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ORIGINAL RESEARCH article

Front. Sports Act. Living
Sec. Elite Sports and Performance Enhancement
Volume 6 - 2024 | doi: 10.3389/fspor.2024.1460429
This article is part of the Research Topic Training in Sports: The Role of Artificial Intelligence and Machine Learning View all 3 articles

Exploring the Application of Knowledge Transfer to Sports Video Data

Provisionally accepted
Shahrokh Heidari Shahrokh Heidari 1Gibran Zazueta Gibran Zazueta 2Riki Mitchell Riki Mitchell 3David Soriano Valdez David Soriano Valdez 2Mitchell Rogers Mitchell Rogers 1Marcel Noronha Marcel Noronha 4Alfonso Gastelum Strozzi Alfonso Gastelum Strozzi 2Mengjie Zhang Mengjie Zhang 5Patrice Jean Delmas Patrice Jean Delmas 6*
  • 1 IVSLab, The University of Auckland, Auckland, New Zealand
  • 2 UNAM Mexico City, Mexico City, México, Mexico
  • 3 Riki Consulting Ltd, Auckland, New Zealand
  • 4 One New Zealand Warriors, Auckland, New Zealand
  • 5 Victoria University of Wellington, Wellington, Wellington, New Zealand
  • 6 The University of Auckland, Auckland, New Zealand

The final, formatted version of the article will be published soon.

    The application of Artificial Intelligence (AI) and Computer Vision (CV) in sports has generated significant interest in enhancing viewer experience through graphical overlays and predictive analytics, as well as providing valuable insights to coaches. However, more efficient methods are needed that can be applied across different sports without incurring high data annotation or model training costs. A major limitation of training deep learning models on large datasets is the significant resource requirement for reproducing results. Transfer Learning and Zero-Shot Learning (ZSL) offer promising alternatives to this approach. For example, ZSL in player reidentification (a crucial step in more complex sports behavioral analysis) involves re-identifying players in sports videos without having seen examples of those players during the training phase. This study investigates the performance of various ZSL techniques in the context of Rugby League and Netball. We focus on ZSL and player re-identification models that use feature embeddings to measure similarity between players. To support our experiments, we created two comprehensive datasets of broadcast video clips: one with nearly 35,000 frames for Rugby League and another with close to 14,000 frames for Netball, each annotated with player IDs and actions. Our approach leverages pre-trained re-identification models to extract feature embeddings for ZSL evaluation under a challenging testing environmnet. Results demonstrate that models pre-trained on sports player re-identification data outperformed those pre-trained on general person re-identification datasets. Part-based models showed particular promise in handling the challenges of dynamic sports environments, while non-part-based models struggled due to background interference.

    Keywords: artificial intelligence, Computer Vision, Transfer Learning, Zero-shot learning, Player Re-identification

    Received: 06 Jul 2024; Accepted: 29 Nov 2024.

    Copyright: © 2024 Heidari, Zazueta, Mitchell, Soriano Valdez, Rogers, Noronha, Strozzi, Zhang and Delmas. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Patrice Jean Delmas, The University of Auckland, Auckland, New Zealand

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.