College Basketball Computer Vision
Phase 1 – Proof of Concept
- Can it be done?
- What tools are available?
- Everything running at home
Phase 2 – FULL Game Learnings
- Use existing consumer grade camera
- Process a recent game using cloud resources
- Determine what is beneficial
- Create rules for subjective values (contested shot, good pick...)
- Manual effort to correct camera shortcomings: 8 hours for tracks and 4 hours for plays = 12 hours total
Phase 2 – Consumer camera issues
- Players found per frame, average 7.9 named players
- Frames with the ball found 77.4%
- Lose all players when the camera pans during transition
- Distances are not exact due to occlusion
- Practices are not feasible with jersey number only on back
Phase 3 – Improve Automation
- Multiple mounted camera infrastructure
- Streamlined workflow
- Less touches and effort
- Practices could be processed
- Manual effort improvement estimates: track fixes 1 hour, plays 2 hours = 3 hours total
Phase 4 – Computer Vision
- Training with a library of examples, i.e. what is a pick?
- Requires extensive tagged examples
- Library may be available for purchase in future
Future Uses
- Scouting – identify opponent tendencies
- Portal / Recruiting – focused tracking of individual players. Other products
- Pose technology – identify body parts to get detailed measurements for distance and movement
- Shooting technique
- Defensive distance for ball pressure
Current Phase Thoughts
Potential Enhancement
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Basketball Analytics ArticlesHow it worksBasketball computer vision explained Good general overview of NBA usage of computer vision
Implementation examplesWashington Wizards analytics team
Usages of basketball analytics dataShooting probabilities by floor location
College initiativesDuke analyzing broadcast film, film part 2 Stanford investigating pose estimation on shots
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