A wearable device-based framework for determining player effectiveness on the football pitch

Egbert Johannes Van Der Westhuizen, Dustin Terence Van Der Haar

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Citation (Scopus)

Abstract

In this paper we look at the impact of high intensity activities in a game of football on the fatigue levels of an individual. The aim is to track various biometric traits of players as they play by means of wearable devices. The data obtained needs to be used to classify the fatigue a player is undergoing into a set of predetermined states. We create a prototype system, based on a model that strikes a correlation between these activities. The data obtained from the wearable device is used to classify fatigue based on a set of pre-determined states. This state is used to create an automated management system that will allow managers to see which individuals are most suited to play at any given time in a football match to achieve the best result. The results proved that fatigue can be classified by analysing the biometric data captured by wearable devices. Automated decision making in terms of substitutions are possible with the classified states that were calculated.

Original languageEnglish
Title of host publicationProceedings of 2018 6th International Conference on Information and Education Technology, ICIET 2018
PublisherAssociation for Computing Machinery
Pages226-231
Number of pages6
ISBN (Electronic)9781450353595
DOIs
Publication statusPublished - 6 Jan 2018
Event6th International Conference on Information and Education Technology, ICIET 2018 - Osaka, Japan
Duration: 6 Jan 20188 Jan 2018

Publication series

NameACM International Conference Proceeding Series

Conference

Conference6th International Conference on Information and Education Technology, ICIET 2018
Country/TerritoryJapan
CityOsaka
Period6/01/188/01/18

Keywords

  • Big data
  • Biometrics
  • Fatigue
  • Football
  • Wearable devices

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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