A Virtual Coaching Environment for Improving Golf Swing
Technique
Philip Kelly, Aoife Healy, Kieran Moran and Noel E. O’Connor∗
CLARITY: Centre for Sensor Web Technologies,
Dublin City University, Ireland
kellyp@eeng.dcu.ie
ABSTRACT
Keywords
As a proficient golf swing is a key element of success in golf,
many golfers make significant effort improving their stroke
mechanics. In order to help enhance golfing performance, it
is important to identify the performance determining factors
within the full golf swing. In addition, explicit instructions
on specific features in stroke technique requiring alterations
must be imparted to the player in an unambiguous and intuitive manner. However, these two objectives are difficult
to achieve due to the subjective nature of traditional coaching techniques and the predominantly implicit knowledge
players have of their movements. In this work, we have developed a set of visualisation and analysis tools for use in a
virtual golf coaching environment. In this virtual coaching
studio, the analysis tools allow for specific areas require improvement in a player’s 3D stroke dynamics to be isolated.
An interactive 3D virtual coaching environment then allows
detailed and unambiguous coaching information to be visually imparted back to the player via the use of two virtual
human avatars; the first mimics the movements performed
by the player; the second takes the role of a virtual coach,
performing ideal stroke movement dynamics. The potential
of the coaching tool is highlighted in its use by sports science researchers in the evaluation of competing approaches
for calculating the X-Factor, a significant performance determining factor for hitting distance in a golf swing.
Content Analysis, 3D Graphics, Data Visualisation, Golf,
Sports Performance
Categories and Subject Descriptors
H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems—Animations, Artificial, augmented, and virtual realities; J.m [Computer Applications]: Miscellaneous
General Terms
Design, Experimentation, Performance
∗
This work is supported by Science Foundation Ireland under grant 07/CE/I1147.
Permission to make digital or hard copies of all or part of this work for
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permission and/or a fee.
SMVC’10, October 29, 2010, Firenze, Italy.
Copyright 2010 ACM 978-1-4503-0175-6/10/10 ...$10.00.
1. INTRODUCTION
Golf is a precision sport played by 10-20% of the adult
population in most countries [11]. An accomplished golf
swing is a key component of success in golf. As such, many
amateur players spend a considerable amount of time and
effort perfecting their golf stroke mechanics – hoping to create more accuracy, consistency and distance in their swing.
However, in order to swing a golf club effectively involves
precision complex motor activity condensed into a short
space of time. In addition, a tremendous amount of golf specific strength, flexibility, co-ordination, balance and stability
is required. In order improve a golf swing, all the faults in a
player’s stroke dynamics must be both identified and eliminated – starting with larger faults in technique, and finally
fine tuning to remove smaller issues. However, these two
complementary objectives of identification and elimination
are difficult to achieve in practice.
Take for example, the studies of Vic Braden, a tennis
coach to some of the greatest players in the history of the
game, into what makes a professional tennis player’s forehand stroke better than that of amateurs. In [10] Braden is
quoted as saying that “Almost every pro in the world says
that he uses his wrist to roll the racket over the ball when he
hits a forehand”. This is backed by players such as Andre
Agassi who stated “I take the ball on the rise and play with
a lot of wrist” [1]. On visual inspection this perception appeared to be correct. However, after extensive studies with
high-speed camera equipment Braden found that most professionals, including Agassi, almost never moved their wrists
until well after the ball was hit. Clearly something is making
a professional tennis player’s forehand stroke better than an
amateur’s; but it isn’t rolling the racket over the ball!
This example illustrates how problems can arise when
players, of any sport, are asked to describe how they performed athletically. They can be fundamentally mistaken
about the identification of the performance determining factors. In a similar vein, players of a lower level can misinterpret the areas requiring improvement in their technique.
One possible explanation is that athletes have mainly implicit knowledge of their movements [17]. Implicit knowledge
is defined in [16] as that which is revealed in task performance without any corresponding phenomenal awareness.
They are the skills that people have that cannot be put
into words. Explicit and implicit knowledge are similar in
meaning to conscious and unconscious knowledge. Explicit
knowledge refers to that expressed as conscious experience
and that people are aware that they possess. Implicit knowledge, by contrast, refers to knowledge that is not verbally
reportable [17].
In this work, we have developed visualisation and analysis tools for the identification and elimination of faults in
a golf player’s stroke mechanics via the use of an immersive virtual 3D coaching environment. In order to achieve
these goals the implicit movements of a test subject’s golf
stroke must be analysed and, from this information, explicit
instructions on how the player should change their stroke
mechanics must effectively imparted to the user. The proposed approach extracts these explicit instructions by simultaneously comparing the implicit movements of the player
in question, captured using a high speed motion capture
system, to a number of time-aligned swings from players
with higher determined skill levels. Using this approach,
the performance determining factors within golf strokes can
be identified from the higher skilled players – this knowledge
can then be employed to isolate and report the major differences in the stroke dynamics of the lower level player. In order to eliminate these faults, explicit instructions on how to
remove identified faults from their stroke must be imparted
to the player in an unambiguously and intuitive manner. In
this work, this is achieved by rendering the movements of
the player, a coach and explicit 3D visual aids in a virtual
3D coaching studio. In this 3D environment, the actions
preformed by the coach avatar are determined by the average movements of all the high-skilled players – as such,
it illustrates the ideal swing that the player should try to
mimic. A virtual human avatar also depicts the motion of
the real-world player, thereby allowing a visual analysis of
the differences between the two strokes to be made. Furthermore, explicit instructions can be unambiguously imparted
to the user by overlaying 3D visual aids that focus the user’s
attention to important technical corrections that the player
must make to improve their swing.
The paper is organised as follows: Section 2 provides a
brief overview on previous work conducted in the area of the
scientific analysis of golf swings. Section 3 gives an overview
of the data collection undertaken in this work. Section 4
details how timing variations between differing players and
strokes, which occur due to varying tempos of swing, are
eliminated in the proposed system – these timing variations
must be eliminated in order to make meaningful insights
into how a player’s stroke differs from those of higher skilled
golfers. Section 5 details how the implicit movements of
a test subject’s stroke is analysed, how areas requiring improvement are isolated and how explicit instructions are provided to the player through the means of a virtual immersive
environment. In section 6 a discussion on the adoption of
the system’s golf swing analysis tools – the section of this
work pertaining to the comparison of strokes from multiple
high level players in order to isolate performance determining factors – as a means of gathering important information
for data analysis in a separate study in the area of sports
science is presented. Finally, conclusions and future work
are outlined in section 7.
2. RELATED WORK
The amount of rigorous scientific research that has been
conducted into golf is surprisingly limited. A number of
(a) 3D markers
(b) Model fit to
markers
(c) 3D model
Figure 1: Visualisation in virtual environment.
books discussing the biomechanics of golf have been written
by professionals and coaches, although these usually lack
scientific foundation and are mainly based on personal experience and opinion [11]. The majority of the previous
scientific research has tended to restrict its analysis to only
a small number of biomechanical factors throughout a golf
swing, for example [7] and [9] focus solely on one and two
factors respectively. Other studies restrict their analysis to
only three distinct events in a golf swing (TA, TB and BC –
see Figure 3). Overall, the majority of previous research in
this area has aimed at identifying performance determining
factors in golf swings made with a driver golf club [15, 12],
despite the fact that either an equal or even a higher proportion of shots for maximum distance in the game of golf are
taken with iron clubs. In order to address this issue, in this
work we focused our analysis on full golf swings aiming to
hit the maximum distance using a 5 iron club. It should be
noted however, that the proposed virtual environment can
be applied to full golf swings using any club.
3. DATA COLLECTION AND SKILL LEVEL
CLASSIFICATION
In this work, 40 male right handed and injury free golfers,
aged 33±15.43 years with an average handicap of 7.93±5.46,
were recruited from local golf clubs. Forty one reflective
spherical markers were placed on anatomical landmarks on
the body in positions predescribed by sports science researchers, in addition 3 markers were placed on the golf club,
see Figure 1(a). A 12 camera 250 Hz Vicon infra-red motion
capture system [4] was used to record the 3D motion of the
participant throughout the golf swing. The Vicon system is
a semi-automated motion capture system that tracks the 3D
position of infra-red reflective markers in 3D space with a
high degree of accuracy (up to 1 mm in a 6 metre space). The
testing session consisted of a prescribed warm up, recording
of fifteen golf swings and a participant selected cool down
period. The prescribed warm up consisted of five minutes
walking on a treadmill (2.5 km/h) followed by 3 minutes
of practice swings. The participants were instructed to “hit
the ball as hard as possible towards the target-line, with the
aim to maximise both distance and accuracy, as if in a competitive situation” into a net located three metres from the
swing analyser using their own 5 iron golf club.
Given an arbitrary player, in order to compare their golf
stroke movement dynamics to those of higher-skilled players, each player in the capture dataset needs to be graded
according by their relative golfing aptitudes. In an ideal scenario, each participant’s skill level would be graded by the
distance the ball travelled and the accuracy of the stroke.
However, within a laboratory setting it was not possible to
measure these parameters. As such, ball speed was chosen
(a) Unaligned LB
(b) Unaligned ED
(c) Unaligned MD
(d) Unaligned BC
(e) Aligned LB
(f) Aligned ED
(g) Aligned MD
(h) Aligned BC
Figure 2: Apprentice is depicted on the right in white. (a-d) Unaligned Swings; (e-h) Swing timings aligned.
(TA)
Takeaway
(MB) MidBackswing
(LB ) LateBackswing
(TB) TopBackswing
(ED) EarlyDownswing
(MD) MidDownswing
(BC )
(MF ) MidBall-Contact FollowThrough
Figure 3: Eight key events in a golf swing.
to discriminate between player skill levels at it is one of the
strongest determinants of the distance the ball travels. In
order to obtain this ball speed, each stroke the ball was hit
from a tee on a Pro V swing analyser [2], which can be
used to measure the launch characteristics of the ball (such
as the impact point) and the club face properties (such as
angle and speed) at the time of impact. Participants were
sorted according to their average ball speed for their fifteen
golf swings. The authors acknowledge that this method of
grading participants’ golfing performance using ball velocity
is not without limitations. While the ball velocity is a major
factor in determining the distance the ball travels it does not
take into account the accuracy of the shot. However results
showed that if the players were split into two groups; (1)
a high speed group (HSG) with a stroke speed above the
average of all the players; and (2) a low speed group (LSG)
with a stroke speed below the average; then it was shown
that the HSG hit the ball significantly closer to the centre
of the club face (-0.74 cm vs. -1.95 cm, where a negative
value indicates the impact point is towards the heel of the
club head) than the LSG, indicating that a higher level of
accuracy also exists within the HSG.
4. STROKE ALIGNMENT
In order to provide feedback to a player in the virtual
3D environment, the implicit movements between that given
player and those of higher skill need to be examined. However, before the implicit movements between differing strokes
can be compared, the timing variations between them must
be eliminated. These timing differences can occur due to
contrasting tempos of swing. For example, in the top row
of Figure 2, in (a) the two players are relatively close in the
phase of their swing – both player’s have just turned from an
backswing to a downswing. By (b)-(d) however, the phase
of their swings has rapidly diverged, for example in (c) the
right player has already hit the ball whereas the left player
is only at the mid-downswing position of their stroke. In
each of these figures, a 3D model is fit to the 3-D location
of the spherical markers within a given frame and then rendered in real-time using OpenGl [3], see Figures 1(b) and (c).
The first stage in this work is to remove the timing variations caused by contrasting swing tempos, thereby making it
possible to compare different swing techniques at arbitrary
times throughout the swing.
Let the golfer being examined for faults in their swing
dynamics be known as the apprentice, and a player of higher
skill level be designated as an expert. In order to time align
the two players, the stroke timing of either the apprentice or
expert should be warped so that the swing tempos of the two
players coincide. In general, we believe that the apprentice
golfer should remain unaltered so as when the apprentice’s
stroke is visualised by a 3D avatar, the tempo of their stroke
remains unchanged and, as such, remains familiar to the
apprentice thereby increasing the possibility of the player
being able to eliminate the discovered flaws.
The alignment of swing tempos is achieved by in the proposed system by automatically time-aligning different strokes
at eight functionally key events throughout the swing via a
dynamic time warping approach. These eight key events
were adapted from [5], as shown in Figure 3. The events are
automatically detected in the proposed software using the
positing and velocity of the three reflective markers placed
on the golf club – for example; Takeaway (TA) occurs when
the player initially starts their swing (when the velocity and
direction of movement of the markers indicate the club is
consistently being brought backwards to indicate the start
of the backswing); MB, MD and MF all occur when the
three club markers are equidistant from the groundplane;
LB and ED occur when the three markers lie perpendicular
to the groundplane; and finally TB occurs when the velocity of the markers indicate a change from a backswing to
a forward swing (their velocity will drop to zero and then
accelerate in a reverse direction).
The first stage in the alignment stage determines the temporal location of the TA event within the apprentice and
expert sequences and offsets the start temporal time of the
expert sequence. As such, if the apprentice and expert sequences are played in parallel, the TA event will occur at
the same point in time. Then in order to temporally align a
full sequence, the apprentice stroke is segmented into 7 segments, m1..7 , where m1 refers to all frames between the first
two events namely TA and MB, m2 refers to all frames between the second two events MB and LB, etc. Similarly, the
expert stroke is segmented into 7 corresponding segments,
s1..7 . Each independent expert segment, si , is linearly spedup or slowed-down in the temporal domain in order to make
the duration of si in time to be equal to that of mi . The
results of the dynamic time warping process can be seen in
Figures 2(e)-(h).
(a) Left Shoulder Y-Angle Comparison
5. FAULT IDENTIFICATION AND 3D VISUALISATION
Once temporally aligned, comparison of implicit movements between swings can be made and clear performance
determining factors can be uncovered and visualised. Using
the aligned motions, the proposed system analysis a large
number of variables throughout the full swing sequence –
these variables include the angles and angular velocities of
the shoulders, elbows, wrists, hips and knees. In addition,
throughout the swing the X-Factor is evaluated. The XFactor describes the relative rotation of the torso with respect to the pelvis during the golf swing. McLean [13] first
demonstrated that the greater the X-Factor at the top of the
backswing, the higher a professional was ranked on driving
distance. Subsequent research also supports the importance
of the X-Factor [9, 14].
When presented with two players, an apprentice and an
expert, this information is doubled for all points in time
throughout the swing (one set of angles, velocities and XFactor for each player). All this data can quickly cause information overload to the user, making it more difficult, not
easier, to identify the underlying signature of a good golf
swing. For example, say at time t, there is a 1 degree difference in right shoulder rotation, a 5 degree difference in
the left wrist, etc. Which difference is most significant with
respect to performance? With just one expert, this is difficult to tell. However, given multiple experts, each one a
player of a higher skill level than the apprentice, a pattern
can emerge in the common factors that exist between all
the experts but lacking in the apprentice. Returning to the
previous example, if there is always a small difference (say
±0.5 degrees in standard deviation around the mean) in the
right shoulder angle between all experts whereas there is a
standard deviation of ±10 degrees for the left wrist, then the
1 degree difference in shoulder angle can be deemed to have
the highest likelihood as a performance determining factor.
The more experts in the comparison, the higher this likeli-
(b) Right Knee Y-Angle Comparison
Figure 4: Immersive Virtual Coaching Environment.
hood becomes. Using this proposed methodology, whereby
angles, velocities and the X-Factor are ranked in terms of
a significance factor that is determined using the implicit
motions from multiple experts, explicit instructions can be
obtained on how the apprentice should alter their swing in
order to gain the greatest improvement in technique.
In this work, these explicit instructions are unambiguously
and intuitively imparted to the user by means of two virtual
avatars and a corresponding 2D plot of the feature in question. The first avatar positioned in a virtual coaching environment represents an accurate 3D graphical rendering of
the apprentice player’s swing (see the avatar in blue in Figure 4). The second avatar (pink in Figure 4) illustrates the
average position of all expert players used in the comparison,
we label this second avatar as the coach. The coach provides
a visualisation of the ideal swing that the player should try
to mimic. In this virtual environment the user has complete
control of the view angle, zoom level and positioning. In
addition, the user controls the speed of playback for the golf
swing – thereby allowing the sequence to be viewed in realtime, fast forward or slow motion (down to 250 times slower
than real-time). Furthermore the user also has the ability to
can jump the animation to key events, pause, fast-forward
and rewind at will by clicking and dragging on a time line.
Given the amount of visual information available in the
rendered environment, it is essential to be able to key the
user’s attention to important movement information in the
apprentice’s stroke dynamics that need adjusting. This is
facilitated by the use of additional 3D visual aids. For example, in Figure 4(a) the left shoulder Y-angle of the apprentice requires alteration, as such a red 3D arrow indicating
the direction of change required has been overlaid onto the
player’s avatar. Similarly, later in the stroke the extension
of the right knee needs to be adjusted – see Figure 4(b).
The 2D graphs in both figures can also be used to trace the
respective angle of interest for the apprentice and the coach
throughout the entire stroke – the current temporal position along the graph is indicated by the vertical red line.
This feature allows the user to observe how and where they
diverge from the stroke of the coach.
6. SPORTS SCIENCE EVALUATION STUDY
In addition to the use of the proposed framework for imparting valuable feedback data on stroke dynamics to golfers,
it has also been employed as a basis for obtaining important
information for data analysis on by a sports science research
team. Using data gathered by the infrastructure, a number
of general rules were obtained to which players should adhere in order to increase their ball speed. These included;
increasing shoulder flexion and elbow extension to create a
greater arc for the club head to travel through, thus generating greater club head speed; creating a greater range of
movement in the shoulders and hips leading to greater angular velocities at these joints and subsequently greater club
head and ball speeds; extending the right hip from MD to
MF to aid in the faster transfer of weight to the front foot;
and flexing shoulders more during the backswing, thereby
utilising a greater range of motion in the backswing leading to greater angular velocity in both shoulders at early
downswing. Many of these rules are backed in general literature describing golf technique [8, 6], furthermore novel
performance determining factors were also identified [11].
The proposed system was also employed by the sports
science research team to conduct analysis on, and visualise,
competing approaches for measuring the X-Factor in golf
players. The X-Factor describes the relative rotation of the
torso with respect to the pelvis during a golf swing and has
been identified as a significant performance determining factor in a golf swing [13, 9, 14]. However, this research has
used a simplified and potentially inaccurate means of calculating the X-Factor using the Projection Method (PM). The
PM describes the X-Factor as the angle between the torso
and pelvis axes when both are projected onto the global horizontal groundplane – see Figure 5 (1a)-(1e). When standing
upright, the rotation about the longitudinal axis of the pelvis
and the torso are in the global horizontal plane, which is the
plane in which the X-Factor projection method is calculated.
However, in golf a forward tilting posture of the pelvis and
torso occurs, which results in the horizontal plane of the
body segments no longer being parallel to the global horizontal plane. As the movement of the body during the golf
swing does not solely occur in the global horizontal plane
measuring the X-Factor, errors may be introduced when calculating the X-Factor using the PM approach.
Using the proposed system as a data collection framework,
a study was undertaken to assess this error introduced by the
PM by comparing it to a more appropriate method, namely
the X-Factor Segmental Method (SM), and to examine if the
error introduced by the PM is consistent throughout the
swing, and so could be post-processed to remove the error.
The SM is calculated by obtaining the differential between
the rotation of the torso and pelvis body segments about
their own longitudinal axis – see Figure 5 (2a)-(2e). To the
authors’ knowledge, no previous research has been undertaken that compares these methods of X-Factor calculation.
The result of this study indicated that the PM significantly over-estimates the X-Factor angle in comparison to
the SM approach. In addition, the differences were not consistent throughout the swing, with the largest absolute difference evident at the top of the backswing and reducing in
size the closer the club is to the ball – see Figure 6. In conclusion, given that the difference appears dependent upon
body posture, as evident by the significant differences at
different events during the swing, it is not possible to apply a mathematical “correction factor” to rectify the error in
the PM X-Factor angle. As such, it is recommended that
while more difficult to measure, the SM is functionally more
representative than the PM and therefore should be used in
giving feedback to golfers.
7. CONCLUSIONS AND FUTURE WORK
In this paper, we presented visualisation and analysis tools
for the identification and elimination of faults in a golf player’s
stroke mechanics. In order to achieve these goals the implicit
movements of a test subject’s golf stroke are aligned and
compared to multiple players of a higher skill level. From
these comparisons explicit instructions on how the player
should change their stroke mechanics are extracted and visualised in a 3D virtual coaching environment. The successful use of the proposed system by a sports science research
team, for extracting performance determining factors, exhibit its potential effectiveness as a coaching tool.
In this work all input data consisted of high speed 3D motion capture data. While this system is highly accurate, it is
also both very expensive and requires expert users to operate
it. In future work, we will investigate the use of alternative
forms of data acquisition, for example the use of cheap, light
accelerometers on various player limbs. Using this form of
input, plus a calibration stage, the proposed system could
be adapted for use by non-expert users without the need for
constraining motion capture rigs. Finally, we would like to
adapt the framework for a variety of other sports, such as
tennis or cricket. This could be achieved by either adjusting the motion alignment algorithm to align alternative key
events or by using a dynamic programming based approach
to align each movement frame independently.
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(1a)
(1b)
(1c)
(1d)
(1e)
(2a)
(2b)
(2c)
(2d)
(2e)
Figure 5: Row 1: Projection Method ; (1a) Torso axis; (1b) Project axis onto groundplane; (1c) Projected
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Figure 6: Comparison of PM and SM X-Factor angles (graphed in red and blue respectively) for a single
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