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Virtual Football Trainer
University of Michigan
Ann Arbor, MI
United States
Year: 2003
Status: Laureate
Category: Education & Academia
Nominating Company: EMC
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Immersive virtual reality simulations train football players to recognize quickly critical play situations and to react instantly to opponent's moves, inspiring a spin-off company that will market the technology to professional teams. |
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In American football, players must not only posses athletic skills. They
also need to be trained for the correct visual perception of an evolving play
situation and for the fast reaction to the movements of other players on
either team. These intellectual skills are often difficult to master and
require extensive field practice and game experience. Currently, players
need to memorize hundreds of schematic playcharts and translate these
two-dimensional drawings mentally into the situation on the field, where
they are confronted by fast moving, large-size, three-dimensional athletes.
The technology of immersive virtual reality offers new ways for the training
of these intellectual skills. Using a virtual reality CAVE, a trainee can be
placed at any location of a virtual football field and can be surrounded by
three-dimensional, full-size players that are computer generated and
animated for the simulation of a given play.
A CAVE is a room-sized cube (typically 10x10x10 feet) consisting of three
walls and a floor. These four surfaces serve as projection screens for
computer generated stereo images. The users entering the CAVE wear
lightweight LCD shutter glasses that provide three-dimensional stereo
viewing. The effect is so compelling that the walls and corners of the
CAVE are mentally blocked out by the human brain. The floor projection
allows three-dimensional objects (like virtual football players) to appear
inside the CAVE room and confront the user in a convincing way.
Through the surrounding walls, the CAVE provides ultimate immersion
and an extreme wide field of view. Peripheral vision is well supported and
important for orientation and the perception of movements that occur in
the periphery. These aspects of the CAVE are instrumental for the Virtual
Football Trainer and allow for the perception of a given play situation, the
correct estimation of distances, the awareness of the location of players
on either team, or the visual communication with the (virtual) coach on the
sideline.
The animation of 22 virtual players that move according to a given play
pattern requires animation experts and endless hours of hard work. Since
football players need to be trained for hundreds of plays and play
variations, the creation of these animations becomes an insurmountable
task. We developed a new approach as a solution to this problem.
Starting with conventional tools, the trainer (usually a coach) uses a
"Chart Editor" on a laptop computer to outline a new play in two
dimensions with symbols and arrows indicating the player's positions
and moving patterns. This chart serves as input to an artificial intelligence
algorithm that automatically creates the three-dimensional animations for
use in the CAVE.
This automatic process is at the heart of the Virtual Football Trainer. It
makes the application feasible and allows to create new plays in minutes
and play variations in seconds. It also provides a new tool for more
serious applications. Training applications that involve virtual humans like
combat simulations, training of squad teams for dangerous missions,
police deployment, or simulation of accidents that involve people have the
same problem. The virtual humans in these applications need to be
animated according to a given simulation script. Our artificial intelligence
algorithm can created these animations automatically from
two-dimensional charts.
The Virtual Football Trainer is not the product of a single person. A team of
dedicated students and staff contributed to this successful development:
Thana Chirapiwat, Mira Dontcheva, Bruno Janz, Lars Jensen, Denis
Kalkofen, Joshua Levi, Joon Young Park, Diganta Saha, and Lars
Schumann.
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The Virtual Football Trainer is presently a prototype application that is
ready for conversion into a commercial product. The prototype has been
tested intensively by football professionals. The benefits have been best
summarized by Tom Brady, former Michigan quarterback, as follows:
- Young players can go through countless repetitions of their own team's
plays and learn the hundreds of formations, motions and variations to an
offensive and defensive scheme.
- An opponent's tendencies can be programmed and the simulation can
be used to prepare quarterbacks and linebackers for anticipated
schemes in an upcoming game.
- Players can spend additional time in the CAVE to review simulated
defensive maneuvers, such as opposing blitzes versus pass protections,
over and over again.
- Coaches can use the Virtual Football Trainer as a priceless tool in the
off-season to train players. They can also visualize new plays to install in
their own game plans.
To make the application available to users without access to an
expensive CAVE system, we also developed a version that runs on the
World Wide Web and uses the VRML (Virtual Reality Modeling Language)
Standard. We envision for the future that "Monday Morning Quarterbacks"
can download the virtual version of a completed play, place themselves in
the position of the quarterback, and try their own version of this play.
The long-range benefit of this development is the potential use of our
artificial intelligence algorithms in other areas of national importance, like
combat simulations, training of squad teams and police forces, or the
simulation of accidents involving humans. As in football, visual perception
and quick decision making can be trained using the principles and
technologies developed in our application.
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The development of the Virtual Football Trainer used a broad spectrum of
information technologies, including three-dimensional computer
modeling, skeleton-based animation of virtual humans, real-time
computer graphics rendering of 3D environments, immersive virtual reality
techniques, artificial intelligence, VRML on the World Wide Web, and
more. Without these technologies, the application would not have been
possible.
We see our major contribution in the overall design of this training
application and, specifically, in the development of artificial intelligence
algorithms that convert two-dimensional sketches into fully animated
three-dimensional scenarios.
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The original idea for the Virtual Football Trainer was inspired by the Lloyd
Carr, head football coach at the University of Michigan. After finding initial
funding through a gift to our university, designing the entire system and
making it work was a tremendous task. It required original thinking and
the solution of endless problems.
A breakthrough came with the idea of automatically creating the
three-dimensional animations. According to our knowledge, this
approach has never been implemented anywhere. The University of
Michigan has filed a patent application for this aspect of the application.
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As soon as the Virtual Football Trainer project was publicized on our Web
site (www-VRL.umich.edu/project/football/), we received enthusiastic
interest from football fans and professionals. The media started to report
on this project and we could hardly handle the requests for
demonstrations. This is understandable considering the popularity of
American football. But we also received inquiries from other countries
asking for possible conversion of the application to European soccer,
Canadian ice hockey, and other sports.
Most important was the success in our search for funding that would
allow us to convert our current prototype into a commercial product for use
by the NFL, by college football teams, as well as in high school football.
Fortunately, several venture capital investors visited us. As of now, a new
company has been founded by football professionals with the goal to
bring our application to the market place. Negotiations with the University
of Michigan regarding a license agreement are in their final stages.
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The biggest challenge of the project was the automatic creation of an
animated play from a two-dimensional playchart. The movements of the
virtual players needed to be created on a dense time grid. Our algorithm
recognizes if a player is walking, running, stumbling, tackling, and
throwing or catching the ball. Using collision detection methods,
interactions between players that come close to each other are handled
properly.
The human visual system is very sensitive in recognizing movements of
other humans and can easily distinguish between realistic and artificial
animations. The best animations are based on motion-capture data, i.e.,
data that have been created by tracking the movements of a real human.
We did not have the resources for creating motion-capture files, but will
hopefully be able to do so in the future.
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