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Human-centered artificial intelligence-based ice hockey sports classification system with web 4.0

  • Yan Jiang EMAIL logo and Chuncai Bao
Published/Copyright: December 14, 2022
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Abstract

Systems with human-centered artificial intelligence are always as good as their ability to consider their users’ context when making decisions. Research on identifying people’s everyday activities has evolved rapidly, but little attention has been paid to recognizing both the activities themselves and the motions they make during those tasks. Automated monitoring, human-to-computer interaction, and sports analysis all benefit from Web 4.0. Every sport has gotten its move, and every move is not known to everyone. In ice hockey, every move cannot be monitored by the referee. Here, Convolution Neural Network-based Real-Time Image Processing Framework (CNN-RTIPF) is introduced to classify every move in Ice Hockey. CNN-RTIPF can reduce the challenges in monitoring the player’s move individually. The image of every move is captured and compared with the trained data in CNN. These real-time captured images are processed using a human-centered artificial intelligence system. They compared images predicted by probability calculation of the trained set of images for effective classification. Simulation analysis shows that the proposed CNN-RTIPF can classify real-time images with improved classification ratio, sensitivity, and error rate. The proposed CNN-RTIPF has been validated based on the optimization parameter for reliability. To improve the algorithm for movement identification and train the system for many other everyday activities, human-centered artificial intelligence-based Web 4.0 will continue to develop.

1 Introduction to sports classification

Ice hockey is a group of contacts performed on ice, normally indoors and outside. The two skateboarders use their balls to score more on their adversaries’ walls by shooting a vulcanized rubber puck [1]. The ice hockey strength is rapid walking, quick shifts in speed and time, and constant contact with the body. The average player can play a 60 min match for 15–20 min [2]. Every shift takes between 30 and 80 s and 4–5 min between shifts. A complex change’s size and length decide the aerobic and anaerobic power mechanisms that contribute to rate [3]. Ice hockey skates vary in blade lengths, boot construction, and skate mass from those of a skateboarder coincide with the skater’s success requirements [4]. Although a hockey player’s main capabilities are strength and stamina, recent inventions such as plastic braces, compact blades, and shaped skates enhanced efficiency [5].

The modeling and simulation of human movement have long been a hot issue in human-centered artificial intelligence-based web 4.0 research; nevertheless, how it may be used in sports training is a worthwhile area for future study. If motion video information can be readily and rapidly retrieved, it can provide athletes with entire training activity changes in biomechanical attributes. Human-centered, artificial intelligence, and other areas will benefit from this study and the findings will assist in advancing web 4.0 and other domains. This will be a more difficult research issue.

The hockey participant requires high energy spikes to build body stamina, power, and anoxic endorsement. A strong aerobic process is useful for the match’s duration to heal easily from each move [6]. Convolutional neural networks (CNN) have two learning paradigms: supervised learning and unsupervised learning. To construct a training gait identification model based on a CNN technique, this research employs deep learning of individual traits, gait monitoring, and instructional strategies among athletes. Choosing a CNN method and three athlete gait recognition parameters is the first step in developing this algorithm’s athletic gait identification system. The objective measurement of an athlete’s success is critical for thoroughly inspecting professional sports [7]. The automatic identification and classification of athlete gestures overcome the disadvantages of manual research approaches [8]. People have to focus on credible and reputable specialist options to create their odds of making match bets, which are hard to find because of the vast growth of sports classification [9]. The highest level players’ physical appearances suggest that defensive players are potentially bigger and stronger than predicted due to job requirements. The arrangement of hockey players is mesomorphic. Aerobic and anaerobic energy programs are useful [10].

Human-centered artificial intelligence is commonly used for human action prediction in many sports systems. Many applications have grown, from data extraction like player identification and monitoring to new generations of visual data like free perspective video, shot position, and camera angle preparation prediction [11]. Group Activity identification is equivalent to recognizing activity/action; however, additional relationship dynamics must be considered [12]. Additional details, such as poses, recording, movement, and camera motion, play an important role in video classification. The quick transition between games, occlusions, rapid player motions, varying camera angles, and camera motion can identify sports action as very complex [13]. The hockey players’ position in the field coordinates is an important informative clue for classifying possession incidents [14]. However, detecting hockey in images is extremely difficult because the puck is very small and moving rapidly. The hockey player’s color and shape can be blended into the background due to movement confusion [15]. Identifying targeted players is one of the most important moves to obtain trajectory information. Although in-depth learning methods have been commonly used for object detection, player detection is more complicated due to gaming’s complex nature and the slim distribution of players from wide-ranging recordings [16]. Like many other data scientists, Gregory places a high value on teamwork. They might track win-loss percentages or runs batted in. The figures might be the number of games played without an injury or the number of goals scored per hour spent on the field. Professional athletes aren’t the only ones who benefit from technology that keeps track of those numbers. Various player-tracking experiments have been applied using non-intrusive methodologies. Two calibrated cameras have been used to monitor the players’ position in an auxiliary training medium [17,18].

Identifying group interactions in sports is often complicated because of the players’ diverse dynamics and engagement. This work has developed an action feature model for teaching and training sports disciplines using computer image processing and web 4.0-based multimedia database technology, which provides a scientific background and action examples. Many studies on the subject have been conducted, and some of which may be found here. This thesis proposed a deep learning model for puck possession ice hockey events. Our model comprises three different stages: extraction, features aggregation, learning, and inference. The proposed use of a CNN, trailed by the Fusion Model, for extraction and aggregation of features to isolate and combine various features, including handmade homography for camera information encoding. The output is then transmitted from the CNN through a time extension and case classification. The proposed model extracts the background information from and homographic characteristics of the frame. Incorporated by a pre-trained model and team pooling, the different strengths and interactions between players. Only the player’s position on the image and the cryptographic matrix are required in our model.

In intention to facilitate athletes improve their sports technical activity, human-centered may give a reference for the study and mastering of sports technology to increase the quality of sports technology. To track the overall technical action of athletes and compare the actual image to the image calculated, the standard used a variety of human-centered artificial intelligence technologies in article.

A hockey rink is where the game of ice hockey is played. Every team has six players on the ice at any one time, one of them is the goalkeeper, and they are all wearing ice skates during normal play. The idea of the game is to hit the opposing team’s net with a hard composed of the porous disc, known as the hockey, at the other end of the rink. Passing or shooting the puck requires players to utilize their sticks. In most cases, players may guide the puck to any part of their body save for a few restrictions. In the offensive zone, players cannot retain the puck in their hands or pass it to teammates using their hands. Each act or direction of the player does not require a distinct annotation, greatly simplifying the machine input. Experimental findings show our model with far more straightforward entries than the previous work, showing positive results in these challenging datasets.

The main contribution of the article is as follows:

  • Using human-centered artificial intelligence to design the Convolution Neural Network-based Real-Time Image Processing Framework (CNN-RTIPF) model for ice hockey activity classification.

  • Using ReLU layers to evaluate the mathematical model of the CNN model.

  • Field training may provide immediate outcomes and feedbacks because of the need for training to be completed promptly.

  • The experimental results have been implemented, and the proposed model outperforms other current models in terms of classification accuracy, detection ratio, error rate, and F1 score ratio.

2 Objectives

Activity detection in sports may be a difficult problem because of the quick dynamic interaction between participants. CNN-RTIPF is suggested in this work. A new Ice Hockey Sports data set was created since there are no field Ice Hockey Sports data sets available. The reliability of the proposed CNN-RTIPF has been tested using the optimization parameter. The human-centered artificial intelligence-based Web 4.0 will continue to evolve in order to enhance the algorithm for movement recognition and train the system for additional routine activities.

The remaining sections of the study are structured as follows: Sections 1 and 2 describe the introduction and associated studies on sports classification. The CNN-RTIPF model was proposed in Section 3, and experimental results were obtained. Finally, part 4 brings the research paper to a close.

3 Related works

Pareek and Thakkar [19] described human action recognition (HAR) video-based human activity. Public data sets used for HAR are discussed in this research. These HAR applications include content-based video summarization, human–computer interaction, education, health care, surveillance and abnormal activity detection, and sports and entertainment. The study of action recognition approaches is included. A look into HAR’s issues and plans is the focus of this study. The overall structure of an action recognition task, which includes feature extraction, feature encoding, dimensionality reduction, and action classification, has been explored.

Nadeem et al. [20] deliberated the entropy Markov model-based sports activity recognition for Automatic human posture estimation. This new A-HPE approach uses a saliency silhouette detection, a robust body parts model, and many dimensions of full-body silhouette signals to identify human behavior intelligently. The findings exceeded previous statistical state-of-the-art approaches with greater body parts detection and identification accuracy for the four benchmark datasets. There are a variety of applications for the suggested technology including 3D interactive games and virtual reality and security monitoring.

Kerdjidj et al. [21] suggested an efficient automatic fall detection system (EAFDS) utilizing compressed sensing and wearable sensors. The system depends on a wearable Shimmer system for transmitting a few inertial signals to a device via Wi-Fi. The compressive sensing system maximizes the transmitted data’s size and decreases energy consumption. We began to build our data from 17 subjects that performed the movement in this perspective. A technique for explaining individual predictions called local interpretable model-agnostic explanations approximates any black-box machine learning model with a local, interpretable model. The original data points can then be explained using the newly trained explanation model. It’s a method that can accurately explain the predictions of any classifier or regressor by approximating them locally with an interpretable model. It serves as an “explainer,” providing explanations for predictions made based on each data sample. Then, we examined three distinct systems: one that predicts the absence or presence of the fall, one that predicts static or complex motions like fall and identifies the fall, and six other activities of daily livings.

Hu et al. [22] proposed Dynamic Time Warping (DTW) for Basketball Activity Classification Based on Upper Body Kinematics. Experimental research involved 10 contestants, including 10 seasoned and 10 beginner performers. In their Basketball years, the seasoned and beginner players varied. Kinematic acts have included four basketball runs, shooting, moving, dribbling, and slacking. The findings reveal that the proposed model can achieve high accuracy and efficiency in classifying different basketball moves. This model can achieve accuracy, recall, and precision up to 98.4, 98.3, and 99.4%, correspondingly employing the hand acceleration resultant.

Ahmadi et al. [23] discussed the Random Forest and Logistic Regression (RF-LR) classifiers for Physical Activity Classification using Raw Accelerometer Data. Using the raw acceleration signal information, the model categorizes physical activity into five large classes utilized in earlier studies of classifiers’ production, thus enhancing the comparability of studies in other demographic groups and various accelerometer placements. The present research results complement the increasing literature supporting the machine’s classification behavior in children and youths. Running, jumping, throwing, and strolling are all examples of competitive sports in athletics. Racewalking and cross-country running are two of the most frequent sports contests in the United States. The race is won by the athlete who gets the highest or farthest measurement in the fewest tries, while the leaps and throws are won by the athlete who gets the highest or farthest measurement in the fewest attempts. Since the activities are straightforward and there is no need for costly equipment, sports is one of the most popular games in the world.

Sheng et al. [24] introduced supervised machine learning (SML) for classifying physical activities. The tests’ findings revealed that various placements and testing modalities did not influence the SML algorithms’ efficiency. Vector support machine has been effective in all monitoring modalities (around 89% accuracy rate). In the meantime, the GT9X was not better than the GT3X + in both hip and thigh placements, and its total precision (two display units) was not better than its accuracy in the single-mode (one monitor).

Based on the survey, there are several issues in the existing model for sports classification. In this study, the CNN-RTIPF model has been proposed for ice hockey players’ activity classification. The following section discusses the proposed model briefly.

4 CNN-RTIPF

Recognizing ice hockey activities utilizing computer vision poses challenges because of bulky equipment and insufficient image quality. Human-centered artificial intelligence-based web 4.0 has been extensively utilized in several sports applications. Hockey’s enhanced physical strength can help to reduce injury risk, strengthen bones connective tissues, and increase muscle mass. These elements work together to create a healthier, stronger body that is less prone to injury and performs better in general. Hockey improves cognitive function while also lowering anxiety. Overall, exercise is a fantastic way to improve your mood. Hockey promotes positive body image, positive communication, and winning (and humbly losing) attitude. New visuals determined by measuring, such as unrestricted video generation and anticipating shot position and broadcast camera angle planning, have been added to the growing list of applications. The availability of artificial intelligence models has been suggested to evaluate the performance of athletes in professional sports. Action recognition in sports is repeatedly multifaceted task resulting from the prompt complex interaction among performers. As a result, trainers are looking for several ways to increase the performance abilities of sportspersons. It is incredible to recall and understand all the player’s motions and activities at the end of the match. The trainer can engage that data to train their performers to enhance probable mistakes. Consequently, a performance analyst is called a nota national analyst. It proceeds the role by recording the whole events, gathering information like determining the athlete’s actions, motion, a particular activity period, and presenting those critical outcomes to trainers. Later, trainers will use this information to train their performers and enhance their performance levels. Yet, it is substantial troubling for the performance predictor to physically interpret every action to recognize the movement being achieved by the performers. Research focuses on how human-centered artificial intelligence technology may improve sports skills inactive applications and evaluates the role of technology in sports training and essential approaches and functional needs of the technology in promoting sports abilities. Using web 4.0 and physical training shows that the athletes’ mastery of instructional material and strong technical motions may be improved by combining the two. This technology is worthy of promotion based on certain sports characteristics and the coach’s demands for sports monitoring and analysis system customization to accomplish the standard of athletes’ movement and eventually develop the players’ sports abilities. Hence, the human-centered artificial intelligence-based ice hockey sports classification system with web 4.0 is suggested to identify the sportsperson’s action on the hockey pitch automatically.

Hockey is a physically demanding sport. The game is extremely difficult due to this cruelty. Hockey players are taught to fight through discomfort and their opponent from when they are young. Hockey is an emotionally draining sport that encourages aggressive, violent behavior. Sports actions captured by computer vision or machine learning can be used for sportsperson detection and tracking, tactical analysis, pose estimation, and motion analysis. As a growing user base utilizes wearables for sports, academic research has started focusing on such technologies’ human aspects to understand their influences on sportspersons’ performances and progress more efficient interaction approaches. Specifically, a human-centered artificial intelligence-based ice hockey sports classification system with the Web 4.0 community has shown a growing interest in studying wearables in the sports domain: sportspersons have characteristic requirements that must be understood in depth to make technologies proficient in being incorporated into their situated practices.

Figure 1 shows the rink for ice hockey. Ice hockey is a fast-paced team sport in which two teams of skaters compete to score a goal by shooting a puck into their opponent’s net. Though hockey sports are captivating to watch, utilizing analytical methods to evaluate athletes’ performance is still early because of low scores and complex dynamics. Assessing individual performance and involvement in the team’s total performance is the main challenge in sporting analysis. Hockey is a sport played on ice wherein two teams will play against each other in a two-legged match. High-speed ice skating is performed by participants who use ice skates on their feet. They have hockey sticks in their hands and use them to push, shoot, or pass a puck across the ice. Goaltenders try to prevent the other team from scoring by putting the ball in the net. Ice hockey is intricate from a spatial–temporal perspective, the most respected data are trajectory monitoring information, which encodes critical data on performers’ activities and targets.

Figure 1 
               Ice hockey rink.
Figure 1

Ice hockey rink.

Using a model-based tracking approach the geometry of the moving object may be modeled, and afterward, the modeling is tracked in the sequence picture. Researchers often employ three models to define moving objects when modeling them: the linear model for implementing human body tracking. Because the quality of the target object’s contour model determines how accurate the tracking method is it is known as a model-based tracking algorithm. Tracking automobiles on the road is made easier, and deformation of non-rigid moving targets is almost unavoidable. When it comes to creating a geometric model, it is really difficult. It uses a priori knowledge of motion to determine how you monitor a particular human motion. Tracking a video with a motion probability model has a few issues (1). A striking difference can be seen in the model’s 3D position. When the dynamic motion model is applied to anticipate the beginning value or search range, it may yield an accurate location.

In contrast to general human motion, athlete’s weightlifter is a particular human motion action. Compared users may utilize past knowledge about weightlifting motions to correct the blockage produced by lack of information.

The current time is set to extract the contour points for the s j , and the matching library of the contour point preservation is t j . Furthermore, the projection position of the joint is saved in the library I l , and the projection position of the joint point at the current time I l ’is required. In this case, a two-dimensional deformation function is required:

(1) E ( y ) = [ E y ( y , x ) , E x ( y , x ) ] .

As shown in equation (1), two-dimensional deformations function has been described. Where I l = E ( I l ) is derived from the contour’s joint points in the same function. The matching link between the TPS movement coefficients and the contouring locations is calculated in the TPS (thin-plate splines). TPS is a radial basis function-based interpolation function. As a numerical height field functional on the XY plane, it is defined as follows:

W = E ( y , x ) ,

(2) e = argmi n e j = 1 l w j e ( t j ) 2 + φ F ( e ) .

Satisfy the distortion energy where E ( y , x ) in as far as feasible via the control point ( s j , t j ) :

(3) F = ω 2 w y 2 2 + 2 2 w y x + 2 w y 2 2 d y d x .

The standard expression for TPS is

(4) e ( y , x ) = b 0 + b 1 y + b 2 x + j = 1 l c j . θ ( ( 1 , y , x ) t j ) .

A radial basis function is defined as θ = O 2 log O for the TPS interpolation control point t j ( 1 , y , x ) . A temporal alignment approach is necessary to use a conventional important quality parameter in the database that does not match the conventional projection. The contour sequence is matched to the collection, and the Hausdorff distance is used to decrease contour extraction error and the influence of shot angle. Extracting the contour sequences and comparing them to a library of other contour sequences

Figure 2 shows the proposed CNN-RTIPF model. Compared to conventional neural networks, the CNN has sparse interactions among the output and input units, which are attained utilizing kernels lesser than the inputs. Such kernels permit us to distinguish small, semantically sensitive features, inhabiting a less number of pixels. With the constraint-sharing process, such kernels realize higher NN training performance, which results in good predictive efficiency, consumes less time, and needs lesser memory consumption. The equal variance of convolution layers allows learning the location of an assured feature in the input image, which can be effortlessly predictable even when their location modification. The method suggested in this study aims to establish and assess a framework based on a CNN to identify sports actions in videos and the classification of images. This model can deliver data on which features are appropriate to be measured. It is checked to see if the increasing number of used streams aligns with the intensification assessment metric value. Big data analysis technology, for example, can assist coaches and athletes in analyzing prior training and competition sports behavior, as well as assess the athlete’s movement and physical state and change the athletes’ training activities to better their competition. The suggested model has four stages: high feature extraction, high-level feature weight calculation, CNN architecture, and classification. First, a feature descriptor-generating approach extracted the video frames. As a result, each generator’s output is linked to high-level features. Because of its raw frame, the red green blue (RGB) frame does not necessitate the employment of a generating algorithm. The weight vector generated by the CNN decreases the requirement of unambiguous feature engineering, and it can create an approach more independent.

Figure 2 
               Proposed CNN-RTIPF model.
Figure 2

Proposed CNN-RTIPF model.

Figure 3 demonstrates the human-centered artificial intelligence-based sports categorization system based on web 4.0 data. Data collected through digital 3D motion tracking of a person’s body are used to build a human-centered artificial intelligence-based sports categorization system based on web 4.0 data and real-world movements. The trampoline technique’s three-dimensional simulation develops whole teams of technical action choreographers. It is bolstered by the human movement concept of verification analysis methodologies. A hands-on training intervention with a stronger direction replicates the sequential action screen. The system has two important components: the so-called standard procedures and the simulation of action and training. Coaches and officials will benefit greatly from its ability to provide them with graphical and quantitative information. As a result, a design strategy for coaches and referees is needed. Splicing motion editing methods such as editing and creating customized standard procedures are all part of this system’s implementation of the migration map. Athletes’ body parameters are needed to decrease the gap between simulation results and reality. Based on posture parameter characteristics, the budget parameters for human body inertia validate the simulation findings. Trainers used simulation findings and real training athletes to validate typical actions in practical training. Athletes will be able to better understand their strengths and weaknesses through the use of new technology. An orthogonal projection camera model, which can recognize and manipulate the 3D virtual scene’s camera parameters, is used in this research to determine camera parameters from the athletes’ training video. Coaches may use simulations to guide sports training by comparing them to the real motions of players.

Figure 3 
               Human-centered artificial intelligence-based sports categorization system based on web 4.0 data.
Figure 3

Human-centered artificial intelligence-based sports categorization system based on web 4.0 data.

Figure 4 shows the CNN model. A series of RGB color frames are provided as input to the network. Every frame is fed as input to distinct convolution layers. Altogether the convolution layer shares its weight. Rectified Linear Unit Layers (ReLU) is utilized as an activation function and located at the output of the CNN layers. The convolution part has four layers; the first layer contains a features map with a receptive field and is trailed by max-pooling with strides. The size of the playing field determines the difference in equipment between indoor and outdoor field hockey. The outdoor field is 100 yards long and 60 yards broad, about the same size as a football field. Each squad can include as many as 16 players. The length of the indoor hockey field is between 40 and 50 yards, with a width of 22 yards. The indoor team consists of only five or six players. Because of these differences, each sport requires a somewhat different stick style. The following three layers are various dilated convolutions layers that describe the context modules. The network is trained relationships among sportsperson activity series and their neighboring environmental context to resolve the athletic classification issue.

Figure 4 
               CNN Model.
Figure 4

CNN Model.

Human-centered artificial intelligence approaches such as skin color, look, mobility, and skeleton are covered in this section 3D Models are also discussed. The hand is tracked with a web 4.0 camera while wearing a glove marked with various colors. 3D Objects can be zoomed in and drawn on with virtual keyboards thanks to this method of communication. It is possible to extract a geometric model of the hand’s shape thanks to the colors on the glove, which allow the web 4.0 video camera to supervise and identify where the palm and fingers are. The benefits of this technique over the sensor data glove are its easiness and use and relatively inexpensive. However, it is still necessary to wear colored gloves when interacting with artificial intelligence that is centered on humans.

The convolutional network layer is vital in DL spectacles of NNs that produce the feature map subjected to the classification layer. It contains kernels that slide over input frames, making the output called feature maps. This study executed matrices multiplication trailed at every location on inputs by incorporating the outcome. The output feature maps are expressed by:

(5) M y r = M y r 1 K y r W y r + 1 ; M x r = M x r 1 K x r W x r + 1 .

In equation (5) where ( M y , M x ) is the height and width of the output feature maps of the final layer and ( K y , K x ) denotes the kernel size, ( W y , W x ) describes the number of pixels bounded by the kernels in vertical and horizontal directions, and indices r denote the layers, i.e., r = 1 . Convolutional is employed on input feature maps and kernels to get output feature maps that are expressed by:

(6) Y 1 ( n , m ) = ( I * R ) ( n , m ) .

As shown in equation (6) where Y 1 ( n , m ) is a 2D output feature map determined using convolving the 2D kernel R of size ( K y , K x ) and input feature maps I . The operator * is utilized to signify the convolution among I and R . The convolution operation is articulated by:

(7) Y 1 ( n , m ) = q = K y 2 p = + K y 2 q = K x 2 p = + K x 2 I ( n q , m p ) R ( q , p ) .

Five CONV layers have been used in the suggested model with ReLU Layers and the response regularization layer to extract the full feature map from the input frame to train the data set with high accuracy.

Figure 5 shows the action classification. Our model is a five-layer network with three hidden layers. Every hidden layer consists of 1,000 nodes, which use a ReLU activation function. The initial hidden layer and the remaining layer are fully connected. Temporal-variance learning looks ahead to the succeeding target, and the memory cells trace back to the start of plays (the final control modification).

Figure 5 
               Action classification.
Figure 5

Action classification.

In the following phase, this article applied the ReLU layers activation function to every trainable layer to strengthen our networks using building them non-linear. These layers properly account for the non-linearity. People assemble in sports facilities such as stadiums, gymnasiums, spas, boxing rings, swimming pools, ice skating rinks, and other similar venues to work out or participate in sports, all enclosed spaces for physical exercise or athletic competition. Because they are the powerhouse of sports, facilities, and equipment are essential for competitive and recreational sports and the marketing of sporting activities. It is employed over output feature maps produced from the convolution layer. The usage of tan h ( . ) and the ReLU Layers activation function saturate the non-linear gradient descent in the training period. tan h ( . ) is stated by:

(8) Y 2 ( n , m ) = tan h ( Y 1 ( n , m ) ) = sin h ( Y 1 ( n , m ) ) cos h ( Y 1 ( n , m ) ) = 1 + 1 e 2 * Y 1 ( n , m ) 1 + e 2 * Y 1 ( n , m ) .

As inferred from equation (8) where Y 2 ( n , m ) is a 2D output feature map after relating tan h ( . ) on the input feature maps Y 1 ( n , m ) , which is attained after passing via convolutional layers. The value in the last feature maps are determined after spread over the ReLU layers function as follows:

(9) Y ( n , m ) = 0 , if Y 2 ( n , m < 0 ) Y 2 ( n , m ) , if Y 2 ( n , m 0 ) .

As derived in equation (9), where Y ( n , m ) is determined by converting the negative value into 0 and returns similar values on getting any positive values. This article encompasses the ReLU layer in our suggested model since deep CNN trains faster when integral with the ReLU layers.

Figure 6 shows the max-pooling layer. The maximum pooling layer application on the activation output for down-sampling the pictures is established. A pooling layer is comprised in the suggested framework after the initial and subsequent convolutional layer and then after the fifth convolutional layer to reduce the spatial sizes of every frame to decrease the cost of the suggested model. The noun that cannot be counted (often used as a noun) hockey is an outdoor sport in which two teams of 11 players compete to score goals by hitting a small ball with long curved sticks. [British] She was a member of the national hockey team. Hockey is supposed to have originated from the French term hoquet, which means “curved shepherd’s hook.” Hoque, a French ball and stick field game, was transported to England and played on occasion. The pooling task generally is an average of or selects the high values for every image's louse. In the suggested research, pooling has been applied to utilize the high values against every slice as this study determined good outcomes in these settings.

Figure 6 
               Max-pooling layer.
Figure 6

Max-pooling layer.

Response Standardization is executed after the first two sessions to decrease the suggested network’s trial error rate. This layer standardizes input layers within networks, accompanied by the input of the whole network. Standardization is executed by:

(10) M e , p y = a e , f y z + β i = max 0 , y c 2 min ( T 1 , x + c 2 ) ( a e , f y ) 2 δ .

As derived in equation (10) where M e , p y denotes the standardization of action M e , p y of the neuron, calculated at positions ( e , f ) with kernels l . T indicates the overall range of kernel within the layer. z , c , β , and δ are the constant hyperparameters, and their value is attuned by relating validation sets, correspondingly. Soft-max is a classifier on top of the extracted feature. After executing five sequences of the convolution network layers, the output is fed to the Soft-max layer for multi-class classification that supports identifying the classification likelihoods. The final classification layer then utilizes these likelihoods to categorize the frame into medium, long, closeup, and crowd/out-field interpretations. The goal is to maintain trust in classification while encouraging a diverse range of athletes to participate. To accomplish this, the Code outlines policies and procedures that apply to all sports and establishes principles that all para-sports must follow. Sports can be divided into categories based on the type and intensity of exercise performed, the risk of bodily injury from collisions, and the consequences of syncope. There are two types of exercise: dynamic (isotonic) and static (non-isotonic).

When utilizing a classification in a particular field, it is frequently not sufficient to attain only the data in which last class examples belong (e.g., to discover which game is exposed in the image) and to discover why a particular example is classified in this class (e.g., which are the pointers that intensely denotes an exact sport). Considerate the constructed model subsidizes to higher confidence in the model prediction. Different interpretive approaches have been established to predict probable errors, perceive model behavior, and determine the decision expressively. In its interpretation, Local Interpretable Model-Agnostic Explanations concentrate on every example distinctly (termed local explanations). The outcomes of the separate occurrence explanation are determined by sampling its neighboring inputs and constructing sparse linear models depending on these inputs’ forecasts. The feature comprised in these models, for which a maximum value of the coefficients is computed, in this case, reflected more significance for decision-making. The major objective of the Local Interpretable Model-Agnostic Explanations approach is to deliver interpretive depictions for black-box classifiers. When categorizing pictures, the Local Interpretable Model-Agnostic Explanations offers one or more pixel areas, representing parts of a picture consisting of features. The picture can be categorized into one of the probable classes. For its process, Local Interpretable Model-Agnostic Explanations requires an applied classifier function that proceeds classification likelihoods for a probable class list. When this study defines the progression stated earlier of producing a clarification with equation (11), y denotes an individual occurrence for which thus study determines an explanation. At the same time, h denotes a model from a set of probable explanatory model H :

(11) arg min h H K ( f , h , π y ) + Ω ( h ) .

The model to be clarified is signified with f while π y symbolizes the likelihood distribution around y . Ω ( h ) indicates how dynamic it is to interpret the model h , which reduces an interpretive model to be as understandable as probable. K ( f , h , π y ) represents how related the values of linear models h are to the value of the constructed model f at the location stated by π y . To better elucidate a classifier, this study wants to keep these values to the smallest. When inferring image classification, the pixel can be clustered into superpixels and the forecast is distributed between them.

(12) h ( z ' ) = Φ 0 + m = 1 N Φ m z m ' .

As discussed in equation (12), where h denotes the model to describe, z ' { 1 , 0 } N is a simplified group of features or feature, N is the extreme coalition sizes, and Φ m indicates the value feature provenance for a features m . Properly, the individuals of the CNN generated resolutions can be obtainable as a vector:

(13) y j ( t ) = ( y j , 0 ( t ) , y j , m ( t ) ) , for j = 0 , M q 1 .

As shown in equation (13), where every component of the resolution is an actual value in the interval y ( t ) j , 1 [ 1,0 ] . This vector must be mapped to appropriate hyper-parameter values consistent with equation (13) for this vector to signify probable resolutions. The accuracy of identifying ice hockey athletes and teams in a sport is essential to monitoring distinct performers and team tactical decisions. Coaches and other experts have thus become valuable roles. Hockey is thus a fluid sport because of its dynamic condition and the constant replacement by both sides, which lets performers take different roles during a game. The CNN model is meant to detect distinct ice hockey players, and the color of the identified players’ uniforms is derived here to help distinguish team affiliations. Our design draws the most troubling results, including the Phase I audience and advertisement bars, into identifying the targeted players in stage II and refining the individual players’ correct detection, recall, and average accuracy with independent data collection. Our player recognition model attains high accuracy for the self-created data set compared to state-of-the-art methods. According to [25], images were found by doing internet searches. An image detector user created was used to scan the photos. To avoid image bleed-through across the train, test, and valid data sets, users deleted any duplicate photos. In order to save space, all images were scaled down to an aspect ratio of three times their original size before being saved as jpgs. Figure 7 shows the classification of the accuracy ratio (%).

Figure 7 
               Classification accuracy ratio.
Figure 7

Classification accuracy ratio.

A two-stage cascading CNN model for identifying ice hockey players in ice-hockey sports is introduced in this article. Stage I of the cascaded framework perceives the targeted actors by filtering the most disturbing data, like the audience bars and the sidelines. In contrast, Stage II includes thorough data like body position overlap areas triggered by competitor motion and both teams’ uniform colors to refine this result further. A DL framework has been used to quantify the players’ distribution of aspect ratios based on the training information to derive the required bounding box for solving the difficult situation in which players show different postures. The regions that include the uniforms of the detection players will be clipped. The delivery attributes of the uniform colors are shown in five color networks, preliminarily separated by statistics of the uniform color characteristics to identify the squad membership. Hand gestures are a versatile mode of communication that provides an appealing alternative to the clumsy interface devices commonly utilized in human-centered artificial intelligence. However, it still has limits in unfavorable living conditions, such as when hand movements alter, lighting changes, or the complex background. As a result, this research provides a method for identifying motions from a camera image using a CNN. To achieve robustness, the skin model and background removal are employed to obtain the training and testing data for the CNN. The suggested system achieves high specificity and reminders for distinct players and teams with the test data collection. Figure 8 shows the detection ratio (%)

Figure 8 
               Detection ratio.
Figure 8

Detection ratio.

Our model’s efficacy in detecting ice hockey players is confirmed by competition with other cutting-edge detection models. Therefore, our two-stage cascaded model CNN is specifically intended to predict performers and teams in ice hockey sports, identify personal trajectory information for sportspersons’ performance assessment, and recognize defensive and offensive team patterns that help in the conclusive decision-making. The last fully linked image layer has a loss function, and the network is educated by optimizing objective features and weight update to acquire visual features from the image. The network estimates output in advance based on the actual weight over the training process, reducing the error from the output back to the network and adjusting network weights measures the error and the loss gradient. Figure 9 shows the Error rate (%)

Figure 9 
               Error rate.
Figure 9

Error rate.

An end to the hockey video scene and incident recognition with CNN and precision in deep transfer learning is proposed. In 3D space, users can see the various functions derived from the CNN model. To prevent the overfitting of the model, transfer learning has been applied. A recent data set for the Ice hockey Video Scene and Occurrence involves the description of video images. Summarization of sports video is proposed by understanding space-time learning with 3D CNN and profound learning using precision tuning. Residual Network-based CNN is used for video clip feature extraction and proposed and presented a 3D CNN-based multi-label HAR framework to summarize sporting videos of sports hockey and more than ten classes. Techniques such as redesign, standardization, window, and sequence marking have been used for pre-processing data. The assessment data collection includes grey videos filmed with a static camera location. Thus, the experimental outcomes demonstrate that the CNN-RTIPF is higher than other methodologies; F1-Score is the best. The F1-Score ratio is depicted in Figure 10 (percent).

Figure 10 
               
                  F1-Score ratio.
Figure 10

F1-Score ratio.

The CNN models were used to create deep learning technologies for object detection in the player’s detection activities. The CNN-based approach has been suggested to identify plays on transmitted video streams and gain a precision rate with image transformation robustness. To detect ice hockey players and field balls for further identification of the game. CNN-based approaches provide many benefits for extracting features, and cascaded CNN are the most powerful player detection algorithm. However, future research needs to improve, such as recognizing athletes with extensive aspect ratios and accurate team classes in physical contact. The current model can extract tracking data from players for other group hockey-like sports, such as free-kick and field hockey. Figure 11 shows the Precision Ratio (%).

Figure 11 
               Precision ratio.
Figure 11

Precision ratio.

The national health strategy relies heavily on the ice hockey physical training and movement measurement system. Promoting physical training and movement measurement based on human-centered artificial intelligence with web 4.0 is essential to improving sportspeople’s performance. Web 4.0 is being utilized in physical training and recording physical activity in this technology age. A human-centered artificial intelligence with web 4.0 makes up this (HCAI-Web 4.0). The HCAI-Web 4.0 recognizes the data needed by sportspeople. Using an HCAI-Web, 4.0 platform, we get data from the cloud and analyze it with artificial intelligence. Wearable technology allows students to train themselves without the assistance of a physical instructor. Table 1 shows the health management ratio (%) .

Table 1

Health management ratio (%)

Number of sportsperson EAFDS DTW RF-LR SML CNN-RTIPF
10 35.2 64.3 55.1 51.1 77.2
20 36.1 68.5 56.4 56.4 83.3
30 37.9 73.4 57.5 57.6 81.2
40 38.7 64.6 58.3 59.3 84.5
50 42.5 63.8 62.5 48.8 83.7
60 46.4 65.2 66.4 46.9 86.8
70 51.8 59.1 61.6 48.1 91.6
80 57.5 61.7 67.2 50.4 92.4
90 66.4 62.9 66.3 51.8 92.8
100 68.3 66.2 66.1 54.2 93.5

AI-simulation web 4.0 technique revealed that it could gather and educate students independently. Data from sporting competitions have been mined using Web 4.0 data-sharing protocols. Web 4.0 data may be used to get relevant information from human-centered artificial intelligence, allowing coaches to conduct their physical learning and preparation with more difficulty, assisting them to create strengths, and avoiding weaknesses while boosting competitive skills and plans.

The proposed CNN-RTIPF model with human-centered artificial intelligence with web 4.0 enhances the classification accuracy ratio, detection ratio, error rate, F1-score ratio, and precision ratio when compared to other existing EAFDS, DTW, RF-LR, and SML approaches.

5 End notes

This study presents the CNN-RTIPF method for ice hockey player’s activity classification with human-centered artificial intelligence models. The sports activity image classification can be comparatively accurate to determine the players’ position in the image. An image classification model with a human-centered artificial intelligence model has been suggested to address the inadequacies of traditional image detection approaches. Superpixels are used for extracting the high-level features of the picture via DL methods. In conclusion, a ReLU and the fully connected layer can improve local pixel markers’ continuity and consistency with the fully comprehensive condition classification outcomes. The outcomes demonstrated that the model proposed to improve the classification accuracy of 95.6%, the precision ratio of 98.7%, the F1 score ratio of 94.5%, a detection ratio of 96.6, and decreased error of 19.8% compared to other popular methods. In the future, progressive deep learning approaches will be utilized to attain good reliability.

Acknowledgement

The study is funded by the following grants: 2019 Heilongjiang Province Basic Scientific Research Business Expenses of Provincial Colleges and Universities – Research on the Fatigue and Physical Recovery of Ice Hockey Players in the Context of Preparing for the 2022 Winter Olympics (No. 135409339); 2019 Heilongjiang Province Higher Education Teaching Reform General Project – Innovative research on the training model of applied talents in physical education (No. 135409339); 2019 Heilongjiang Province Higher Education Teaching Reform General (No. UNPYSCT-2018110).

  1. Funding information: The authors state no funding involved.

  2. Author contributions: Yan Jiang: Conception and design of study, Analysis and/or interpretation of data; Chuncai Bao: Acquisition of data.

  3. Conflict of interest: The authors declare that they have no conflict of interest.

  4. Ethical approval: This article does not contain any studies with human participants or animals performed by any of the authors.

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Received: 2022-02-17
Revised: 2022-08-05
Accepted: 2022-10-14
Published Online: 2022-12-14

© 2022 the author(s), published by De Gruyter

This work is licensed under the Creative Commons Attribution 4.0 International License.

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