Human Climbing and Bouldering Motion Analysis:
A Survey on Sensors, Motion Capture, Analysis Algorithms,
Recent Advances and Applications
Julia Richter
1 a
, Raul Beltr
´
an Beltr
´
an
1 b
, Guido K
¨
ostermeyer
2 c
and Ulrich Heinkel
1 d
1
Professorship Circuit and System Design, Chemnitz University of Technology,
Reichenhainer Straße 70, Chemnitz, Germany
2
Department Sportwissenschaft und Sport, Friedrich-Alexander-Universit
¨
at Erlangen-N
¨
urnberg,
Schlossplatz 4, 91054 Erlangen, Germany
Keywords:
Climbing Analysis, Human Motion Analysis, Motion Capture, Performance Evaluation, Computer Vision.
Abstract:
Bouldering and climbing motion analysis are increasingly attracting interest in scientific research. Although
there is a number of studies dealing with climbing motion analysis, there is no comprehensive survey that
exhaustively contemplates sensor technologies, approaches for motion capture and algorithms for the analysis
of climbing motions. To promote further advances in this field of research, there is an urgent need to unite
available information from different perspectives, such as from a sensory, analytical and application-specific
point of view. Therefore, this survey conveys a general understanding of available technologies, algorithms
and open questions in the field of climbing motion analysis. The survey is not only aimed at researchers with
technical background, but also addresses sports scientists and emphasises the use and advantages of vision-
based approaches for climbing motion analysis.
1 INTRODUCTION
Bouldering and climbing are increasingly attracting
interest across all age groups and have become trend
sports all over the world.
While various studies demonstrated that climbing
improves coordination, flexibility, the cardiovascular
system and has positive effects on both physiologi-
cal and psychical health conditions (Bernst
¨
adt et al.,
2007), (Steimer and Weissert, 2017), (Luttenberger
et al., 2015), (Weber, 2014), other researchers call
the provided evidence into question: Due to the small
number of trials they regard the evidence for the effec-
tiveness of therapeutic climbing as limited (Buechter
and Fechtelpeter, 2011), (Siegel and Fryer, 2017). As
a consequence, the effects of climbing on health con-
ditions are still unclear and there is still urgent need
for further investigations, including climbing motion
analysis.
a
https://orcid.org/0000-0001-7313-3013
b
https://orcid.org/0000-0001-6612-3212
c
https://orcid.org/0000-0002-2681-5801
d
https://orcid.org/0000-0002-0729-6030
From the very beginning, especially in case of
competitive sports, climbing motions were analysed
to assess and optimise climbing techniques. In view
of therapeutic applications, climbing motion analysis
has gained importance to avoid movements that are
prone to cause injuries. At this point, the present sur-
vey provides a profound and exhaustive review of ex-
tant work with the focus on camera-based approaches
as well as recent advances in analysis techniques, in-
cluding sensors, human motion capture, analysis al-
gorithms and applications as a highly topical knowl-
edge base for future research.
The survey is structured as follows: Section 2 re-
views sensor technologies that were used in previous
work, provides an overview about available RGB-D
cameras on the market and compares parameters that
are relevant for motion analysis in climbing applica-
tions. This is followed by a review and discussion of
motion capture approaches in Section 3 as well as al-
gorithms for climbing motion analysis in Section 4.
The findings are summarised in Section 5 and finally,
an outlook at future work emphasises the potential
of using latest technologies and highlights open chal-
lenges that should be addressed in future research on
climbing motion analysis.
Richter, J., Beltrán, R., Köstermeyer, G. and Heinkel, U.
Human Climbing and Bouldering Motion Analysis: A Survey on Sensors, Motion Capture, Analysis Algorithms, Recent Advances and Applications.
DOI: 10.5220/0008867307510758
In Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2020) - Volume 5: VISAPP, pages
751-758
ISBN: 978-989-758-402-2; ISSN: 2184-4321
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
751
2 SENSORS
2.1 Sensor Overview
Generally, we can distinguish between instrumented
climbing walls equipped with any kind of sensors,
wearables, and camera-based systems that are used
for climbing motion analysis. An overview about ap-
plied sensors and the obtained sensor data is presented
in Table 1. Next to the usage of only one type of
sensor, there are studies that apply sensor combina-
tions, such as (Pandurevic et al., 2018) who use both
an RGB-D camera as well as force sensors.
The advantages of optical sensors compared to
the other presented technologies are as follows: They
work in a contact-less mode, so that the climber does
not have to wear any device that could be inconve-
nient while climbing in terms of injuries or physi-
cal discomfort. Moreover they provide direct and
comparatively accurate information about the human
body: Especially RGB-D sensors allow the determi-
nation of points of interest such as the centre of mass
or even the position of skeleton joints in 3-D coordi-
nates. Besides, the adaption of the wall with installed
sensor equipment can be avoided, which makes a final
application more convenient for operators and users.
Since camera technology with depth sensing plays
an increasingly role in recent research on motion anal-
ysis, the following section reviews latest RGB-D sen-
sors available on the market that can be employed for
climbing motion analysis.
2.2 Camera Review
The application of RGB-D cameras for climbing mo-
tion analysis involves considerations about the set-up,
which includes parameters such as the distance to the
wall, which is affected by the provided range, the
camera field of view to capture the complete wall, the
required image resolution of both depth and RGB
image of the sensor to obtain sufficient information
about the climber’s body, the depth resolution and
also the availability of suitable skeleton extraction
SDKs. Table 2 provides an overview about current
sensors with relevant parameters and information.
The comparison presented here has been made
from the metrological point of view, to evaluate the
convenience of using an optical sensor to track a
climber on a climbing wall. Among the cameras re-
viewed, the Orbbec, Asus and the Intel D400 (see
example point cloud in Figure 1) series show state-
of-the-art features in structured light and active stere-
oscopy technologies, which use a triangulation pro-
cess to estimate the depth and are not exposed to the
Figure 1: 3-D point cloud of a climbing scene captured by
an Intel RealSense D435 RGB-D camera.
multipath effect, as happens with those based on time
of flight (ToF). Microsoft presents the smallest uncer-
tainty in the depth measurement, followed by Intel.
However, because the structured light technology is
affected by the environmental light conditions, they
are unfavourable for outdoor applications, where the
ToF technology offers better results.
3 MOTION CAPTURE
The analysis of a climbing motion always encom-
passes motion capture and human pose estimation
(HPE). In other words, analysis algorithms require in-
put data, such as locations of defined points of inter-
est on the body that can be tracked and analysed. In
existing work, a variety of methods were used to cap-
ture human motion. The captured data ranges from
a coarse body description, such as the centre of mass
(CoM), to very fine-granular models, such as skele-
ton models describing the poses of articulated joints
of a human body. Moreover, input data can be distin-
guished between 2-D and 3-D representations.
3.1 Centre of Mass
As already mentioned, the CoM is a very coarse de-
scription of the human body, which is analysed in
several studies (Sibella et al., 2007), (Reveret et al.,
2018). Even though the motion is represented by
only one single point, it provides relevant informa-
tion in case of climbing motions. Sibella et al. for
example, analysed the trajectory of the CoM to ob-
tain parameters, such as entropy, velocity and accel-
eration to draw conclusions about fluency and force of
VISAPP 2020 - 15th International Conference on Computer Vision Theory and Applications
752
the motion (Sibella et al., 2007). They calculated the
CoM as the weighted average of nine body segments.
These body segments were obtained by detecting vi-
sual markers attached to the climber’s body using
cameras distributed in a calibrated volume. Reveret et
al. approximated the CoM by means of a marker at-
tached to a harness worn around the waist (Reveret
et al., 2018). Wiehr et al. calculated the CoM from
the 3-D skeleton provided by the Kinect v2 in order
to determine whether the climber reached the top of
the route (Wiehr et al., 2016). Next to marker detec-
tion, the CoM can be derived from 3-D point clouds
defining a climber’s body, e. g. by means of functions
provided by the open-source Point Cloud Library.
3.2 Pose Estimation for Climbing
Analysis
Several analysis techniques rely on a fine-granular
skeleton model describing the human pose by means
of several joints.
Aladdin et al. constructed an instrumented boul-
dering wall where each hold was connected to a force
torque sensor (Aladdin and Kry, 2012). Based on the
force signals and a synchronised skeleton output of a
motion capture system, they were able to derive phys-
ically valid poses from several plausibility constraints
and forces alone.
A very popular Czech competitive climber, Adam
Ondra, ”hung with sensors” to analyse what makes
him such an outstanding climber (iROZHLAS, 2019).
For this purpose, a marker-based motion capture
system was used to analyse the movements and po-
sitions of his back, elbows, head and also his CoM.
Next to motion analysis, the pure analysis of stature
by means of his ”measured” skeleton yielded that
he has some advantages compared to other climbers:
Next to his long neck, his comparatively slim shoul-
ders result in less force on his fingers.
Kim et al. recognised climbing motions by pars-
ing a climber’s body area and the skeleton provided
by the Kinect (Kim et al., 2017). This body area was
determined by a foreground segmentation on a depth
image. The determined body parts were then used
to correct the feet and hands positions of the Kinect
skeleton, which are unreliable for climbing poses.
3.3 Machine Learning-Based Pose
Estimation
Next to the above described approaches to determine
a human pose, extant literature brought forth various
approaches using machine learning techniques to lo-
calise joint positions both in 2-D images and in 3-D
coordinates. The following list provides an overview
about latest and most popular image-based skeleton
Table 1: Overview: Sensors used for climbing motion analysis.
Sensor Obtained data Examples
Strain gauges Sensors are attached to the holds of the wall. The obtained
forces were used to draw conclusions about equilibrium, leg
movement and body position.
(Quaine et al., 1997a),
(Quaine et al., 1997b),
(Quaine and Martin,
1999)
Force torque
sensors
Sensors are attached to holds of a wall. 3-axis force mea-
sures are obtained. Human body poses can be derived from
the measured forces, for example.
(Aladdin and Kry, 2012),
(Pandurevic et al., 2018)
Capacitive
sensors
Capacitive sensors are integrated into holds. A climber’s
presence is measured by means of a change in capacitance.
(Parsons et al., 2014)
Wearables Inertial sensors are tracking rotation, acceleration, and tem-
poral information about body limbs while climbing.
(Ebert et al., 2017) , (Kos-
malla et al., 2016), (Kos-
malla et al., 2015)
Commercial
MoCap
system
A skeleton is derived from reflective markers attached on the
body. Cameras with active lighting capture marker positions
to derive a human skeleton model. The joint positions were
used for the analysis.
(iROZHLAS, 2019)
Gray-scale
camera
Light-emitting diodes (LEDs) were attached as markers to a
climber’s waist. The position of the LED was determined to
obtain the climber’s trajectory.
(Cordier et al., 1994a)
RGB-D cam-
era
A skeleton extraction algorithm (OpenPose) is executed on
the RGB video stream provided by the camera. Based on the
skeleton, climbing technique can be analysed.
(Pandurevic et al., 2018)
Human Climbing and Bouldering Motion Analysis: A Survey on Sensors, Motion Capture, Analysis Algorithms, Recent Advances and
Applications
753
Table 2: Overview about cameras available on the market.
3-D
Sensor
Principle Range FOV RGB Resolution Depth Size Depth Resolution Skeleton API
Orbbec
Astra S
Structured
Light
0.4 m - 2 m
60
H, 49.5
V, 73
D
640×480 @30fps
640×480 @30fps
at 1 m: uncertainty'1 mm bias'8 mm
at 2.5 m: uncertainty'5 mm bias'96 mm
Body Tracking SDK
BodySkeletonTracker (OpenNI2)
Astra Pro 0.6 m - 8 m 1280×720 @30fps
Astra
(Mini)
0.6 m - 8 m 640×480 @30fps
Persee 0.6 m - 8 m 1280×720 @30fps
Orbbec Body Tracking
(requires licence after 2018)
TVico 0.6 m - 5 m 1280×720 @30fps
Nuitrack SDK (lic. included)
Orbbec Persee SDK (lic. included)
Asus
Xtion Pro
Structured
Light
0.8 m - 3.5 m
58
H, 45
V, 70
D 1280×1024
640×480 @30fps;
320×240 @60fps
Within 2 % for each distance
Gesture: 8 predefined poses
Body: multiple player recognition
Xtion Pro
Live
Xtion 2 74
H, 52
V, 90
D 2592×1944
Microsoft
Kinect v2
Time of
Flight
0.5 m - 4.5 m 70
H, 60
V 1080×1920 @30Hz 512×424 @30Hz
at 1 m: uncertainty'1.5 mm bias'5 mm
at 2.5 m: uncertainty'2 mm bias'10 mm
BodyFrame
BodyIndexFrame
FaceFrame
Azure
Kinect
Time of
Flight
0.25 m - 2.88 m;
0.50 m - 5.46 m
RGB: 90
H, 74.3
V
Depth: 120
H, 120
V
3840×2160 (16:9);
4096×3072 (4:3)
12MP, rolling shutter
1024×1024 @5-15fps;
640×576 @5-30fps
1MP, wide and narrow
views individually
15 % to 95 % reflectivity
random error std. dev. 17 mm
typical error < 11 mm + 0.1 % of distance
Body Tracking SDK
Cognitive Services: Face
Intel
RealSense
D415 Structured
Light
0.16m - 10m
RGB: 69.4
H, 42.5
V, 77
D (±3
)
Depth: 65
H, 40
V, 72
D (±2
)
1920×1080 @30Hz
rolling shutter
1280×720 @30fps;
848×480 @60fps
at 1m: uncertainty'1.5 mm bias'2 mm
at 2.5 m: uncertainty'15mm bias'25 mm
Nuitrack SDK
D435 0.20 m - 10 m
RGB: 69.4
H, 42.5
V, 77
D (±3
)
Depth: 87
H, 58
V, 95
D (±3
)
1920×1080 @30Hz
global shutter
LIPSedge
DL
Time of
Flight
0.2 m - 1.2 m;
1.0 m - 4.0 m
RGB: 74.2
H, 58.1
V, 88
D
Depth: 74.1
H, 57.5
V, 92
D
1920×1080 @30fps 320×240 @30fps Up to 0.5% of distance LIPS Software
VISAPP 2020 - 15th International Conference on Computer Vision Theory and Applications
754
detection methods. More information can be obtained
from the provided references:
ConvNet (Mar
´
ın et al., 2018)
Nuitrack (Nuitrack, 2019)
OpenPose (Cao et al., 2018), (OpenPose, 2019)
ITOP (Haque et al., 2016), (ITOP, 2019)
UBC3V (Shafaei and Little, 2016), (UBC3V,
2019)
Microsoft HPE (Xiao et al., 2018), (Microsoft
HPE, 2019)
3D Human Pose Estimation in RGBD Images
for Robotic Task Learning (Zimmermann et al.,
2018), (RGB-D pose 3-D, 2019)
The problem of machine-learning-based HPE for
climbing poses does not have profuse research so far.
Difficulties can be seen in finding specific datasets of
climbing poses, since the available open datasets are
optimised to detect humans in upright frontal poses.
V
¨
ah
¨
am
¨
aki et al. presented a HPE method for climbing
that uses a set of computer-generated synthetic data to
train the model (V
¨
ah
¨
am
¨
aki, 2016). The dataset was
generated by building a rendering pipeline that pro-
duces a 3-D mesh of a virtual climber and renders
depth images from typical camera angles. Ground
truth joint positions and poses of body parts were gen-
erated in an indoor climbing scenario. The classifica-
tion algorithm uses a random decision forest to esti-
mate skeletal joints directly from depth images. The
research achieved good results in synthetic data, mak-
ing a reasonable generalisation of real-world data. Al-
though the training data does not capture all the vari-
ations observed in real scenarios, for which much
more information with human annotations is required,
the proposed method is a valid reference to enrich
datasets related to sport climbing. Unfortunately,
V
¨
ah
¨
am
¨
aki et al. provide neither data for training nor
the resulting model.
3.4 Conclusions
The estimation of position and orientation of the hu-
man body limbs from individual images or video se-
quences has been studied in 2-D and 3-D spaces, by
detecting the joints of the body using RGB and RGB-
D images. Although, as Mar
´
ın et al. indicate, a great
effort has been put to solve the problem, it is still
far from being solved (Mar
´
ın et al., 2018). Beyond
dealing with the high degrees of freedom of the hu-
man body, there are more challenges offered by the
clothing, camera views and self-occlusions. In this
sense, climbing is even more challenging to pose es-
timation algorithms than other activities performed in
an upright pose, due to the position the climber adopts
is non-conventional and requires the construction of
specialised datasets to train successful models.
With the popularisation of 3-D cameras and the
increasing precision they offer, more and more re-
search is being carried out with these types of sen-
sors to determine and measure a climber’s pose. The
results show that techniques based on optical sensors
are promising, although much computing power is
still required to offer results in real-time.
4 ALGORITHMS FOR MOTION
ANALYSIS
While climbing behaviour has been a matter of in-
terest in recent years motivated by the popularisa-
tion of bouldering and its inclusion in sport compe-
titions, early studies such as (Cordier et al., 1994b)
are still a benchmark to carry out new research. The
experiment in that study was conducted using a light-
emitting diode connected to the climber at waist
level, and a set of aligned photographic cameras. The
trajectory of the light drew the climber’s route on a
plane; the ratio between the length of such trajectory
and the convex hull that enclosed it, defined the en-
tropy of the climber’s route. As a result, Cordier et al.
demonstrated the inverse relationship between the ex-
perience of the climber and the entropy of a climbed
route.
Mermier et al. contributed to the formulation of
an appropriate model for sport climbing behaviour by
introducing new parameters to measure climbing ath-
letes and by proposing the use of Principal Compo-
nent Analysis (PCA) to treat the parameters as uncor-
related variables (Mermier et al., 2000). They demon-
strated that a climber’s performance is more suscepti-
ble to trainable variables such as strength, endurance,
and flexibility than physical attributes such as height,
arm length, and body weight.
Following the work of Cordier et al. (1994),
Sibella et al. carried out measurements in groups of
recreational climbers using a MoCap system with
passive sensors (Sibella et al., 2007). The aim was
to compare climbing strategies based on the route de-
scribed by the climber’s CoM. They improved the
prior technique introducing the register of the CoM
in a 3-D space, being able to measure the entropy,
velocity and acceleration in the frontal, sagittal and
transverse planes of the climbing space. They defined
fluency as “the effectiveness of the movement” mea-
sured by means of the entropy of the climbing route,
as well as the concept of agility, as a combination of
the speed and acceleration of the CoM.
Human Climbing and Bouldering Motion Analysis: A Survey on Sensors, Motion Capture, Analysis Algorithms, Recent Advances and
Applications
755
Pandurevic et al. added quantitative methods of
force and endurance evaluation employing a wireless
instrumented climbing wall, in conjunction with a
3-D camera (Pandurevic et al., 2018). They mea-
sured the 3-axis force applied on the holds by hands
and feet, and determined the route of the centre
of gravity using OpenPose to construct a climber’s
skeletal model. The system allowed measuring the
position and climber’s force within an energy budget
in a wireless way with the possibility of analysing the
pose of the climber’s limbs through a skeletal model.
Analysis of the speed has been carried out by
Reveret et al. In their study, they worked with high-
level climbers using an international accredited wall,
utilised to validate records, and attached a motion
sensor to the hip of the climber (Reveret et al., 2018).
They identified dynos, which are dynamic moves, as
a relation between vertical and absolute velocities of
the hip.
4.1 Motion Planning
Motion planning includes the prediction and simula-
tion of climbing motion behaviour to plan or create
new climbing problems and to obtain a set of anatom-
ically possible movements that can be proposed to a
climber for his or her next move.
Among the first studies, Ouchiet al. created a
model for the prediction of climbing behaviour
based on a data-driven analysis of a group of chil-
dren climbing a prepared wall with a series of uni-
form holds with embedded sensors (Ouchi et al.,
2010). Pfeil et al. proposed a system to guide the
design of routes by simulating climbing behaviour,
inspired by the background software used to run phys-
ical simulations in the designing of climbing clothes
and equipment (Pfeil et al., 2011). They developed
a tool that enables experienced and novice climbers
to design quality routes by placing holds in a virtual
climbing wall, that later is probed by a simulated vir-
tual climber.
Naderi et al. addressed the problem of offline
route planning for wall climbing by simulating boul-
dering with a graph-based application, optimised
through a k-shortest path finding algorithm (Naderi
et al., 2017). Their solution proposes alternative
paths depending on the anatomic characteristic of the
climber, e. g. strength, flexibility, or reach. In contrast
to previous works, they contemplated limbs hang free
for balancing and the use of the wall friction. Addi-
tionally, the simulated agent can move more than one
limb at a time, restricted to use at least two holds si-
multaneously. The simulations showed plausible so-
lutions on short bouldering routes.
Augmented Reality (AR) enabled users to cre-
ate climbing routes for the bouldering board Moon-
Board with their smart phone. The MoonBoard is a
special climbing wall that has a standardised layout
and hold sets, whereas each hold is equipped with an
LED to show a configured route (Daiber et al., 2013a).
Next to AR, Virtual Reality (VR) makes it possible
to share the experiences professional climbers made
on extreme routes allowing other climbers to experi-
ence these demanding routes as well, at least virtually
(Adidas, 2019).
4.2 Teaching and Training
Teaching bouldering requires multiple demonstra-
tions of postures and movements a novice climber
must imitate. Cha et al. analysed the movement of
limbs from a biomechanics point of view, employ-
ing two Microsoft Kinect V2 cameras to construct
realistic 3-D animations that can be followed by
the novice climbers in a computer monitor (Cha
et al., 2015). For the simulation, the study divided
into phases the movements to change from one ini-
tial posture to another finished one, loading individu-
ally the velocity of hip, forearms, upper-arms, thighs
and shins. The joint flexion angles were estimated
also within each phase. Difficulties in the detection
of limbs when they are close to the wall were pointed
out, which required the use of an acrylic transparent
wall specially made for this study. The research pre-
sented acceptable results for beginners training, but
deficiencies were observed working with faster and
more experienced climbers, due to problems related
to the correct reproduction of realistic speeds and an-
gles in the animations.
Kosmalla et al. presented a system for visualis-
ing reference motions on a bouldering wall (Kos-
malla et al., 2017a). They addressed the difficulty to
teach and learn simultaneously because it is hard to
remember all the movements exactly while ascend-
ing. To solve this, they proposed to present an aug-
mented real-time video projected on the wall while
the climber performs the training. There is a variety
of further publications examining the application of
augmented or mixed reality for teaching purposes in
climbing, such as (Wiehr et al., 2016), (Kajastila and
H
¨
am
¨
al
¨
ainen, 2014), (Kajastila et al., 2016), (Daiber
et al., 2013b), (Kosmalla et al., 2017b).
4.3 Conclusions
Due to the unavailability of reliable skeleton data,
the majority of motion analysis approaches relied on
body representations, such as the hip centre or the
VISAPP 2020 - 15th International Conference on Computer Vision Theory and Applications
756
CoM, or on combinations of existing HPE algorithms
and external sensors such as body-worn motion sen-
sors or force sensors integrated into the wall. Mea-
sured parameters focus on entropy, velocity, acceler-
ation and the distance to the wall to draw conclusions
about fluency, agility, force, energy and the detection
of dynos. Other approaches are related to teaching
and the simulation of climbing behaviour for climb-
ing prediction and route creation.
5 SUMMARY AND OUTLOOK
Taken together, real-time marker-less, vision-based
motion capture for climbing motions is far from
being solved and requires further research activities.
The availability of joint positions would be a great
benefit for a more detailed and precise climbing
analysis. So far, there are still open questions related
to a comparison of a novice’s climbing style with
the technique of an experienced climber to provide
feedback for an effective climbing. Moreover, neither
of the available studies was dedicated to the detec-
tion of typical motion errors in terms of technique.
Future climbing applications could work completely
by means of a camera and without additional infor-
mation, such as marker positions or wearable sen-
sors. The applicability in the improvement of teach-
ing, the analysis of athletic performance and the con-
tributions to the health sector and the entertainment
industry suggest an even greater growth in bouldering
research.
ACKNOWLEDGEMENTS
This publication is funded by the European Social
Fund (ESF).
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