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avtomatska analiza gibanja v izbranih moštvenih športnih igrah

avtomatska analiza gibanja v izbranih moštvenih športnih igrah

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activity templates, stored in a database. To do this we have to solve the problem<br />

of player-role correspondence between the player roles in the analyzed activity<br />

and the activity template. For this reason we decompose the compared semantic<br />

description into five distinctive player agendas. By comparing the individual<br />

player agendas we solve the problem of player correspondence and at the same<br />

time obtain the similarity of the compared semantic description. Finally, the<br />

analyzed activity is assigned the label of the template that obtained the highest<br />

similarity (smallest distance of descriptions). Such an approach has turned out<br />

to be extremely robust with regard to the spurious symbols in the descriptions.<br />

The spurious symbols are obtained as a consequence of incomplete segmentation<br />

and errors in the data acquisition procedures.<br />

Once the activity is recognized and the players-role correspondence is<br />

established, we can perform a detailed analysis of the activity by precisely<br />

analyzing different temporal and logical relations between individual actions. To<br />

do this we propose two different approaches for modeling the temporal and logical<br />

relations between actions. In the first case a multi-level Bayesian network is<br />

used to model the relations between different levels of abstraction which can be<br />

observed in the activity (i.e. activity, player, individual actions and temporal<br />

relations). In the second case the Petri net is used for evaluation. In this case<br />

the individual actions are modeled as instantaneous events in the form of a three-<br />

node action chains which are connected together by considering the previously<br />

described relations. The evaluation of the spatial and temporal properties is in<br />

both cases carried out using trajectory-based action detectors. The two presented<br />

approaches were evaluated using several examples of real basketball activities.<br />

The obtained experimental results suggest that these approaches can be used for<br />

the activity evaluation as well as to determine the stage in which the activity was<br />

concluded. Additionally, we can conclude that some complementary information<br />

should be used in order to bridge the gap between the scores obtained by the<br />

experts and the scores obtained by the proposed evaluation methods.<br />

Described analysis methods were built into a prototypical game analysis<br />

module which is a minor part of a larger analysis system that was developed<br />

in recent years. The game analysis module enables the user to perform the<br />

qualitative analysis of the game using the previously described analysis methods.<br />

Furthermore, several additional functions were developed which enable the user<br />

to obtain the quantitative data about the player motion during the game. The

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