Commonality of Motions Having Effective Features with
Respect to Methods for Identifying the Moves Made during
Kumite Sparring in Karate
Keiichi Sato
1a
, Hitoshi Matsubara
2b
and Keiji Suzuki
3c
1
National Institute of Technology, Hakodate College, Japan
2
Graduate School of Information Science and Technology, The University of Tokyo, Japan
3
Faculty of Systems Information Science, Future University Hakodate, Japan
Keywords: Image Recognition, Deep Learning, Convolutional Neural Network.
Abstract: In recent years, active use of imaging technology, sensor technology, and AI (artificial intelligence) has been
on the rise to identify various plays that occur in sports competition to assist judges, coaches, and athletes.
However, no study result has been reported on this research topic as it pertains to karate sparring competition.
The lack of past studies on this topic is attributable to the fact that no viable method has been developed to
acquire motion data or to identify athletes’ motions at a fundamental level in competition, as no sensors can
be worn by athletes on their bodies, and there are a number of blind spots that occur in competition due to
fast-paced exchanges that competing athletes engage in, among other factors. Therefore, in this study, footage
of kumite (sparring) in the practice of karate simulating actual competitive matches was captured using video
cameras to conduct a motion identification experiment using a CNN (convolutional neural network). After
comparing the result of this study to that of previous motion identification experiments in which subjects wore
sensors on their bodies, it has been determined that the motions having effective features are common between
the two types of experiments.
1 INTRODUCTION
No published studies have been conducted on the
kumite competition of karate. One of the main reasons
is because no viable method to accurately sense and
identify the various motions that occur in karate
sparring contests has been developed to date. Another
reason is because a method is yet to be invented that
enables acquisition of appropriate motion data for
motion identification in a manner that does not
interfere with the contests that are taking place. These
are the two main objects. Therefore, in this study, a
video-camera-based motion data acquisition method
is suggested that won’t affect the karate sparring
matches themselves, and also a deep-learning-
powered method that will form a basis for identifying
the various motions of karate sparring, to achieve the
aforementioned two objectives. In related studies,
a
https://orcid.org/0000-0002-6712-4505
b
https://orcid.org/0000-0002-3104-3025
c
https://orcid.org/0000-0002-8599-3712
deep-learning-based play identification methods have
been proposed, in which use of CNNs (convolutional
neural networks) is the basic approach to achieving a
certain level of precision, where the output from the
CNNs is fed to other computer systems that are
capable of performing the play identification tasks
even at a more advanced level. Therefore, in this
study, motion identification experiments using a
CNN was conducted in order to achieve a certain
level of identification precisions that is needed of the
CNN that gets connected to a system that performs
advanced identification of various motions. The study
also compared its findings to the result of some
previously conducted motion identification
experiments that tested the subjects wearing sensors
on their bodies, and also examined the efficacy of the
methods it suggests.
Sato, K., Matsubara, H. and Suzuki, K.
Commonality of Motions Having Effective Features with Respect to Methods for Identifying the Moves Made during Kumite Sparring in Karate.
DOI: 10.5220/0010132400750082
In Proceedings of the 8th International Conference on Sport Sciences Research and Technology Support (icSPORTS 2020), pages 75-82
ISBN: 978-989-758-481-7
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
75
2 RELATED STUDIES
When categorizing published studies conducted on
methods for identifying the motions of humans in
various sports and martial arts, they can be roughly
divided into two groups, i.e, studies on methods that
involve the subjects wearing sensors on their
bodies(Kwon and Gross,2005;Kwon et al.,2008), and
studies where the subjects don’t wear any sensors. As
it’s impossible for the subjects to wear any sensors in
the case of kumite competition in karate, this study
mainly deals with published studies on methods that
don’t involve the subjects wearing any sensors. Such
methods can be further broken down into
subcategories based on the types of sensor technology
they use, which are the method that uses RGB-D
sensors, the method that employs LIDAR (light
detection and ranging), and the method that utilizes
RGB cameras.
Concerning the method that uses RGB-D sensors,
one notable published study that was conducted using
the Microsoft Kinect sensors to identify the motions
of karate (Hachaj et al., 2015). However, this
particular study only measured the basic kicking and
defending motions of one subject from the front, and
so should be deemed basically the same as a number
of other research papers that only dealt with simple
motions.
As for the studies that focused on the method
employing LIDAR, one reports its application to a
scoring system used in gymnastics (Sasaki,
2018;Tomimori,2020). More specifically, the study
improved LIDAR technology so it could be applied
to 3D laser sensors for use in gymnastics competition,
which enabled precise measurement of human
motions. This system developed in the study was able
to use machine learning to recognize a skeletal model
off of depth images and automatically scored each
performance put on by a gymnast according to
scoring criteria that utilized the skeletal model.
In regard to the studies conducted on the method
using RGB cameras, in one published study, captured
video data was divided up into still images, and the
pose estimation library OpenPose was used to
generate a human skeletal model from those still
images. Then, data on the features of the skeletal
model wad fed to a neural network for learning, and
then motion identification was performed (Nakai et
al.,2018;Takasaki et al., 2019). In addition, there are
other published studies that used deep learning to
recognize various types of plays made in athletic
competition, including a study done on tennis (Mora
and Knottenbelt, 2017), a study done on ice hockey
(Tra et al., 2017), a study done on volleyball (Ibrahim
et al.,2016) and a study done on football (Tsunoda et
al., 2017). When using a method that utilizes deep
learning to identify different plays that occur in
athletic contests, it’s important to achieve a certain
level of precision using a CNN, where the output
from the CNN is connected to a system capable of
identifying various plays at a more advanced level.
The foregoing is a list of key published studies on
motion identification that don’t involve the subjects
wearing any sensors on them. Meanwhile, when it
comes to the research methods that involve use of
RGB-D sensors and LIDAR or OpenPose, motion
data is measured based on a human skeletal model.
However, in the case of kumite contests in karate, the
nodes (joints) of each human skeletal model being
used to measure the subjects’ motions might get lost
with high frequency, which is a major issue. To
address it, this study adopted a method that identified
the subjects’ various motions based on images
captured in video data that were acquired with RGB
cameras.
Figure 1: Base Labels Edited into Learning Labels for a
CNN.
3 EXPERIMENT SYSTEM
3.1 Labelling and Suggested Method
Labels 0 through 14 and 99 as specified are assigned
to the corresponding image frames extracted from the
Offensive impact
Start of an
attackin
g
motion
End of an attacking
motion
Image frames
0 0 2 2 2 2 2 12 2 2 2 2 2 0
0 0 0 0 1 1 1 1 1 1 1 0 0 0
Editing
Labels for CNN learnin
g
Impact width
Boundary label Boundary label
icSPORTS 2020 - 8th International Conference on Sport Sciences Research and Technology Support
76
captured video data. These label values are not ones
to be fed to a CNN for learning but are created for the
purpose of recording the subjects’ motions, which are
referred to as “base labels” in this study. As shown in
the illustration of a front kick in Figure 1 below, and
so on. The moment either subject’s attacking limb
lands on the opponent is referred to as an “offensive
impact” in this study. After the base labels are created
as described above, they are edited to suit the purpose
of each experiment, and then the label values used for
CNN learning are created.
3.2 Overview of the Experiment
System
Figure 2: Outline of the Experiment System.
An overview of the experiment system t used in this
study is shown in Figure 2. Various karate motions
are captured using a low-cost video camera for home
use, after which the video data is divided into still
images at a rate of 30 frames / sec. Then, the still
images are assigned the base labels that match them
as specified, using the application software developed
by our laboratory for motion identification
experiments.
Then, those base labels are converted into matching
label values through editing for CNN learning in a
format suitable for the purpose of each motion
identification experiment as shown in Figure 1, and
then the label values and the still images are fed to a
CNN for learning. In terms of how the CNN was set
up in this study, Keras, which has TensorFlow on the
back end, was used. Keras is a library that allows
creation of neural networks with relative ease. As for
the design of the CNN used in this experiment, it has
a structure typically seen in image recognition, with
the first part of the neural network being comprised
of convolutional layers and pooling layers, with the
latter part consisting of fully connected layers and
dropout layers. As for the algorithm for updating the
neural network weights, Adam was used in this study,
while ReLU was used as the activation function.
4 RESULT
4.1 Punch-only Yakusoku Kumite
(Pre-arranged Sparring)
To test the efficacy of the method suggested in this
study, a motion identification experiment was
conducted, in which the subjects engaged in yakusoku
kumite (pre-arranged sparring) that only allowed
punching. This experiment had two subjects, one of
which had no experience with karate, and the other a
skilled karate practitioner. In this experiment, a total
of two video cameras were used to capture the
subjects’ images from the front, from stationary
positions at a 45-degree angle from both sides. The
two subjects then took turns throwing punches at each
other, and traded their left-right positions from one
round to the next, as viewed from the cameras. When
any of the punches either subject threw so much as
touched the opponent (i.e., “skin touch”), it was
deemed effective. Meanwhile, if a punch thrown by
either subject was met with a defensive technique of
the opponent or if the opponent avoided the punch by
distancing, it’s deemed ineffective. In the experiment,
a total of 1,600 attacking motions occurred, as broken
down in formula (1) specified below.
20 reps × 5 sets
× 2 (left and right hands)
× 2 (effective/ineffective motions)
× 2 (positions) × 2 (subjects)
= 1,600 attacking motions (1)
The test data considered in the experiment was
sampled by taking one set’s worth of data from each
round that took place under different conditions as
shown in formula (2) below, which resulted in a
sample size of 20% of all data.
20 reps, 1 set × 16 rounds
= 320 test motions (2)
The experiments as indicated in Tables 1 through
3 were all conducted with an epoch size of 1,500. In
terms of what the label values specified in Tables 1
Application software for motion
identification experiments
Image viewer
Label creation and
editing
Verification of AI-
generated
extrapolation
Video data
KerasTensorFlow
Still images
Excel sheet, labels
Commonality of Motions Having Effective Features with Respect to Methods for Identifying the Moves Made during Kumite Sparring in
Karate
77
and 2 mean, numbers 1.1 through 1.6, 2.1, and 2.2
having a label value of 0 means it’s not an attacking
motion, and if any of their label values is 1, it means
it’s an attacking motion. So in these experiments,
each motion is determined either as an attacking one
or not, based on inference. If numbers 3.1 and 3.2
have a label value of 1, it’s deemed an ‘effective
strike (hit the opponent)’ while them having a label
value of 2 means they are ‘ineffective strikes (not
hitting the opponent).’ In these experiments, the
subjects’ attacking motions were identified in further
detail.
Table 1: Accuracy Rate in Relation to Impact Widths.
No
No. of
frames
comprising
impact
width
Rate of accuracy of label
value per image (%)
0 1
1.1 1 99.3 34.2
1.2 3 98.7 60.3
1.3 5 98.2 73.7
1.4 7 96.9 76.8
1.5 9 96.4 72.9
1.6 11 95.4 71.9
Table 2: Accuracy Rate in Relation to Boundary Label
Values.
No
Boundary
label
value
Rate of accuracy of label
value per image
(%)
Rate of
accuracy
on
attacking
motions
(%)
0 1 2
2.1 99 98.3 89.6 93.1
2.2 0 98.0 71.3 87.8
3.1 99 98.6 90.3 85.1 93.1
3.2 0 97.6 81.8 63.6 84.3
Table 3: Distance Until Offensive Impact.
No
Distance until offensive
impact
Method 1 Method 2
2.1 0.2 1.7
2.2 0.5 1.6
3.1 0.2 1.6
3.2 0.4 1.6
While a label value representing each attacking
motion was assigned based on its offensive impact in
a manner that maintained front-back symmetry, such
width of frames as shown in Figure 1 is referred to as
“impact width” in this study.
When the value of impact width was 7 in the
experiment described in Table 1, the rate of accuracy
on the motions assigned a label value of 1 was the
highest. Therefore, the following experiments were
all conducted with an impact width of 7.
As shown in Figure 1, the labels that are assigned
to the image frames extending from the edges of the
impact width to the start and end of each motion are
referred to as “boundary labels” in this study. With
this in mind, an experiment was conducted on
motions having boudary label values of 0 (non-
attacking motion) and 99 (outside the learning scope)
as specified in Table 2. When motion data with a
boundary lable of 99 were compared to those with a
boundary label value of 0 were compared, the
accuracy rate on label value per image improved by
18% with the label value being 1 as specified in 2.1,
and by 22% with the label value being 2 as specified
in 3.2.
The accuracy rate was close to 100% on the
motion data having a label value of 0 (non-attacking
motion) in each experiment. This could be attributed
to the fact that all attacking motions could be detected
almost entirely within their impact width. When the
extrapolation process occurring on the video data was
checked using the viewer, the extrapolation result on
each attacking motion made could be confirmed near
the offensive impact, which is quantitatively
expressed in the columns “Method 1” and “Method 2”
under “Distance until offensive impact” in Table 3.
Based on these data, it’s possible to know when an
extrapolation is made on each attacking motion in
terms of how close it is to the offensive impact.
Method 1
Distance
‘Avg. frame numbers accurately
extrapolated by the CNN’
‘frame numbers corresponding to the
offensive impact’ (3)
Method 2
Distance=Avg. of {‘frame numbers
accurately extrapolated by the CNN’
frame numbers corresponding to the
offensive impact’} (4)
Method 1 is used as a means by which to
extrapolate the offensive impact using the CNN. It
calculates the difference between the arithmetic mean
value of the frame numbers that the CNN accurately
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extrapolated within the impact width, and the frame
numbers corresponding to the offensive impact. As
the result of the extrapolation performed by Method
1 does not exceed 0.5 as shown in Table 3, it’s
discernible that it almost perfectly captured the
frames of each offensive impact observed. However,
there are some instances where the CNN-inferred
frame numbers deviated from the intended offensive
impact by large margins, on either side, while there
are other instances where the calculated mean values
happen to fall on the frame numbers that are in the
centers of the offensive impacts observed. Meanwhile,
in the case of Method 2, the mean values are
calculated after calculating the distance between the
subjects by each inferred frame number, the distance
until offensive impact is accurately represented. From
the result of the extrapolation made using Method 2
as specified in Table 3, it’s discernible that Method 1
Method 2.Based on this observed relation between
the two methods, it’s apparent that the CNN-inferred
non-zero label values representing the impacts are
distributed being centered on the offensive impacts.
Concerning the “rate of accuracy on attacking
motions (%)” as specified in Table 2, each instance
where the CNN’s inference was accurate within the
impact width is deemed as an accurate inference for
each attacking motion concerned. This adjustment
was made because there were many instances where
the rate of accuracy of label value per image was low
but the offensive impact was recognized correctly
even if only one frame was inferred accurately.
This is also supported by the fact that the values
indicating the distance until offensive impact have
been small. The rates of accuracy on attacking
motions for 2.1 through 3.2 specified in Table 2 were
highly precise, ranging between 84.3 and 93.1,
indicating the efficacy of the method suggested in this
study.
4.2 Yakusoku Kumite (Pre-arranged
Sparring) Simulating Actual
Competition
An experiment was conducted to identify the subjects’
motions in yakusoku kumite (pre-arranged sparring)
simulating actual competitive matches, in which both
punches and kicks were allowed. The subjects
images were captured using four units of overhead
cameras, at a height of 5.75 m above the floor. In this
report, the motion identification experiment was
conducted based on two cameras’ worth of data, so
that it could be compared to another experiment done
on punch-only kumite matches, which was recorded
using two cameras also. Recording the video data
from overhead positions eliminated the possibility of
any blind spots occurring due to the main referee
blocking the view, preventing all motions of the
contestants to be seen clearly in official karate
matches. Such camera positioning would also reduce
the likelihood of contestants blocking the view to
ensure accurate judging.
For this experiment, the parts of the subjects’
bodies that would be involved in the moves they
would make on each other and the order of the moves
were decided in advance. The subjects were also told
beforehand that they could through punches in one-
two combinations, and also kick both middle and high.
The subjects were allowed to move freely inside the
designated court, and could initiate their attacking
motions at any time they would like. As per the
Olympic rules, each effective attacking motion had to
be either a light touch or a non-contact strike stopping
several centimeters short of contact. Meanwhile, an
attacking motion was deemed ineffective when it was
successfully defended by the opponent by deflection,
evasion, or distancing. As for the composition of the
subjects, a total of six high school students all having
a 1
st
-degree black belt took part in kumite matches in
three pairs, the first pair being subjects A (red) and B
(blue), the second being subjects C (red) and D (blue),
and the third being subjects E (red) and F (blue). The
motions of the subjects that were supposed to occur
within one round of kumite are described in (a) and
(b) below.
(a) Left and right punches had to be thrown in that
order. They could be thrown in series or in
sporadic bursts. Such one-two punch
combination had to be thrown for a total of 20
times, and subject ‘red’ had to go first, followed
by subject ‘blue’ each time.
(b) Kicks also had to be thrown by the subjects
following the same rules applied to punches.
The total number of attacking motions executed
by the subjects for both (a) and (b)160 / round.
While following the round-by-round rules
described above, the subjects sparred for the numbers
of rounds as specified below.
Effective attacking motions (non-contact): 10 rounds
Non-effective attacking motions (misses): 10 rounds
Total number of attacking motions attempted
160 / round × 20 rounds
3,200 (5)
(no. of punches: 1,600; no. of kicks: 1,600)
Commonality of Motions Having Effective Features with Respect to Methods for Identifying the Moves Made during Kumite Sparring in
Karate
79
Table 4: Rate of Accuracy on Attacking Motions.
No Subject
Rate of accuracy of label
value per image (%)
Rate of
accuracy
on
attacking
motions
(%)
0 1 2
4.1 AB 97.9 66.8 94.2
4.2 CD 98.5 46.5 85.6
4.3 EF 95.0 70.6 92.6
5.1 AB 97.9 63.9 62.2 91.5
5.2 CD 99.1 35.2 40.7 77.7
5.3 EF 94.0 64.5 65.0 89.1
Each pair was assigned a total of six rounds,
consisting of three rounds of effective attacking
motions and three rounds of non-effective attacking
motions, plus some extra work α depending on the
pair.
Extra workα: The pair A and B was assigned one
additional round of effective attacking motions while
the pair C and D was assigned one additional round
of non-effective attacking motions.
Table 5: Distance until Offensive Impact.
No Distance Until Offensive Impact
Method 1 Method 2
4.1 0.7 1.9
4.2 1.0 1.9
4.3 0.7 1.9
5.1 0.8 1.9
5.2 1.1 1.8
5.3 0.8 1.9
Test data on a total of two rounds contested by
each pair, consisting of one round of effective
attacking motions and one round of non-effective
attacking motions, were used. While a total of 20
rounds took place, the number of rounds that made up
10% of all rounds were used to extract test data from.
The result of the test executed is shown in Table 4.
The number of epochs was set at 500.
The rate of accuracy of label value per image on
all motions of which the label value was 0 (non-
attacking motions) for numbers 4.1 through 5.3 was
fairly high, ranging between 94.0% and 99.1%. As for
the distance until offensive impact as specified in
Table 5, it turned out be less than two frames. This
means that had either a label value of 1 or 2 centering
on the offensive impact frames occurring within the
impact width were detected, which was also
confirmed during an observation that used the viewer.
Figure 3: No 4.1, Losses During the Learning Process, and
Motion Identification Accuracy.
Meanwhile, the rate of accuracy of label value per
image for the label values 1 and 2 turned out to be
slightly low. However, it must be noted that this rate
of accuracy does not indicate the rate of accuracy on
the attacking motions attempted. As far as the method
suggested in this study is concerned, what’s important
is to accurately capture each offensive impact that
occurs. Therefore, even in instances where only one
image frame within any given impact width is
accurately inferred, the motion identification is
deemed to have functioned correctly on those
attacking motions per se. Hence, in this experiment,
if the CNN extrapolation is done correctly within the
impact width of a motion, the extrapolation is deemed
accurate on the motion, since its offensive impact is
captured almost completely, as was the case with the
punch-only kumite. The average rate of accuracy on
attacking motions for numbers 4.1 through 5.3 turned
out to be quite high at 88.5.
Figure 3 contains graphs indicating the losses that
occurred during the learning process of number 4.1
specified in Table 4, along with the corresponding
motion identification accuracy. 10% of the data was
unknown data not part of the training data, which was
intended for testing use.The losses apparently
icSPORTS 2020 - 8th International Conference on Sport Sciences Research and Technology Support
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increased as the learning process progressed, while
there is a sign of overtraining. Such patterns could
also be discerned from the experiment rounds
numbered 4.2 through 5.3.
5 DISCUSSION
In the experiment covering numbers 1.1 through 1.6
specified in Table 1, the rate of accuracy is the highest
on the motions having a label value of 1 (attacking
motions) when the impact width is 7. In addition, as
evident in the results shown in Table 2, the rate of
accuracy of label value per image improved by
roughly 20% when the boundary label was 99. This
might mean that there were motions with features that
would prove effective for motion identification that
exit within a certain range centering on the offensive
impact, while there were those other motions
immediately preceding and following the
aforementioned range having features that lowers the
motion identification accuracy. Phenomena similar to
these were also encountered in a separate experiment
conducted previously that used optical motion
capture (Sato and Kuriyama, 2011). It’s believed that
the motions having effective and non-effective
features might be the same as the motion
identification that uses the joint position data
generated with a human skeletal model, and also as
the motion identification based on image data.
As the fairly high rate of accuracy of about 90%
could be achieved on attacking motions as specified
in Table 4, and given how accurately the offensive
impacts that occurred in each experiment could be
captured, it could be surmised from a comprehensive
viewpoint that the desired level of CNN-assisted
motion identification accuracy, which is the objective
of this study, might have been achieved, which is
necessary for connecting to a system capable of
identifying various motions at a more advanced level.
6 CONCLUSION
As there has been no published study on basic
methods for acquiring motion data and for identifying
various motions in karate kumite competition, this
study conducted CNN-assisted motion identification
experiments that acquired data using overhead video
cameras placed above the contestants so that they
wouldn’t interfere with the contests in progress.
CNNs such as one used in this study are connected to
advanced sports-specific extrapolation systems such
LSTM, on which there have been published studies
focusing on other sports
(Tsunoda et al., 2017). While
each CNN to which the aforementioned connection is
made must possess a certain level of motion
identification accuracy, sufficient results have been
achieved during the experiments conducted in this
study.
Explained above is the basic method that this
study suggests for effective data acquisition and
motion identification applicable to karate kumite
contests. In terms of what could be improved in the
future, it will be necessary to check the efficacy of the
method when the number of cameras is increased, and
also to conduct experiments on the identification of
motions that more closely resemble the contestants’
actual movements in official competitive matches.
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