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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>MediaEval 2019: LRCNs for Stroke Detection in Table Tennis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Siddharth Sriraman</string-name>
          <email>siddharth18150@cse.ssn.edu.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Srinath Srinivasan</string-name>
          <email>srinath18205@cse.ssn.edu.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vishnu K Krishnan</string-name>
          <email>vishnukrishnan18200@cse.ssn.edu.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bhuvana J</string-name>
          <email>bhuvanaj@ssn.edu.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>T.T. Mirnalinee</string-name>
          <email>mirnalineett@ssn.edu.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>SSN College of Engineering</institution>
          ,
          <country country="IN">India</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>27</fpage>
      <lpage>29</lpage>
      <abstract>
        <p>Recognizing actions in videos is one of the most widely researched tasks in video analytics. Sports action recognition is one such work that has been extensively researched in order to make strategic decisions in athletic training. We present a model to classify strokes made by table tennis players as a part of the 2019 MediaEval Challenge. Our approach extracts features into a spatio-temporal model trained on the MediaEval Sports Video Classification d ataset t o d etect the move made.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 INTRODUCTION</title>
      <p>
        In this paper we have discussed our method to classify strokes
in a dataset consisting of various strokes performed by table
tennis players during games. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] The dataset consists of 20
different shot techniques which the classification i s b ased upon,
and these moves are shot in natural conditions. Research
into this specific d omain c an i mprove a thletic performance
by computer-aided analysis of moves.
      </p>
      <p>
        The main challenge we faced was to train a model that
would take into account the temporal features carefully. We
implemented an existing spatio-temporal model for this
problem and discussed our results with the given dataset. We
applied a Long-term Recurrent Convolutional Network (LRCN)
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The work done mainly focusses on testing the
implementation and feasibility of using this model in such a paradigm.
      </p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>Extensive research has been carried out in the field o f action
recognition in videos which usually tend to focus on
recognising a large number of actions using spatio-temporal models.
These videos usually last longer compared to table tennis
strokes which are relatively brief.</p>
      <p>
        Our focus is on sports video classification, specifically table
tennis. While 2D ConvNets like VGG16[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] have produced
outstanding results for image classification, v ideo
classification research has focussed on importing this to the temporal
dimension using 3D ConvNets [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and Long-term Recurrent
Convolutional Networks.
      </p>
      <p>
        The application of action recognition to table tennis for
stroke detection [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] has been researched, and the closest work
uses a 3D ConvNet model along with optical flow d ata. Our
approach does not use optical flow d ata t o d etectt he moves
and instead directly uses the frame sequences. In spite of this
reducing the complexity of the model, we found using larger
batch sizes more demanding to run.
      </p>
    </sec>
    <sec id="sec-3">
      <title>APPROACH</title>
      <p>The approach we used had to take into account temporal
information in the frames eficiently due to the moves having
very subtle diferences. The low inter-class variability is the
main obstacle we had to face. A vanilla Convolutional Neural
Network (CNN) with a rolling average prediction works well
enough for highly spatial data since each class is very distinct
from the other. Here, due to low inter-class variability the
move could not be classified from just a single frame, so we
decided to implement a spatio-temporal model. Our basic
idea was to implement a Long-term Recurrent Convolutional
Network (LRCN) while trying multiple architectures for the
CNN used in it and try to find the best hyperparameters
to ensure the model performed well on moves of shorter
duration.
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>Data Pre-processing</title>
      <p>Time distributed models take fixed input sizes for each
minibatch. The frames were downscaled to 80x80. Since the frame
rate of the data (120 fps) is very high, the initial models
used 25 frame long sequences for each move. The sequences
are then scaled using mean and standard deviation before
sending them into the model. A smaller batch size of 64 was
taken to train the model as the size of the data was large.</p>
      <p>The moves are of varying duration with some being
significantly short-lived while others more drawn out. This meant
we had to ensure the extracted frames had information on
the entire move in it, irrespective of the duration. Initially,
We tested a model that took in 25 frames from each sequence
sampled at diferent rates. The rate used was 5 frames as rates
higher than this showed significant skips in hand movement
from one frame to another. Then we used variable sequence
lengths which were padded to ensure the data sent to the
network are of uniform lengths. We also tested a variable
rate for each video (based on the duration of the move) to
ensure each training example had a fixed sequence length,
but this did not lead to any improvements.
3.2</p>
    </sec>
    <sec id="sec-5">
      <title>Model</title>
      <p>
        Our approach uses an RGB frame sequence of the move sent
to a Long-term Recurrent Convolutional Network to classify
the frames. The Convolutional Neural Network implemented
is Time distributed, meaning the same CNN architecture is
applied to each frame in the sequence independently, resulting
in a collection of outputs whose length is the frame sequence
length. The architecture is a modified version of VGG16 that
implements Batch Normalization and dropout to address
overfitting. The parameters were initialised using Glorot
initialisation [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This sequence is then sent to a vanilla Long
Short Term Memory (LSTM) layer [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>Another variant of this model used a second LSTM layer
after that. The LSTM outputs are sent to a standard
fullyconnected network to map it to the final output of 20 classes
namely Defensive Backhand Backspin, Backhand Block,
Backhand Push, Forehand Backspin, Forehand Block, Forehand
Push, Ofensive Backhand Flip, Backhand Hit, Backhand
Loop, Forehand Flip, Forehand Hit, Forehand Loop, Serve
Backhand Backspin, Serve Backhand Loop, Serve Backhand
Sidespin, Serve Backhand Topspin, Serve Forehand Backspin,
Serve Forehand Loop, Serve Forehand Sidespin and Serve
Forehand Topspin.</p>
      <p>Hyperparameters adopted by our approach is listed in
Table 1 and training metrics shown in Table 2. Overfitting
was a major problem. Usage of multiple dense layers before
the final activations caused overfitting. Another reason was
due to the depth of the CNN used. Kernel Regularisers were
used for all the CNN layers. Using dropout with a 0.3 to
0.5 probability (to retain) for the LSTM layer showed best
results.</p>
    </sec>
    <sec id="sec-6">
      <title>RESULTS AND ANALYSIS</title>
      <p>The model was only able to classify 40 out of the 354 moves
(11.3%) showing that using LRCN was not a viable option
for this dataset. The training set was skewed towards
certain classes more than others and Stratified K-Fold Cross
Validation was used to ensure the best train and test splits
were chosen. The per-class accuracy data shows that the
model learnt certain moves very well, and could not learn the
moves which had lesser data to work with. We also observed
that short and swift actions like table tennis moves are not
eficiently learnt by sequence models like LSTMs and that
they require data of other forms, in addition to direct RGB
frame pixel data.</p>
      <p>The diferent variants of the model did not show very
significant changes in results, with the best run getting a
11.3% accuracy (Table 3). The only diference in the other run
we submitted was allowing to the model to train for 5 more
epochs, the training results we obtained were very similar to
this run. All other hyperparameters used were kept the same.
Using only the RGB sequence information (without optical
lfow data) the model could not generalise on the specific
diferences between classes of moves on the test set, leading
to a low test accuracy. We observed that the model could
not predict certain moves at all, while performing reasonably
well on other classes of moves.</p>
      <p>A closer analysis shows that the model fails to distinguish
between the moves belonging to a specific class (such as Serve,
Defensive, Ofensive) as the diferences are very intricate. The
model tended to prefer certain moves significantly more than
others on the test set, which arose due to the distribution
of the training set. Using uniform amounts of data to work
with resulted in the number of examples to train on being
very low. The model did face significant overfitting issues
while training even when the complexity was reduced and
regularisation was employed. The diference in accuracy on
test and validation data might be due to the frequency of
the diferent classes on the test set being diferent from the
training and validation set.
5</p>
    </sec>
    <sec id="sec-7">
      <title>DISCUSSION AND OUTLOOK</title>
      <p>The main insight we gained is that data with classes having
very low variability require more complex models and features
to be extracted. We learnt that data of this kind cannot be
generalised even by models known to work well with
spatiotemporal data. This was due to the model overfitting and
learning the intricacies of the moves too deeply from the
training data, hence it failed to reproduce the results on the
test data.</p>
      <p>We also gained an understanding of why swift action moves
are dificult to classify, the limitations of sequence models in
this regard and how temporal features with low variability
cannot be diferentiated easily. Working on the MediaEval
Sports Classification dataset helped us to grasp why problems
under this domain are critical to solve and how we should
choose to approach data of this kind in the future.</p>
    </sec>
  </body>
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