Boccia Court Analisys for Real-time Scoring
Pedro Leite, Alexandre Calado and Filomena Soares
Algoritmi Centre, University of Minho, Guimarães, Portugal
Keywords: Boccia, Object Tracking, Sports Analysis, Physical Inactivity, Computer Vision.
Abstract: This paper aims to develop a tool to increase the engagement and commitment of the elderly population in
the Boccia game. This tool is based on the implementation of a real-time computer vision algorithm that
analyses the Boccia court field and displays the score in a graphical user interface. In Portugal, physical
inactivity is associated with 14% of deaths per year, higher percentage than the world average, which is less
than 10%. In this paper, the Boccia game is used for promoting physical activity in the elderly, due to its
simplicity and adaptability to their physical impairments. This system intends to encourage the elders to lead
a more active lifestyle, providing a healthier life and possibly reducing the risk of major diseases and injuries.
1 INTRODUCTION
Physical inactivity is known to be the fourth leading
risk factor for death worldwide (WHO, 2010).
Regarding disease burdens, according to the World
Health Organization (WHO, 2015), 5% from
coronary heart disease, 7% from type 2 diabetes, 9%
from breast cancer and 10% colon cancer are
estimated to be the consequence of a deficit in
physical activity practice, thus resulting in 1 million
deaths (10% of deaths) only in the WHO European
Region.
In Portugal, it is estimated that physical inactivity
is associated with 14% of deaths per year, which is a
higher percentage than the world average (lower than
10%) (Direção-Geral da Saúde, 2017). Besides, it is
estimated that in a country with 10 million
inhabitants, which is approximately Portugal’s
population, if 50% are insufficiently active, there is a
cost associated with physical inactivity of €910
million per year (WHO, 2015), which is
approximately 9% of the Portuguese Ministry of
Health’s budget in 2017 (Direção-Geral da Saúde,
2017).
Amongst all age groups, the elderly is one of the
most physically inactive. (Matthews et al., 2008) have
identified adults older than 60 years to be the most
sedentary group in the United States and, moreover,
it is suggested that 50% of sedentary adults have no
intention of starting an exercise plan (Schutzer and
Graves, 2004). According to (Instituto Nacional de
Estatística, 2016), this reality is not different in
Portugal. In a country where the majority of the
population aged more than 15 years does not practice
any form of physical activity on a regular basis (5,8
million), only 19% of the population aged more than
65 years practices physical activity regularly.
Facing these concerning statistics, along with the
current increase in older population, comes the need
of developing new strategies for motivating the
elderly to engage more frequently in physical activity,
which can be very beneficial at such age. Amongst
the panoply of benefits that physical activity can
offer, the prevention of functional loss (Stessman et
al., 2009), reduction of the risk of falling (Gillespie et
al., 2012), blood pressure control (Westhoff et al.,
2007), improvement of the bones and joints’ health
(Lee et al., 2012) and maintenance of mental health
(Salguero et al., 2011) are particularly important for
the elderly, along with lower risks for all-cause
mortality (Landi et al., 2004).
The (WHO, 2010) recommends adults aged 65
years and above to engage in moderate-intensity
aerobic physical activity for at least 150 minutes or
engage in vigorous-intensity aerobic physical activity
for at least 75 minutes throughout the week.
Alternatively, an equivalent combination of moderate
and vigorous intensity activity can be done. However,
when such amounts of physical activity cannot be
reached due to health conditions, which happens
often at a late age, the individual should be as
physically active as his/her limitations and abilities
allow. As mentioned in (Landi et al., 2004), even
simple everyday activities, such as walking,
Leite, P., Calado, A. and Soares, F.
Boccia Court Analisys for Real-time Scoring.
DOI: 10.5220/0006918305110516
In Proceedings of the 15th International Conference on Informatics in Control, Automation and Robotics (ICINCO 2018) - Volume 2, pages 511-516
ISBN: 978-989-758-321-6
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
511
gardening or housekeeping seem to offer
considerable benefits for frail and older individuals.
Bearing this in mind, there are several examples
of sports and games that are not physically
demanding and can be played by the elderly with
reduced mobility, such as darts, pétanque or even
bowling (using a plastic ball). Another excellent
example is the Boccia game, a simple precision ball
sport similar to pétanque that was initially designed
to be played by individuals with cerebral palsy. Due
to its easy adaptability to the physical limitations of
the players, later it became a game played by persons
with other disabilities affecting motor skills.
Furthermore, as a team sport, it promotes social
interaction and motivates individuals to participate
more often (Estabrooks and Carron, 1999). All these
characteristics make Boccia an excellent game to
encourage physical activity practice amongst the
elderly.
Based on the aforementioned remarks, this paper
proposes a system that uses a computer vision
algorithm based on object tracking to automatically
compute and display the game score of a Boccia
match in real-time. The main objective of this system
is to make the experience of playing Boccia more fun
and enjoyable while promoting its practice, therefore
motivating the elderly to engage in physical activity.
In a later stage, the proposed system will be tested
during a Boccia match played in an actual nursing
home, thus its development was based on the
modified game rules used by the caregivers, along
with the characteristics of the room where the game
is usually played.
In future work, the proposed system will also be
integrated in the iBoccia framework (Figueira et al.,
2017; Silva et al., 2018) which features the use of
inertial sensors along with Microsoft Kinect to
monitor the player’s physical activity throughout a
game of Boccia. The extracted data will be stored in
a database and processed afterwards to help enhance
the player’s performance in the game and provide
relevant information for the caregiver such as the
detection of physical or cognitive decline.
This paper is organized as follows: section 2
offers a state-of-the-art regarding object tracking in
sports. It also presents a brief description of the
Boccia game and its rules, along with the modified
rules that are used in the nursing home. Section 3
presents a thorough description of the system’s
architecture. Section 4 describes the preliminary
results from the tests performed using the proposed
system. Finally, section 5 presents the conclusions
taken from the obtained results, along with future
work.
2 BACKGROUND
The Boccia game has been used as the context for a
limited number of studies regarding motion analysis
of the throwing movement involving individuals with
cerebral palsy (Huang et al., 2014; Tsai et al., 2014),
as well as individuals suffering from other disabilities
affecting motor skills (Arroxellas et al., 2017).
Regarding Boccia scoring systems, (Wang et al.,
2017) developed a computer competition system and
a computer scoreboard system to be used in official
Boccia events and competitions. However, within the
Boccia context, no literature was found concerning
object tracking or real-time game score computation.
Nevertheless, in the last years there has been a
growing trend for using computer vision in sports
analysis.
Object tracking is particularly relevant for sports
analysis and different tracking techniques have
already been used in various works. For instance,
(Pingali et al., 2000) implemented multi-camera
estimation for tracking the motion of a tennis ball in
3D. In this technique, six fixed cameras are placed
around the area of play and the resulting images are
processed afterwards to mount a 3D image which
allows the tracking of the balls entire trajectory. This
technique is also used by the Hawk-Eye system
(“Hawk-Eye”, 2018), which is currently applied in a
wide variety of sports, such as football, cricket and
tennis.
(Wu et al., 2006) developed an algorithm for the
detection of a basketball based on its colour and
shape, using clustering. If the detection was
succeeded, then, the ball tracking would start in the
next frame. This algorithm was successfully used in
videos of a basketball tournament, thus eliminating
the need of additional cameras as in multi-camera
estimation.
Another tracking technique, called mean-shift,
was used by (Kim, 2015) by detecting the colour and
edges of a curling stone.
On the other hand, (Yu et al., 2003) have used
trajectory-based optimization for the tracking of a
football in a broadcast video. In this case, the
algorithm does not evaluate if an object is a ball,
instead, it evaluates if a candidate trajectory is a ball
trajectory.
More advanced approaches include the use a
physics-based algorithm for predicting the ball’s
trajectory in 3D. This algorithm exploits the 2D ball
trajectory, along with the court lines, to reconstruct
the 3D trajectory and compute the shooting location.
This technique has been successfully used in videos
ICINCO 2018 - 15th International Conference on Informatics in Control, Automation and Robotics
512
of basketball (Chen et al., 2009) and volleyball (Chen
et al., 2011) matches.
In sum, the implementation of object tracking
techniques, such as the one presented above, in sports
can offer a panoply of advantages, as improving the
spectators’ experience, enhancing the training
process of professional athletes, providing valuable
information for the referee’s decisions, presenting
richer statistical analysis (Wang et al., 2006) or, as the
authors of this paper propose, motivating physical
activity.
2.1 The Boccia Game
Boccia is a strategy-based precision ball game that is
not as physical demanding compared to other sports.
The player only has to perform a throwing movement,
which allows the participation of individuals with
different levels of impairments.
Boccia can be played individually, by pairs or by
teams. In the latter, which is the case considered in
this paper, players are divided into two teams, the red
and the blue. Each team features three players and
each of them receives two balls of the respective team
colour. Briefly speaking, the main goal of the game is
for the players to place their team balls as close as
possible to a white ball, called the jack.
According to the BISFed International Boccia
Rules (BISFed, 2017), each Boccia match is divided
into six ends”. Each end finishes whenever both
teams have thrown all of their respective balls and the
game score is noted as it follows:
The team that placed the ball closer to the
jack scores one point for each ball placed at a
shorter distance from the jack than the closest
opponent’s ball to the jack.
If two or more balls of different colour are
equidistant from the jack, each team scores a
point per ball.
The sum of the points of all the six ends determine
the winning team. If both teams finish with the same
number of points, further ends will be played until the
tie is undone.
In previous work developed by the authors of this
paper (Calado et al., 2018), the game score was
computed according to the aforementioned rules.
Although these are the official game rules, Boccia can
be easily readapted for a nursing home environment.
In the nursing home where the system will be tested,
the game rules have been changed by the caregivers
in order to simplify it as much as possible. This has
been done due to some of the residents having serious
cognitive disabilities.
Having this in account, during each end, each
time a team throws a ball and hits the jack, this team
scores one point. Similar to the official rules, the
winning team is determined by the total of points
from the six ends. In case of a tie, the team that has
the ball closest to the jack after the sixth end finishes
wins the game.
3 PROPOSED SYSTEM
In this section it is described the proposed system that
allows the graphical user interface (GUI) to display
the real-time score of a Boccia game. The score was
calculated using rules suited to the specific features
of the nursing home, as previously described.
3.1 Experimental Setup
The system’s architecture (Figure 1) consists of a
camera, a computer and a graphical user interface
(GUI).
Figure 1: System Overview.
The RGB webcam used was the Microsoft
LifeCam VX-1000, with a resolution of 0.3 MP (640
x 480), a field of view (FOV) of 50º and a maximum
frame rate of 30 fps.
3.2 System Description
Figure 2 shows the block diagram of the developed
system.
Boccia Court Gaussian Blurred
Colour
Segmentation
Display GUI
Frame Filtered Frame
Ball DetectionCalculate Score
Balls
Data Package
(colour,x,y)
Figure 2: Block diagram of the developed system.
The webcam captures the Boccia court and
provides a stream of frames, at 30 fps. Each
individual frame is analyzed to detect the ball
Boccia Court Analisys for Real-time Scoring
513
position. Initially, the frames go through a pre-
processing stage, where a Gaussian blurred filter is
applied to reduce image noise.
The computer runs an application developed in
Python programming language that implements a
colour segmentation technique to detect the balls
positions. To detect all the three ball colours (blue,
red and white), a colour mask was defined in HSV
(Hue Saturation and Value) space. In order to be
dependent on the light conditions, a sensitivity
margin was implemented, by trial and error, to cover
the desired range of colours.
Next to the colour segmentation, a few computer
vision techniques such as erode and dilate were
performed as well as the evaluation of some ball
metrics, such as radius and circularity in order to
create a set of valid balls. Then, each ball was
categorized with its colour, center, radius, x and y
positions.
When the balls were correctly detected, the
algorithm computed the distance between each of the
blue and red balls and the jack. If this distance was
less than a threshold value and the jack ball had
moved, it would be considered a valid point.
Finally, a data package was created with the
current score and sent to the developed GUI to be
displayed.
3.3 Communication
The communication between the algorithm that
calculates the real-time score and the GUI is done
using JSON format over the TCP/IP protocol.
An example of a JSON message to send/receive
the score can be seen below:
{
“instruction”: “SCORE_INFO”,
red_points: <[0, 3]>,
“blue_points”: <[0, 3]>
}
3.4 Graphical User Interface
The Qt framework was used for the development of
the GUI, which can be seen in Figure 3.
The GUI was developed with the goal of being
intuitive and to be easily understood. It can be
described in three parts: left side, centre and right
side, where the left side concerns the red team and the
right side the blue team.
On both the left and right sides, it is possible to
see on top the score of the current game scenario
on the middle the registry of the scores from the
six ends and on the bottom the total number of
points accumulated during a game.
Figure 3: Developed GUI in Portuguese language. Dashed
in blue current score; dashed in green number of the end
being played; dashed in yellow registry of the score from
the six ends; dashed in white total score.
On the centre, the number of the current partial
being played is displayed. There are also two buttons,
one to increment the partial and another to reset the
system.
4 PRELIMINARY RESULTS
The proposed system was tested in a nursing home,
where the elders were familiar with the Boccia game
with adapted rules, in S. Torcato, Guimarães,
Portugal. As referenced by the caregiver, these rules
state that, at beginning of the game, the jack is placed
at an arbitrary distance from the players, according to
the individual’s impairments. Moreover, a team
scores when a ball is thrown and collides with the jack
ball.
In previous work, the authors have recorded
several videos from different perspectives of
simulated game situations, along with the actual
playing of four ends. From the latter, only three of the
videos contained situations where a coloured ball
collided with the jack. Thereby, the algorithm was
tested in each of these three recordings and the
computed score was compared with the real score
corresponding to that situation.
Considering the three videos, the algorithm
computed the score from two of them correctly. In the
last video, the score was calculated incorrectly due to
an issue with the camera’s perspective, which caused
the algorithm to assume falsely that a collision had
occurred. In this case, a collision between a red and
blue ball caused the red ball to jump in the air and
partially occlude the jack, thus misleading the
algorithm to compute a false result by awarding one
point to the red team. In spite of the small number of
cases, the algorithm showed promising results.
Figure 4 depicts a game situation, contained in
one of the videos, where a blue ball collides with the
ICINCO 2018 - 15th International Conference on Informatics in Control, Automation and Robotics
514
jack. As it can be seen in Figure 4 (a), the blue ball
has a yellow arrow signalling the motion direction
towards the jack. After the collision, Figure 4 (b)
displays the correctly computed game score.
(a)
(b)
Figure 4: Example of one of the recorded game situations.
In situation (a), no previous scoring events have occurred,
and the blue ball is going to hit the jack. Later, in situation
(b), the blue ball had collided with the jack ball and the
score of one point for the blue team is computed correctly.
5 FINAL REMARKS
In this paper, the authors proposed a system based on
a computer vision algorithm that allows the automatic
computation of the game score during a Boccia match
and its display in a GUI. The purpose of this system
is to enhance the playing experience of the Boccia
game and to encourage the elderly to engage in
physical activity on a regular basis.
The computer vision algorithm was tested in three
videos, recorded in the nursing home, containing
Boccia gameplay with ball collisions. The obtained
results showed that all collisions were detected
correctly, except for one. False positives, such as this
one, can occur due to the limited 2D perspective,
which may induce the algorithm into assuming that a
collision occurred when the jack becomes occluded
by another ball or vice-versa.
Regarding ball detection, luminosity conditions
are also an issue because they can affect the colours
reproduced in the camera’s image, leading to false
positives, thus affecting the game score. The
detection based on colours, by itself, is also an issue
due to the need of manually adjusting parameters if
the recording environment is changed. A solution for
this issue could be the implementation of a calibration
method, hence making the system more flexible.
Regarding future work, the developed system is
going to be evaluated in a real-time scenario during a
Boccia match played by the resident elders of the
nursing home in S.Torcato in order to assess its
performance. This evaluation will be based on several
metrics, in a first phase, the algorithm will be tested
to reduce false positives and improve the detection
rate, and, in a second phase, a usability test will be
performed. The objective of performing such tests is
to infer if the elders can easily understand the
graphical display containing the score. It is also
important to comprehend the level of trust of the users
in the proposed system, along with their degree of
satisfaction. Regarding the promotion of physical
activity, as can been seen in serious games, in most
cases a rewarding system is implemented. This could
be done by simply including the photo/name of the
player on the GUI when he/she wins. It would also be
interesting to include in the GUI the photo/name of
the user while he/she plays.
The usage of machine learning for ball detection
and tracking is also a possibility to be explored in the
future. Such techniques could help improving the
system’s performance by having a more robust
detection rate and a more stable tracking.
ACKNOWLEDGEMENTS
This article is a result of the project Deus ex Machina:
NORTE 01 0145 FEDER - 000026, supported
by Norte Portugal Regional Operational Programme
(NORTE 2020), under the PORTUGAL 2020
Partnership Agreement, through the European
Regional Development Fund (ERDF).
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