ReSpo.Vision is an AI & Computer Vision-based optical tracking system which automatically collects player skeletal tracking data from any single camera recording of a sporting event.
Using immersive 3D visuals, the system allows the audience to unlock performance data and insights that weren’t before available like tactical or scouting insights with AR/VR.
Respo.Vision – a Polish-based start-up founded in early 2020 started by four founders – Pawel Osterreicher, Mateusz Szala, Wojciech Rosiński, and Łukasz Grad.
These four individuals have had combined experiences in data science, consulting and machine learning engineering, and believe AI can unlock a wealth of possibilities by capturing previously uncapturable player tracking data.
The company’s mission is to bring a new depth of analytics to sports using Computer Vision.
The product merges the immersive AR/VR world with the deep analytical environment that sports is, and the company specifically specialises in football.
They leverage bleeding-edge deep learning algorithms to automatically generate 3D skeletal tracking data from sporting events and analyse it with an unprecedented level of insight.
The technology system detects 3D positions of the ball and 50+ body parts of every player, in every video frame, using a single-camera video input (which can be any recording, present or past, a TV broadcast, or a training session recording). Fully automatically, for any game, with accuracy measured in centimetres, and without any wearable sensors or expensive pre-installed cameras.
The company are scaling up their clientele (among them clubs, leagues, federations, media, or sports data companies) and are doing so by offering an unmatched depth of knowledge in a scalable, and cost-effective way.
The technology is split into two different products: Data & Stats as well as Visuals which allow the audience a chance to choose how they want to experience the game.
This is how each work:
Data and Stats
– 2D & 3D Tracking data: Uses coordinates of players’ body parts & the ball generated from any match recording, even TV broadcasts with the option to view the game in either 2D or 3D.
– Physical data: Tracks accurate physical measurements, including speed, acceleration, body orientation, or motion types
– Game reports: 3D tracking-derived analytical summary of any game. Revealing unique metrics, including player zones of control, Team Compactness, Open Passing Lanes, Pressing performance, and more – all to power better tactical decisions
Visuals
3D Digital twin of football: Recreate any real-life game in a realistic, VR-ready 3D environment with unlimited camera perspectives and full immersion.
Matchday in the metaverse: Open the gates to the virtual stadium and use VR technology to teleport fans directly into the heart of the action for an incredible immersive experience.
Data visualisations & AR Add-Ons: Enhance the fan experience or aid the player coaching process with visualized stats & insights (e.g. tactical view, pitch control overlay).
How this technology can be used in Australia
Specifically in Australia, technology like this is severely underutilised at the top level and will be part of football in the near future, where Australia can get ahead of other Asian countries in this field.
An example to look upon is Melbourne Knights and their recent partnership with advanced data tracking system ProTrainUp who aren’t currently connected to any other club in the country.
More clubs in the country should follow in these footsteps and invest in immersive and analytical systems that give them a deeper understanding of the game, where the top European clubs first flagged as a big importance on improving on the pitch.
The founders in a recent interview with SportsPro also suggested that the system can be used by broadcast media companies to give their audience an enhanced viewing experience by allowing them to view advanced metrics, a feature that Australian football also lacks on its A-League broadcasts.
The company is truly revolutionising the AI sports realm with fans, clubs and the media being the target audience for this technology to shape the way we view and analyse football.