1. Introduction
Along the path of wisdom, a high body, being strong and fierce, proactive, fast, witty, and comprehensive and accurate, the evolution of contemporary basketball is developed in the direction of high acceleration, skill, and wisdom. On the one hand, in a basketball game, due to fierce competition in the arena, coaches and athletes often fail to complete technical and tactics scheduled before a game. Therefore, through the statistics of the game field, various rules can be found to reduce mistakes and win the game. On the other hand, in basketball teaching, training, and competition, circumstances of when technology should be used normally relies on coaches and athletes’ past experiences. In technical basketball training, basic knowledge of technical action is emphasized and the application ability of the athlete to perform the technical action training cannot be ignored. Nowadays, with the information technology revolution changing people’s lifestyles, computer technology is gradually being applied to basketball analysis. In the analysis of basketball technology, the overall data of basketball technical movements is also developing rapidly, and within these basketball databases, only part of the data is worthy of use and reasoning.
Moving target detection extracts the target from the video image stream in real time. As a key technology in video image processing, it not only plays a very important role in basketball, pattern recognition, and video coding, but is also the basis for various follow-up treatments such as basketball action data statistics, target classification, behavior understanding, etc. [
1,
2].
With a fixed camera, there are two methods for moving target detection: Background subtraction method and time difference method. The background subtraction method separates the foreground from the background according to the motion information to obtain relatively complete information such as the position, size, and shape of the moving target, but when the grayscale difference between the moving target portion and background is not large, the corresponding location may be missed by the detecting method. The results of the time difference and the background subtraction are combined (that is, both the time difference method and the background subtraction method are considered to be the moving targets), to detect the change target, and the moving target is obtained through complicated subsequent processing. However, the premise of using these two methods to detect moving targets is to obtain relatively complete and accurate motion information, which is often difficult to meet in practical situations [
3,
4]. In order to realize the integration of basketball action mode data and improve the efficiency of basketball action data processing, it is necessary to extract the action image effectively. This paper analyzes basketball action data, detects the basketball action data to be processed, reduces the background influence of basketball, decomposes the basketball movement data mode, and realizes the integration of basketball action pattern data. The basketball motion data processing method based on pattern symmetry algorithm is proposed.
3. Results
Experiments are carried out to verify the application effect of the basketball motion data processing method based on mode symmetric algorithm. In the basketball training of Sports University, the performance of the proposed method was analyzed. The experiment selected the basketball action data processing method based on data mining, the data processing method based on the big data processing platform, and the proposed method in this paper. The experiments tested three methods to deal with the time-consuming situation of different basketball action data. Basketball actions include in-situ shooting, three-step layup, ball break, personal defense, and basket throwing. Experiments analyzed different methods to deal with different numbers of basketball action data. The results are shown in
Table 3,
Table 4, and
Table 5:
It can be seen from the data results in
Table 3 that the basketball action data processing method based on data mining consumes less than 0.89 s of basketball action data when processing data volume is different. The average processing in-situ shooting, three-step layup, ball break, personal defense, and basket throwing action data are 0.61 s, 0.71 s, 0.69 s, 0.68 s, and 0.68 s, respectively, and the processing time is shorter.
The data results in
Table 4 conclude that the big data processing platform took longer to process when using the big data processing platform to process basketball action data. The average processing in-situ shooting, three-step layup, ball break, personal defense, and basket throwing action data are 2.37 s, 2.84 s, 4.64 s, 3.61 s and 3.40 s, respectively, and the platform initialization process took a long time. No significant effect on efficient handling of basketball action data.
The data in
Table 5 concludes that the basketball action data processing method based on the mode symmetric algorithm took less time to process basketball data of different data volumes. Average processing, in-situ shooting, three-step layup, ball break, personal defense, and basket-fighting action data are 0.09 s, 0.06 s, 0.12 s, 0.10 s, and 0.15 s, respectively, both lower than data mining and big data. The processing platform processing time was consuming, and the comparison results showed that the method had strong processing efficiency in processing basketball action data, and the practical application effect was good.
In order to further verify the accuracy of the method for processing basketball action data, it also took the basketball action data of the above-mentioned experiment as the research object, and simulated the accuracy of this method to deal with different basketball action data. The experiment selected a total of 300 basketball action data, including in-place shooting (34), three-step layup (52), ball break (74), personal defense (95), and basket throw (45). The correct number and ratio of three methods for handling different basketball action data are described in
Table 6,
Table 7,
Table 8, and
Table 9, respectively:
Table 6 data shows that the use of data mining technology to analyze basketball action data results in lower accuracy. The results of detailed analysis of the data show that the experiment processed a total of 52 three-step basket action data, with lower accuracy using data mining processing to get the correct number of processing, the average number of correct processing, and with ratios of 27 and 0.52 respectively. This method resulted in the highest ratio of the three-step basket action data. The method handled the in-situ shooting, ball-breaking, personal defense, and basket-scoring action data with correct numbers of 17, 29, 34, and 16, respectively, accounting for 0.49, 0.39, 0.35, and 0.34, respectively. The correct ratio of basketball action data was only 0.52, which indicated that the method was less reliable in dealing with basketball action data.
Table 7 data shows that the processing accuracy of processing data of different types of basketball action using the big data processing platform was at an intermediate level. The average correct rate of the method for in-place shooting, three-step layup, ball break, personal defense, and basket-shot data is 0.65, 0.64, 0.58, 0.67, and 0.58, respectively, which is better than the data mining method.
From the results of
Table 8 of basketball action data, it can be concluded that the method has a higher correct rate of processing basketball action data. In the process of handling three-step layup, ball break, and personal defensive basketball action data, the average correct rate is 0.99, which can basically handle basketball action data correctly. The correct rate of handling in-field shooting and basketball shooting data was as high as 0.96. The overall comparison data showed that the number and correctness of the correct processing of various types of basketball action data were far superior to the other two methods, indicating that the method has an excellent basketball action data processing performance. The experiment highlights the high performance of the method for processing various types of basketball action data, and the data results of
Table 7,
Table 8, and
Table 9 are depicted by the bar graph shown in
Figure 5:
From
Figure 5, it can be seen that the average correct rate of different types of basketball action data using big data’s treatment platform method is between 58% and 67%, and the accuracy rate of three-point basket scoring action data is 65%. The average correct rate of different types of basketball action data using the data mining method is between 34% and 52%, and the accuracy rate of the three-point basket scoring action data is 52%. The average correct rate of the different types of basketball action data by this method is between 95% and 100%, and the accuracy rate of the three-point basket scoring action data is 99.9%. The accuracy of this method is 34% higher than that of the other two methods, 9% and 47.9%, respectively. By combining the different actions, the average processing accuracy of basketball data in this paper is 96.8%. The average processing accuracy of basketball game data based on the data mining method is 43.8%. The average processing accuracy of basketball sports data based on the big data’s platform processing method is 62%, which shows that the method of dealing with basketball action data has high reliability.
Through statistical analysis, this method was compared with the method based on data mining and the method based on the big data’s processing platform to test students’ average difference. The formulas for calculating the average error of students’ basketball action are as follows:
In the formula,
is the student’s mean difference;
is the basketball score;
is the standard deviation;
is basketball action average error; and the
value determines whether there is a significant difference in
,
is used for decision, indicating the student’s average difference test output,
value depends on 0.05, when
, there is no difference; when
, the average difference is significant, as shown in
Table 9.
In this paper, the number of samples was less, and the average error in the experiment can be compared by the t-test method. As can be seen from
Table 9, it is not difficult to see the t-test value of the method and the two methods, the T-value is in a stable phase and is close to the normal distribution, so that the data processing of the basketball action of the method is good.
According to
Table 9, the
P values of the method in this paper are all less than 0.05, indicating that the method of this paper has a higher significant difference than the original method. The results show that the method in this paper is significantly different from the traditional method, and is an efficient method to deal with basketball movements.
4. Discussion
In this paper, the basketball action data processing method is effectively studied. There are lots of motion information in the basketball action image. How to extract the detailed basketball action from the basketball action image, and how to analyze the modality of the basketball action data to improve the accuracy and efficiency of basketball action data processing are difficult aims in the study of basketball action data processing. In order to improve the accuracy and speed of basketball action data processing, the article makes the following improvements:
1. Separating basketball movement target action and background by symmetric difference algorithm
When the basketball target moves faster, the displacement between the basketball action images is larger, and the time difference method results in a larger background area in the difference image due to the basketball goal. Therefore, it has greatly affected the accurate extraction of basketball goals and their characteristic parameters. The continuous three-frame sequence image can better extract the basketball moving contour of the intermediate frame basketball target through symmetric difference. This paper effectively improves the extraction accuracy of the basketball target motion by combining the symmetric difference algorithm and the organic set of background subtraction, which plays a better role in the post-processing of basketball action data.
2. Using ESMD to generate basketball action mode data
The Extremes Symmetric Mode Decomposition (ESMD) method is a development of the Hilbert–Huang transform. The method makes up for the inherent defects that the original algorithm screening time is difficult to determine, the decomposition trend function is too rough and so on. Not only can it intuitively reflect the time-varying amplitude and frequency, but it also clearly reflects the change of total energy. The time-frequency distribution map is more intuitive and reasonable, and it has unique advantages in the analysis of time-frequency changes. Based on a large number of statistical studies on the modalities obtained by the ESMD method, the advantages of the ESMD method are as follows:
The statistical normal distribution of mode frequencies and amplitudes is obvious when the amount of data is appropriate. From a statistical point of view, the skewness analysis and skewness analysis of its statistical samples also prove that its statistical distribution of samples can be treated as a normal distribution curve. From the perspective of analysis of variance, the trend of the change curve with variance also conforms to the characteristics of normal distribution. Estimates of the average frequency and amplitude are within the allowable range, so the average frequency and amplitude of the modal can be estimated by the number of extreme points. Mathematically, the estimated average frequency and amplitude can be used mathematically to estimate the change in mode. t can also be seen that the modality obtained by the decomposition of the ESMD method is considerable, and ESMD is more feasible in the analysis of basketball action data.