While there is rapid progress in video-LLMs with advanced reasoning capabilities, prior work shows that these models struggle on the challenging task of sports feedback generation and require expensive and difficult-to-collect finetuning feedback data for each sport. This limitation is evident from the poor generalization to sports unseen during finetuning. Furthermore, traditional text generation evaluation metrics (e.g., BLEU-4, METEOR, ROUGE-L, BERTScore), originally developed for machine translation and summarization, fail to capture the unique aspects of sports feedback quality. To address the first problem, using rock climbing as our case study, we propose using auxiliary freely-available web data from the target domain, such as competition videos and coaching manuals, in addition to existing sports feedback from a disjoint, source domain to improve sports feedback generation performance on the target domain. To improve evaluation, we propose two evaluation metrics: (1) specificity and (2) actionability. Together, our approach enables more meaningful and practical generation of sports feedback under limited annotations.
Deeply understanding sports requires an intricate blend of fine-grained visual perception and rule-based reasoning - a challenge that pushes the limits of current multimodal models. To succeed, models must master three critical capabilities: perceiving nuanced visual details, applying abstract sport rule knowledge, and grounding that knowledge in specific visual evidence. Current sports benchmarks either cover single sports or lack the detailed reasoning chains and precise visual grounding needed to robustly evaluate these core capabilities in a multi-sport context. To address this gap, we introduce SportR, the first multi-sports large-scale benchmark designed to train and evaluate MLLMs on the fundamental reasoning required for sports intelligence. Our benchmark provides a dataset of 4,789 images and 2,052 videos. To enable granular evaluation, we structure our benchmark around a progressive hierarchy of question-answer pairs designed to probe reasoning at increasing depths - from simple infraction identification to complex penalty prediction. For the most advanced tasks requiring multi-step reasoning, such as determining penalties or explaining tactics, we provide 6,841 high-qual
This chapter explores the complexities of sports governance, taxation, dispute resolution, and the impact of digital transformation within the sports sector. This study identifies a critical research gap regarding the integration of innovative technologies to enhance governance and talent identification in sports law. The objective is to evaluate how data-driven approaches and AI can optimize recruitment processes; also ensuring compliance with existing regulations. A comprehensive analysis of current governance structures and taxation policies,(ie Income Tax Act and GST Act), reveals preliminary results indicating that reform is necessary to support sustainable growth in the sports economy. Key findings demonstrate that AI enhances player evaluation by minimizing biases and expanding access to diverse talent pools. While the Court of Arbitration for Sport provides an efficient mechanism for dispute resolution. The implications emphasize the need for regulatory reforms that align taxation policies with international best practices, promoting transparency and accountability in sports organizations. This research contributes valuable insights into the evolving dynamics of sports mana
Sports have long attracted broad attention as they push the limits of human physical and cognitive capabilities. Amid growing interest in spatial intelligence for vision-language models (VLMs), sports provide a natural testbed for understanding high-intensity human motion and dynamic object interactions. To this end, we present CourtSI, the first large-scale spatial intelligence dataset tailored to sports scenarios. CourtSI contains over 1M QA pairs, organized under a holistic taxonomy that systematically covers spatial counting, distance measurement, localization, and relational reasoning, across representative net sports including badminton, tennis, and table tennis. Leveraging well-defined court geometry as metric anchors, we develop a semi-automatic data engine to reconstruct sports scenes, enabling scalable curation of CourtSI. In addition, we introduce CourtSI-Bench, a high-quality evaluation benchmark comprising 3,686 QA pairs with rigorous human verification. We evaluate 25 proprietary and open-source VLMs on CourtSI-Bench, revealing a remaining human-AI performance gap and limited generalization from existing spatial intelligence benchmarks. These findings indicate that sp
Sports action classification representing complex body postures and player-object interactions is an emerging area in image-based sports analysis. Some works have contributed to automated sports action recognition using machine learning techniques over the past decades. However, sufficient image datasets representing women sports actions with enough intra- and inter-class variations are not available to the researchers. To overcome this limitation, this work presents a new dataset named WomenSports for women sports classification using small-scale training data. This dataset includes a variety of sports activities, covering wide variations in movements, environments, and interactions among players. In addition, this study proposes a convolutional neural network (CNN) for deep feature extraction. A channel attention scheme upon local contextual regions is applied to refine and enhance feature representation. The experiments are carried out on three different sports datasets and one dance dataset for generalizing the proposed algorithm, and the performances on these datasets are noteworthy. The deep learning method achieves 89.15% top-1 classification accuracy using ResNet-50 on the
Reasoning over sports videos for question answering is an important task with numerous applications, such as player training and information retrieval. However, this task has not been explored due to the lack of relevant datasets and the challenging nature it presents. Most datasets for video question answering (VideoQA) focus mainly on general and coarse-grained understanding of daily-life videos, which is not applicable to sports scenarios requiring professional action understanding and fine-grained motion analysis. In this paper, we introduce the first dataset, named Sports-QA, specifically designed for the sports VideoQA task. The Sports-QA dataset includes various types of questions, such as descriptions, chronologies, causalities, and counterfactual conditions, covering multiple sports. Furthermore, to address the characteristics of the sports VideoQA task, we propose a new Auto-Focus Transformer (AFT) capable of automatically focusing on particular scales of temporal information for question answering. We conduct extensive experiments on Sports-QA, including baseline studies and the evaluation of different methods. The results demonstrate that our AFT achieves state-of-the-a
We present a transformer decoder based sports simulation engine, SportsNGEN, trained on sports player and ball tracking sequences, that is capable of generating sustained gameplay and accurately mimicking the decision making of real players. By training on a large database of professional tennis tracking data, we demonstrate that simulations produced by SportsNGEN can be used to predict the outcomes of rallies, determine the best shot choices at any point, and evaluate counterfactual or what if scenarios to inform coaching decisions and elevate broadcast coverage. By combining the generated simulations with a shot classifier and logic to start and end rallies, the system is capable of simulating an entire tennis match. We evaluate SportsNGEN by comparing statistics of the simulations with those of real matches between the same players. We show that the model output sampling parameters are crucial to simulation realism and that SportsNGEN is probabilistically well-calibrated to real data. In addition, a generic version of SportsNGEN can be customized to a specific player by fine-tuning on the subset of match data that includes that player. Finally, we show qualitative results indica
In this paper, we examine team ball sports to investigate how the likelihood of weaker teams winning against stronger ones, referred to as underdog achievement, is influenced by inherent randomness factors that affect match outcomes in such sports. To address our research question, we collected data on match scores and computed corresponding team rankings from major international competitions for 12 popular team ball sports: basketball, cricket, field hockey, futsal, handball, ice hockey, lacrosse, roller hockey, rugby, soccer, volleyball, and water polo. Then, we developed an underdog achievement score to identify the sports with the highest occurrences of weaker teams prevailing over stronger ones, and we designed a randomness model consisting of factors that contribute to unexpected match outcomes within each sport. Our findings indicate that soccer is among the sports in which a weaker team is most likely to win. Through principal component analysis (PCA) and correlation analysis, we demonstrate that our randomness model can explain such a phenomenon, showing that the underdog achievement can be attributed to numerous factors that can randomly influence match outcomes.
Recent developments in video analysis of sports and computer vision techniques have achieved significant improvements to enable a variety of critical operations. To provide enhanced information, such as detailed complex analysis in sports like soccer, basketball, cricket, badminton, etc., studies have focused mainly on computer vision techniques employed to carry out different tasks. This paper presents a comprehensive review of sports video analysis for various applications high-level analysis such as detection and classification of players, tracking player or ball in sports and predicting the trajectories of player or ball, recognizing the teams strategies, classifying various events in sports. The paper further discusses published works in a variety of application-specific tasks related to sports and the present researchers views regarding them. Since there is a wide research scope in sports for deploying computer vision techniques in various sports, some of the publicly available datasets related to a particular sport have been provided. This work reviews a detailed discussion on some of the artificial intelligence(AI)applications in sports vision, GPU-based work stations, and
The integration of Artificial Intelligence (AI) into sports officiating represents a paradigm shift in how decisions are made in competitive environments. Traditional manual systems, even when supported by Instant Video Replay (IVR), often suffer from latency, subjectivity, and inconsistent enforcement, undermining fairness and athlete trust. This paper introduces 'FST.ai' -- which is developed under the 'R3AL.ai' project, which serves as its Principal Investigator: r3al.ai -- a novel AI-powered framework designed to enhance officiating in Sport Taekwondo, particularly focusing on the complex task of real-time head kick detection and scoring. Leveraging computer vision, deep learning, and edge inference, the system automates the identification and classification of key actions, significantly reducing decision time from minutes to seconds while improving consistency and transparency. Importantly, the methodology is not limited to Taekwondo. The underlying framework -- based on pose estimation, motion classification, and impact analysis -- can be adapted to a wide range of sports requiring action detection, such as judo, karate, fencing, or even team sports like football and basketba
This study presents a novel Deep Learning-based and lightweight approach for the automated detection of sports highlights (HLs) from audio and video sources. HL detection is a key task in sports video analysis, traditionally requiring significant human effort. Our solution leverages Deep Learning (DL) models trained on relatively small datasets of audio Mel-spectrograms and grayscale video frames, achieving promising accuracy rates of 89% and 83% for audio and video detection, respectively. The use of small datasets, combined with simple architectures, demonstrates the practicality of our method for fast and cost-effective deployment. Furthermore, an ensemble model combining both modalities shows improved robustness against false positives and false negatives. The proposed methodology offers a scalable solution for automated HL detection across various types of sports video content, reducing the need for manual intervention. Future work will focus on enhancing model architectures and extending this approach to broader scene-detection tasks in media analysis.
Background: Sequential positivity is often a necessary assumption for drawing causal inferences, such as through marginal structural modeling. Unfortunately, verification of this assumption can be challenging because it usually relies on multiple parametric propensity score models, unlikely all correctly specified. Therefore, we propose a new algorithm, called sequential Positivity Regression Tree (sPoRT), to overcome this issue and identify the subgroups found to be violating this assumption, allowing for insights about the nature of the violations and potential solutions. Methods: We present different versions of sPoRT based on either stratifying or pooling over time under static or dynamic treatment strategies. This methodological development was motivated by a real-life application of the impact of the timing of initiation of HIV treatment with and without smoothing over time, which we also use to demonstrate the method. Results: The illustration of sPoRT demonstrates its easy use and the interpretability of the results for applied epidemiologists. Furthermore, an R notebook showing how to use sPoRT in practice is available at github.com/ArthurChatton/sPoRT-notebook. Conclusion
Digital twins belong to ten of the strategic technology trends according to the Gartner list from 2019, and have encountered a big expansion, especially with the introduction of Industry 4.0. Sport, on the other hand, has become a constant companion of the modern human suffering a lack of a healthy way of life. The application of digital twins in sport has brought dramatic changes not only in the domain of sport training, but also in managing athletes during competitions, searching for strategical solutions before and tactical solutions during the games by coaches. In this paper, the domain of digital twins in sport is reviewed based on papers which have emerged in this area. At first, the concept of a digital twin is discussed in general. Then, taxonomies of digital twins are appointed. According to these taxonomies, the collection of relevant papers is analyzed, and some real examples of digital twins are exposed. The review finishes with a discussion about how the digital twins affect changes in the modern sport disciplines, and what challenges and opportunities await the digital twins in the future.
We present a modular, interactive system, SPORTSQL, for natural language querying and visualization of dynamic sports data, with a focus on the English Premier League (EPL). The system translates user questions into executable SQL over a live, temporally indexed database constructed from real-time Fantasy Premier League (FPL) data. It supports both tabular and visual outputs, leveraging the symbolic reasoning capabilities of Large Language Models (LLMs) for query parsing, schema linking, and visualization selection. To evaluate system performance, we introduce the Dynamic Sport Question Answering benchmark (DSQABENCH), comprising 1,700+ queries annotated with SQL programs, gold answers, and database snapshots. Our demo highlights how non-expert users can seamlessly explore evolving sports statistics through a natural, conversational interface.
Visualizing data in sports videos is gaining traction in sports analytics, given its ability to communicate insights and explicate player strategies engagingly. However, augmenting sports videos with such data visualizations is challenging, especially for sports analysts, as it requires considerable expertise in video editing. To ease the creation process, we present a design space that characterizes augmented sports videos at an element-level (what the constituents are) and clip-level (how those constituents are organized). We do so by systematically reviewing 233 examples of augmented sports videos collected from TV channels, teams, and leagues. The design space guides selection of data insights and visualizations for various purposes. Informed by the design space and close collaboration with domain experts, we design VisCommentator, a fast prototyping tool, to eases the creation of augmented table tennis videos by leveraging machine learning-based data extractors and design space-based visualization recommendations. With VisCommentator, sports analysts can create an augmented video by selecting the data to visualize instead of manually drawing the graphical marks. Our system can
Sports recommender systems receive an increasing attention due to their potential of fostering healthy living, improving personal well-being, and increasing performances in sport. These systems support people in sports, for example, by the recommendation of healthy and performance boosting food items, the recommendation of training practices, talent and team recommendation, and the recommendation of specific tactics in competitions. With applications in the virtual world, for example, the recommendation of maps or opponents in e-sports, these systems already transcend conventional sports scenarios where physical presence is needed. On the basis of different working examples, we present an overview of sports recommender systems applications and techniques. Overall, we analyze the related state-of-the-art and discuss open research issues.
The objective of this work is to analyze the usefulness to transform the information to measure sports performance. This analysis is carried out within the field of basketball due to the existing tradition in this sport in data collection, although it is easily adaptable to any other sport. As a result, a modification of the Performance Index Rating (PIR) is proposed to measure sports performance. The results obtained are illustrated from the statistics of Larry Bird, Earvin Johnson, Michael Jordan and Kobe Bryant throughout their careers and can serve to optimize the process of player renewal/firing/hiring in the design of a roster or to aid decision-making in awarding individual awards as best player of a season.
Accurately predicting sports viewership is crucial for optimizing ad sales and revenue forecasting. Social media platforms, such as Reddit, provide a wealth of user-generated content that reflects audience engagement and interest. In this study, we propose a regression-based approach to predict sports viewership using social media metrics, including post counts, comments, scores, and sentiment analysis from TextBlob and VADER. Through iterative improvements, such as focusing on major sports subreddits, incorporating categorical features, and handling outliers by sport, the model achieved an $R^2$ of 0.99, a Mean Absolute Error (MAE) of 1.27 million viewers, and a Root Mean Squared Error (RMSE) of 2.33 million viewers on the full dataset. These results demonstrate the model's ability to accurately capture patterns in audience behavior, offering significant potential for pre-event revenue forecasting and targeted advertising strategies.
Automated sports skill assessment requires capturing fundamental movement patterns that distinguish expert from novice performance, yet current video sampling methods disrupt the temporal continuity essential for proficiency evaluation. To this end, we introduce Proficiency-Aware Temporal Sampling (PATS), a novel sampling strategy that preserves complete fundamental movements within continuous temporal segments for multi-view skill assessment. PATS adaptively segments videos to ensure each analyzed portion contains full execution of critical performance components, repeating this process across multiple segments to maximize information coverage while maintaining temporal coherence. Evaluated on the EgoExo4D benchmark with SkillFormer, PATS surpasses the state-of-the-art accuracy across all viewing configurations (+0.65% to +3.05%) and delivers substantial gains in challenging domains (+26.22% bouldering, +2.39% music, +1.13% basketball). Systematic analysis reveals that PATS successfully adapts to diverse activity characteristics-from high-frequency sampling for dynamic sports to fine-grained segmentation for sequential skills-demonstrating its effectiveness as an adaptive approach
To understand human behaviors, action recognition based on videos is a common approach. Compared with image-based action recognition, videos provide much more information. Reducing the ambiguity of actions and in the last decade, many works focused on datasets, novel models and learning approaches have improved video action recognition to a higher level. However, there are challenges and unsolved problems, in particular in sports analytics where data collection and labeling are more sophisticated, requiring sport professionals to annotate data. In addition, the actions could be extremely fast and it becomes difficult to recognize them. Moreover, in team sports like football and basketball, one action could involve multiple players, and to correctly recognize them, we need to analyse all players, which is relatively complicated. In this paper, we present a survey on video action recognition for sports analytics. We introduce more than ten types of sports, including team sports, such as football, basketball, volleyball, hockey and individual sports, such as figure skating, gymnastics, table tennis, tennis, diving and badminton. Then we compare numerous existing frameworks for sports