involves analyzing
video content to track one or more persons of interest
and identify their key anatomical features, typically
defined as keypoints [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. When multiple actors
interact, the task is usually referred as Group Activity
Recognition (GAR) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        GAR algorithms differ in how they model spatial
and temporal information in videos. Some dated
approaches apply recurrent models: [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] develops a
hierarchical model based on two long-short term
memory (LSTM) models, [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] proposes a recurrent
neural network (RNN) model with attention
mechanisms and semantic graphs, [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] generates a
map of candidate regions of interest and uses an RNN
architecture for temporal processing, and [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] adopts
a top-down approach using Gated Recurrent Unit.
      </p>
      <p>
        Other works focus on convolutional mechanisms:
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] develops a convolutional relational machine for
GAR, [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] works on individual poses using
onedimensional convolutional neural networks.
      </p>
      <p>
        Newer models like graph-based networks and
Transformers are also employed: [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] uses a
graphbased model for spatio-temporal relationships,
designs a descriptor for crowded scenarios, and [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] proposes a Transformer-based solution for
processing spatial and temporal information.
      </p>
      <p>
        To recognize tactical behaviors, techniques like
sequence mining algorithms and Inductive Logic
Programming are used ([
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]). Works in this
field include [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] for predicting complex
events from football matches using Answer Set
Programming and Subgraph Discovery. In our work,
temporal pattern mining algorithms based on Linear
Temporal Logics will be used, offering a different
approach compared to the mentioned works.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology and algorithms</title>
      <sec id="sec-3-1">
        <title>3.1. General architecture of the system</title>
        <p>The AI block consists of a set of algorithms required to
a) identify the position and trajectory of the ball, b)
identify the position of individual players, and c)
detect and identify actions performed within a
specific timeframe.</p>
        <p>The acquisition of images for AI occurs through
three iPhone 14 Pro devices mounted tripods with
calibrated cameras, connected to a backend via 5G,
producing synchronized SRT (Secure Reliable
Transport) compressed video streams.
estimated position are added to a set of supporting
points.</p>
        <p>The temporally furthest points within the support
set are used to fit a new parabola. This iterative
process continues until the set of supporting points
ceases to grow. Parabolas with upward-pointing
acceleration vectors are excluded as they violate
physical constraints.</p>
        <p>
          To ensure a unique parabola per frame, trajectory
distances are computed and used to construct a
weighted graph. Dijkstra's algorithm [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] identifies the
optimal path through this graph, yielding the final
sequence of parabolas describing the ball's path.
        </p>
        <p>Considering that the action mainly occurs around
the ball's position, the proposed solution allows for
detecting changes in the direction of the ball due to
gameplay interactions. This trajectory variation
triggers an analysis mechanism of the activities
performed near the contact point to activate the
subsequent phase of recognizing the actions of
individual players and teams (Figure 3).</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.3. Individual player action recognition</title>
        <p>
          In the rapidly evolving field of action recognition,
many datasets, structures, and architectures have
been introduced to address the challenges and
complexities associated with understanding human
actions in different environments [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. These studies
focus on extracting meaningful information from
videos, by detecting and recognizing what a subject is
doing [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>
          The posture detection occurs within the video
stream, in the player's bounding box, that is the area
of interests of an object (the player, in this case)
tracked in each video frame. The detection of the
posture uses pose estimation technologies based on
machine learning models [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ], that identify key
anatomical features of players, such as joints,
extremities, center of mass, etc., commonly referred to
as keypoints [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. In the case of a volleyball player, the
bounding box is used to locate the player's position
within the video frame and subsequently extract
keypoints on the players' bodies (Figures 4 and 5).
        </p>
        <p>
          Starting from this information is possible to
perform action recognition, as demonstrated
effectively in [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] that will be used as reference
in the project for this specific task.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>3.4. Team activity recognition</title>
        <p>
          The challenge of Group Activity Recognition (GAR)
requires addressing two main aspects. First, it
demands a compositional understanding of the scene.
Due to the relatively high number of people present in
the scene, it's challenging to learn meaningful
representations for GAR over the entire area. Since
group activities often involve subgroups of actors and
scene objects, the final label of the action depends on
a compositional understanding of these entities.
Secondly, GAR benefits from relational reasoning on
scene elements to understand the relative importance
of entities and their interactions [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Preliminary results</title>
      <p>In the following, we present some preliminary results
obtained using state-of-the-art techniques on public
available datasets.</p>
      <sec id="sec-4-1">
        <title>4.1. Dataset</title>
        <p>
          The Volleyball dataset [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], represents a significant
resource in the context of sports action recognition,
specifically on volleyball. Although originally
designed for athlete action recognition, the dataset
has been extended to include the task of 2D ball
detection in the image. The dataset comprises a total
of 4830 frames from 55 videos, offering a wide variety
of actions and activities to analyze (Figure 4). In the
dataset, there are nine annotations for individual
player actions and eight group activities, detailed in
Table 1.
        </p>
        <p>Table 1
Classes of individual player activities are listed, and
group actions, including the number of instances.</p>
        <p>Action No. of Group Activity No. of
Classes Instances Class Instances
Waiting 3601 Right set 644
Setting 1332 Right spike 623
Digging 2333 Right pass 801
Falling 1241 Right winpoint 295
Spiking 1216 Left winpoint 367
Blocking 2458 Left pass 826
Jumping 341 Left spike 642
Moving 5121 Left set 633
Standing 38696</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Group activity recognition</title>
        <p>GAR is performed at different levels. Initially, the
keypoints of the various players are extracted. Based
on these, an estimation of the action each player is
doing is defined, and then related to the predicted
level of person-to-person and person-to-group
interaction.</p>
        <sec id="sec-4-2-1">
          <title>4.2.1. Trigger event identification and GAR</title>
          <p>The situation that activates the GAR mechanism is
represented by the trigger, identified with the change
of the ball direction (Figure 5).
(i.e., considering the entire images and not just the
keypoints), shows significant accuracy (Figure 7)</p>
        </sec>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Tactical behavior</title>
        <p>By tactical behavior, we mean a set of temporal
relationships among volleyball actions that can lead to
an outcome of particular interest, such as scoring a
point. In what follows we provide a conceptual
framework to formally define tactical behaviors and
use Process Mining (PM) techniques for mining
tactical behaviors from annotated volleyball matches.</p>
        <sec id="sec-4-3-1">
          <title>4.3.1. A conceptual model for tactical behaviors</title>
          <p>A tactical behavior is a set of temporal relationships
over events in a volleyball match. An event is the main
action of a player on the ball which has a start time, an
end time, a set of players involved with information
related to their pose, their bounding boxes, their
unique identifiers, the quality of the action and the
position of the ball. For example:
• A dunk by a player from area A1 is
immediately followed by a point scored.
• A reception (with low quality) of a player is
immediately followed by a point.</p>
          <p>
            Our conceptual model for a volleyball event is
shown in Figure 8.
with Linear Temporal Logic over finite traces (LTLf),
one of the reference logics in the field [
            <xref ref-type="bibr" rid="ref28">28</xref>
            ]. Examples
of such templates are the Chain Response between
actions A and B that means that action A must be
immediately followed by action B or the Alternate
Precedence between A and B that means that action B
must be preceded by action A without any other
occurrence of B in between, see [
            <xref ref-type="bibr" rid="ref27">27</xref>
            ] Table 2. In
addition, RuM provides the selection of a numeric
support that indicates the percentage of occurrence of
a particular template in the set of matches that can be
used as a key process indicator. The 55 Volleyball
matches were analyzed in less than 10 seconds, a
suitable performance for an offline scenario. With a
support of 20%, we obtained 50 tactical behaviors
expressed using LTLf templates, automatically
translated by the tool in natural language sentences
for a better human comprehension. An example of
mined tactical behavior is that in the 47.73% of the
matches, each jump (for a block) is preceded by a
dunk without any other jump in between. In addition,
RuM also allows us to link the tactical behaviors of
actions to the other concepts of the above conceptual
scheme.
          </p>
          <p>A volleyball match is therefore a sequence of
annotations of volleyball events in chronological
order. Such events are annotated with the use of the
computer vision techniques above or provided by
scoutmen.</p>
        </sec>
        <sec id="sec-4-3-2">
          <title>4.3.2. Process Mining for tactical behaviors</title>
          <p>
            Process Mining [
            <xref ref-type="bibr" rid="ref20">20</xref>
            ] embraces Data Mining and
Knowledge Representation and focuses on the
analysis and improvement of business processes
based on data collected from the information systems.
One of its key features is the availability of tools for
mining information from temporal discrete data. We
analyzed the matches of the Volleyball dataset
(converted in a suitable format) with the Process
Mining RuM (Rule Mining Made Simple) tool [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ] to
mine tactical behaviors.
          </p>
          <p>RuM extracts temporal relations among actions of
volleyball events through a list of templates defined</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This work is supported by 5VREAL – 5G VOLLEY
REALITY EXPERIENCE &amp; ANALYTICS LIVE, CUP
I53C23001340005, funded by Italian Ministry of
Enterprises and Made in Italy.</p>
    </sec>
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