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Context-aware crowd monitoring for sports games using crowd-induced floor vibrations

Published online by Cambridge University Press:  31 October 2024

Yiwen Dong*
Affiliation:
Department of Civil and Environmental Engineering, Stanford University, Stanford, CA, USA
Yuyan Wu
Affiliation:
Department of Civil and Environmental Engineering, Stanford University, Stanford, CA, USA
Yen-Cheng Chang
Affiliation:
Department of Electrical Engineering and Computer Science, University of Michigan, Ann Arbor, MI, USA
Jatin Aggarwal
Affiliation:
Department of Civil and Environmental Engineering, Stanford University, Stanford, CA, USA
Jesse R Codling
Affiliation:
Department of Electrical Engineering and Computer Science, University of Michigan, Ann Arbor, MI, USA
Hugo Latapie
Affiliation:
Cisco Research, Cisco Systems, Inc., San Jose, CA, USA
Pei Zhang
Affiliation:
Department of Electrical Engineering and Computer Science, University of Michigan, Ann Arbor, MI, USA
Hae Young Noh
Affiliation:
Department of Civil and Environmental Engineering, Stanford University, Stanford, CA, USA
*
Corresponding author: Yiwen Dong; Email: ywdong@stanford.edu

Abstract

Crowd monitoring for sports games is important to improve public safety, game experience, and venue management. Recent crowd-crushing incidents (e.g., the Kanjuruhan Stadium disaster) have caused 100+ deaths, calling for advancements in crowd-monitoring methods. Existing monitoring approaches include manual observation, wearables, video-, audio-, and WiFi-based sensing. However, few meet the practical needs due to their limitations in cost, privacy protection, and accuracy.

In this paper, we introduce a novel crowd monitoring method that leverages floor vibrations to infer crowd reactions (e.g., clapping) and traffic (i.e., the number of people entering) in sports stadiums. Our method allows continuous crowd monitoring in a privacy-friendly and cost-effective way. Unlike monitoring one person, crowd monitoring involves a large population, leading to high uncertainty in the vibration data. To overcome the challenge, we bring in the context of crowd behaviors, including (1) temporal context to inform crowd reactions to the highlights of the game and (2) spatial context to inform crowd traffic in relation to the facility layouts. We deployed our system at Stanford Maples Pavilion and Michigan Stadium for real-world evaluation, which shows a 14.7% and 12.5% error reduction compared to the baseline methods without the context information.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NC
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial licence (http://creativecommons.org/licenses/by-nc/4.0), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original article is properly cited. The written permission of Cambridge University Press must be obtained prior to any commercial use.
Copyright
© The Author(s), 2024. Published by Cambridge University Press
Figure 0

Figure 1. Characterization of vibration signals induced by crowd reactions, including quiet, active, and moving (from top to bottom). Both time- and wavelet-domain plots show clear distinctions among various crowd reaction types.

Figure 1

Figure 2. Characterization of vibration signals induced by crowd traffic near an entry door. The level of crowd traffic can be indirectly inferred from the peaks detected in the signals induced by walking and door opening/closing.

Figure 2

Figure 3. Our context-aware crowd monitoring approach integrates crowd-induced vibration data and spatial/temporal contexts to estimate crowd behaviors.

Figure 3

Figure 4. Crowd behavior detection results on sample vibration data. The algorithm successfully detects 83% of crowd reactions within 5-s error ranges of the ground truth records.

Figure 4

Figure 5. Temporal context association between crowd-induced vibrations and the game progress. Each game event such as the opponent goal, home team goal, and game break start is matched with active vibration windows over time.

Figure 5

Figure 6. Crowd reaction distribution varies across various events in a sample game. Active (clapping) dominates the home goal event, while moving (stomping) and quiet dominate the opponent goal event. The reactions are more evenly distributed during the game break.

Figure 6

Figure 7. Spatial context association around entry doors. The difference in facility layout around (a) door 1 and (b) door 5 leads to distinct crowd traffic as shown in (c and d). The crowd traffic is correlated with the number of peaks detected in the vibration signals.

Figure 7

Figure 8. Conceptual graph (left) and the corresponding probabilistic game/facility association model (right). The graph describes the relationships among the crowd reaction (Y), spatial and temporal contexts (C), and vibration data (X) through context associations.

Figure 8

Figure 9. Sensor network design and multi-hop data transmission through routers via WiFi connections at the Stanford Maples Pavilion.

Figure 9

Figure 10. Experiment setup at Stanford Maples Pavilion with the sensor layout (marked as red dots), router layout (marked as green devices), facility locations at the concourse area (described as squares of different colors), and 16 entry doors connecting the concourse and the game court.

Figure 10

Figure 11. The experiment setup at Michigan Stadium includes the sensor layout (marked as blue dots), and the router layout (marked as yellow dots). Sixteen routers were strategically positioned to provide stable connections for our sensors.

Figure 11

Figure 12. Visualization of vibration signals with respect to events happening during the game at Michigan Stadium. All sensors exhibit consistent trends when scoring, playing music, and clapping. The signal amplitudes induced by the same event vary across sensors due to different sensor locations.

Figure 12

Figure 13. Crowd reaction monitoring results by comparing context-only, data-only baselines with our method. (a) Shows the results of all test data, where we observe that our method outperforms both baselines for all sensors. (b) Shows the results of data with contexts, where we observe that the context helps significantly with the monitoring results.

Figure 13

Figure 14. Visualization of the crowd reactions at critical game events over time. The crowd cheers (yellow vertical lines) when Michigan achieves completion, down, field goal, and a touchdown (yellow circles), while the crowd ughs (red vertical lines) when Ohio State makes progress (red circles). The alignment of crowd reactions and game progress justifies the efficacy of adding temporal context for crowd reaction monitoring.

Figure 14

Figure 15. Crowd traffic monitoring results by comparing context-only, data-only baselines with our method. (a) Shows the mean absolute errors of our method are lower than both baselines for all entry doors. (b) Shows a relatively high error rate by percentage, indicating that vibration-based traffic monitoring is a challenging task and has room for improvements for future work.

Figure 15

Figure 16. Potential footsteps captured during crowd traffic monitoring, demonstrating the capability of our approach to providing fine-grained footstep information such as crowd emotion in addition to counting people.

Figure 16

Figure 17. Our approach has significant improvement for both basketball games and football games, visualized for (a) data with temporal associations and (b) data with spatial associations.

Figure 17

Figure 18. Effect of sensor locations in (a) crowd reaction monitoring and (b) crowd traffic monitoring. (a) Indicates that the temporal context (i.e., game progress) in our method corrects the between-sensor variations in the baseline. (b) Shows that the spatial context (i.e., facility layout) in our method does not have a significant impact on between-sensor variations.

Figure 18

Figure 19. Comparison of crowd reaction type across multiple sensors over time. There is high variability in the crowd reactions among different sensor locations, with sensor 6 on January 21 and sensor 5 on January 28 demonstrating notably higher activity intensity.

Figure 19

Figure 20. Effect of the promotional events on crowd traffic pattern at the doors, visualized for (a) free food served before the game, and (b) raffle prize after the game at the student door. We observe an initial rise in cumulative audience entry (%) and a delayed rise in cumulative audience exit (%) at the student door as compared to the student door and other doors without promotional events.

Figure 20

Figure 21. Percentage of data loss in indoor and outdoor sensors with respect to the crowd level changes over time. The highlighted regions represent the time when the crowd level changes significantly: (1) from door opening to game start (crowd level increases), (2) half-time (crowd level increases), and (3) from game end to door closing (crowd level decreases). This figure demonstrates the increase in crowd level during the game leads to more data loss in sensors.

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