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Yasin Acikmese1 , Baris Can Ustundag2 , Tarik Uzunovic3 , and Edin Golubovic4
1
Department of Industrial Eng., Galatasaray University, Istanbul, Turkey
yasin.acikmese@ogr.gsu.edu.tr
2
Department of Computer Eng., Istanbul Technical University, Istanbul, Turkey
ustundag16@itu.edu.tr
3
Faculty of Electrical Eng., University of Sarajevo, Bosnia and Herzegovina
tuzunovic@etf.unsa.ba, ORCID: 0000-0002-7979-7395
4
Inovatink, Istanbul, Turkey
edin@inovatink.com, ORCID: 0000-0001-7410-3369
1 Introduction
The advent of IoT, wearable sensors and machine learning allows for holistic
study of kinesiology (physiological, biomechanical, and psychological mecha-
nisms of human movement). These technologies improve the study of human
movement in the context of rehabilitation, physical therapy, strength and con-
ditioning training, sport, exercise and workplace activity. Promising benefits of
faster progress and improvement through well measured, processed and ana-
lyzed movement, dictate the advancement of research in the application of IoT,
wearable sensors and machine learning to the kinesiology studies.
In kinesiology studies, wearable sensors can be used to quantify performed
movement and provide insight into performance. Machine learning algorithms
offer possibility to both quantify the movement and to provide reasoning assis-
tance to the field experts. Using IoT, large scale databases and cloud based data
analysis and knowledge generation tools can be explored. Ideally, the utilization
of these technology for kinesiology applications would lead to truly autonomous
artificially intelligent (AI) assistant.
The advancement in AI and human-computer interaction research opened up
new areas of application for AI assistants in education [1], tele-rehabilitation [2],
robotics [3], homes [4], smart phones [5] and entertainment [6]. AI assistants are
also utilized in sports coaching with an aim to assist players during technical
training. Authors in [7] introduce a smart assistant for professional volleyball
training. The assistant utilizes combination of machine learning, statistical player
data, wearable sensors and cameras to address controlling exercise effort and
fatigue levels (technical-tactical) and exercise quality training. AI assistants are
used for encouraging of physical activity [8], [9]. In [8] AI assistant consists of an
activity monitor that tracks user’s location, a portal that provides an overview
of the user’s behavior and a reasoning engine built around computational model
of behavior change. In [9] developed system for personalized physical activity
coaching uses machine learning algorithms to automatize coaching based on the
information about the probability of meeting daily physical activity goal.
Work on automated assessment of tennis swings to improve performance
and safety is done in the context of qualitative coaching diagnostics in [10].
Authors demonstrate the possibility of automation of qualitative analysis of
human motion in context of various tennis training exercises. Similarly authors
in [11] develop coach for golf training using wearable sensor and machine learning
algorithm. The system is used to assist the player in developing golf skills.
In this paper, the architecture, design and implementation of artificially in-
telligent assistant for basketball coaching is presented. This work builds on our
previous research [12]. Developed AI assistant utilizes wearable sensors, machine
learning and IoT technologies to build a complete solution. This paper has two
major results. First, it presents in detail the software architecture necessary to
build AI assistant for basketball coaching. Second, it builds on that architecture
to demonstrate it’s use in basketball training type recognition by utilizing neural
network trained knowledge model. The rest of this paper is organized as follows;
next section gives the overview of the assistant architecture and implementation.
Section 3 gives details about developed knowledge model. Numerical results are
presented in Section 4 and discussion is done in Section 5. Section 6 concludes
the paper.
block. Knowledge models make use of training metrics to produce useful results.
Feedback block provides audio and visual feedback to the trainees. The accom-
modation of new knowledge is done through new knowledge discovery element.
AI Assistant for basketball coaching makes use of knowledge models to rate
the basketball training exercises and to monitor the progress of trainee. The
knowledge models are developed under the assumption of certain context. For
a model to provide correct results the context must be known. In this work the
basketball coaching context has been divided into levels. The contextual map
of developed assistant is shown in Fig. 2. The developed assistant is used for
sports application of basketball coaching. The improvement in performance of
basketball player is reached through physical, technical, tactical and psychologi-
cal training. At this stage of progress of presented research the Level 3 of context
must be supplied by user. The knowledge models are developed for assistant to
be autonomous below this level, i.e. models must cover the autonomous progress
monitoring and feedback generation for contextual levels 4, 5 and 6.
tion can be obtained through utilization of motion sensors inside the basketball,
video capturing devices recording player during the training or wearable motion
sensors. The sensor of choice depends on the design requirements of the over-
all system. For the case of work presented in this paper following requirements
are considered; sensor must be cost effective and easily implemented; next to
the standard motion parameters such as position, velocity and acceleration, the
force that hand exerts on the ball should be easily measured or observed; trainee
The main steps in the development of knowledge model are (1) data collection
to form learning dataset, (2) preprocessing of raw sensor data, (3) segmentation
and feature extraction, (4) modelling and (5) model verification.
Dataset collection Dataset used in this paper was formed using motion
data collected during training exercises performed by 5 amateur basketball play-
ers. Single wearable sensor was worn by players on their dominant arm between
Fig. 5. Data Segmentation and Feature Extraction Process
wrist and elbow. Each player performed 6 different exercises (Table 1) in three
different attempts. Each exercise was performed for 30 seconds. Acceleration and
gyroscope signals were recorded and each exercise was labeled with appropriate
exercise class.
Data preprocessing After forming learning dataset [12] the data is pre-
processed. Acceleration and gyroscope signals are noisy and need to be filtered.
To achieve replicability of models, sensor data is scaled to range -/+ 1. Moving
Average Filter is used to eliminate noise from sensor signals.
Segmentation Raw sensor signals form timeseries segmented using Sliding
Window method, to enable consistent feature extraction from raw data [16]. In
his work 3s windows with 50% overlap factors were employed to extract features
from raw data.
Feature extraction Human activity recognition systems with accelerome-
ter and gyroscope sensors engage statistical and, frequency-domain features [13],
[14], [16] to represent raw data. The feature extraction process contains the iden-
tification of description variables that include all relevant sensor information. In
this work the abstraction of raw data has been done with Statistical Calculations
and Discrete Wavelet Transformation [14], [17]. Statistical features distinguish
and represent raw data with high consistency. On the other hand the energies of
6 Daubechies (1 mother wavelet and 5 scaling functions) Discrete Wavelets are
used as features [17], [18]. In addition, Hjorth Parameters (mobility and com-
plexity) are used [19]. The feature vector is formed for 3 s of each of sensor data
and learning instance is formed using combination of feature vector and labeled
exercise types. This process is depicted in Fig. 5.
Modelling Training type recognition process includes defining a target set
of exercises, collecting sensor data, and assigning sensor data to correct exercises.
Most of activity recognition research focus on the use of statistical machine learn-
ing techniques [16] to get a grip on raw data of human activities. In this work,
Supervised Artificial Neural Networks are used to classify different basketball
exercises throughout the context levels.
The approach to the development of recognition model is done in cascaded
fashion. Decisions are done for small number of classes and multiple machine
learning classifiers are developed. There are 6 different types of exercises as it
can be seen on Table 1 and all of them belong to technical training. Four of
them are Ball-Handling exercises (One-Hand Ball-Handling) and 2 of them are
scoring exercises (1 Open Shot and 1 Standing Layup). In recognition process,
Supervised Artificial Neural Networks (Multilayer Feed-Forward Neural Network
or Multilayer Perceptron) classification algorithm [20] runs for every context
level. One ANN is trained to recognize either the exercise is ball handling or
scoring (binary classifier). Scoring is further recognized as shooting or layup
(binary classifier). Ball handling is further recognized as forward backward, left
right, regular or two hands dribble (multi-class classifier).
In the context of basketball training player wears motion sensor on his/her dom-
inant arm and performs exercises with the ball. Referring to the architecture
from Fig. 1, data obtained from sensors is received by hub in real-time and data
is preprocessed to form the same feature vector. Feature vector is supplied as
the input to developed classification model. Model classifies the current train-
ing exercise and records the results in the long term metric accumulation block.
Recorded metrics are compared against the current training plan supplied by
the context block and feedback is supplied to the user. The training plan can
simply consist of number of repetitions for each technical exercise with respect
to predefined rules in regard to the age, physical characteristics, level of profes-
sion, prefered in-game position, etc. Training plan, in the context of developed
AI basketball coach, serves as a set-point for accumulated metrics. Feedback is
generated in the form of motivational suggestions.
4 Results
4.1 Features
Using domain knowledge and review of relevant machine learning and signal pro-
cessing literature, a set of features is obtained to be used for model development
[12]. Features are listed in Table 2. These features are extracted from raw data
of all signals, total of 114 features create feature vector.
5 Discussion
6 Conclusion
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