探索知识转移在体育视频数据中的应用。

IF 2.6 Q2 SPORT SCIENCES
Frontiers in Sports and Active Living Pub Date : 2025-02-07 eCollection Date: 2024-01-01 DOI:10.3389/fspor.2024.1460429
Shahrokh Heidari, Gibran Zazueta, Riki Mitchell, David Arturo Soriano Valdez, Mitchell Rogers, Jiaxuan Wang, Ruigeng Wang, Marcel Noronha, Alfonso Gastelum Strozzi, Mengjie Zhang, Patrice Jean Delmas
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引用次数: 0

摘要

人工智能(AI)和计算机视觉(CV)在体育运动中的应用,通过图形叠加和预测分析来增强观众体验,并为教练提供有价值的见解,引起了人们的极大兴趣。然而,需要更有效的方法,既可以应用于不同的运动,又不会产生高昂的数据注释或模型训练成本。在大数据集上训练深度学习模型的一个主要限制是再现结果需要大量的资源。迁移学习和零学习(Zero-Shot Learning, ZSL)为这种方法提供了有希望的替代方案。例如,ZSL在球员再识别(更复杂的运动行为分析的关键步骤)中涉及在没有看到这些球员在训练阶段的例子的情况下重新识别体育视频中的球员。本研究调查了在橄榄球联盟和无挡板篮球的背景下,各种ZSL技术的表现。我们专注于ZSL和玩家再识别模型,这些模型使用特征嵌入来衡量玩家之间的相似性。为了支持我们的实验,我们创建了两个综合的广播视频片段数据集:一个是橄榄球联盟的近3.5万帧,另一个是Netball的近1.4万帧,每个数据集都有球员id和动作注释。我们的方法利用预先训练的重新识别模型来提取特征嵌入,以便在具有挑战性的测试环境下进行ZSL评估。结果表明,对运动员再识别数据进行预训练的模型优于对一般人再识别数据进行预训练的模型。基于零件的模型在处理动态运动环境的挑战方面表现出特别的希望,而非基于零件的模型由于背景干扰而挣扎。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the application of knowledge transfer to sports video data.

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 re-identification (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.

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来源期刊
CiteScore
2.60
自引率
7.40%
发文量
459
审稿时长
15 weeks
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