Real-time Analysis of Indoor Sports Game Situations through Deep Learning-based Classification

UDC.coleccionInvestigación
UDC.departamentoCiencias da Computación e Tecnoloxías da Información
UDC.grupoInvLaboratorio de Investigación e Desenvolvemento en Intelixencia Artificial (LIDIA)
UDC.grupoInvComputer Graphics & Visual Computing (XLab)
UDC.institutoCentroCITIC - Centro de Investigación de Tecnoloxías da Información e da Comunicación
UDC.journalTitleExpert Systems with Applications
UDC.volume322
dc.contributor.authorCabado, Bruno
dc.contributor.authorGuijarro-Berdiñas, Bertha
dc.contributor.authorPadrón, Emilio J.
dc.date.accessioned2026-04-16T09:18:09Z
dc.date.available2026-04-16T09:18:09Z
dc.date.issued2026-04
dc.descriptionFinanciado para publicación en acceso aberto: Universidade da Coruña/CISUG Play by Play dataset (Cabado, Guijarro-Berdiñas, & Padrón, 2025) in Zenodo: https://doi.org/10.5281/zenodo.12607661.
dc.description.abstract[Abstract]: Live indoor sports broadcasts require dynamic camera control in response to relevant game situations such as penalties or timeouts, a process that traditionally relies on human operators. This paper presents a solution for automatic real-time classification of game states in indoor invasion sports, with handball as the primary case study and basketball as a secondary validation scenario. Our approach utilizes raw video directly from cameras, enabling real-time analysis. The system continuously processes video frames, assigning each to one of seven classes: left/right attack, left/right counterattack, left/right penalty, and timeout. A synthetic representation of each frame is used to standardize the depiction of game dynamics. The proposed pipeline includes object detection with a fine-tuned You Only Look Once (YOLO) model to locate players, the ball, and referees; object tracking to compute velocity vectors; generation of a synthetic frame representing the current game state; and final classification using a custom Dense Convolutional Network (DenseNet). Using a dataset of 20 handball matches, the proposed system achieved a macro-averaged F1-score of 96.1%, with a per-image inference time below 4 ms, evaluated on 118,129 images from matches unseen during training. The same pipeline was subsequently applied to basketball using only two matches, achieving an F1-score of 92.5% on 12,390 images, thereby illustrating the transferability of the proposed approach to other indoor invasion sports. The full pipeline operates in 34.04 ms with GPU acceleration, processing over 25 frames per second.
dc.description.sponsorshipThis work was supported by Grants PID2019-109238GB-C22 and PID2022-136435NB-I00, funded by MCIN/AEI/10.13039/501100011033 and by “ERDF A way of making Europe”, EU; and by Xunta de Galicia [ED431C 2022/44 ED431B 2025/21]. CITIC, as a center accredited for excellence within the Galician University System and a member of the CIGUS Network, receives subsidies from the Department of Education, Science, Universities, and Vocational Training of the Xunta de Galicia. Additionally, it is co-financed by the EU through the FEDER Galicia 2021-27 operational program (Ref. ED431G 2023/01). Cabado wish to thanks the Axencia Galega de Innovación the grant received through its Industrial Doctorate program (23/IN606D/2021/2612054). The authors also thank Universidade da Coruña/CISUG for funding the open access charges.
dc.description.sponsorshipXunta de Galicia; ED431C 2022/44
dc.description.sponsorshipXunta de Galicia; ED431B 2025/21
dc.description.sponsorshipXunta de Galicia; ED431G 2023/01
dc.description.sponsorshipXunta de Galicia; IN606D/2021/2612054
dc.identifier.citationB. Cabado, B. Guijarro-Berdiñas, and E.J. Padrón, "Real-time Analysis of Indoor Sports Game Situations through Deep Learning-based Classification", Expert Systems with Applications, Vol. 322, 1 August 2026, 132318, https://doi.org/10.1016/j.eswa.2026.132318
dc.identifier.doi10.1016/j.eswa.2026.132318
dc.identifier.issn1873-6793
dc.identifier.urihttps://hdl.handle.net/2183/48018
dc.language.isoeng
dc.publisherElsevier
dc.relation.isbasedonhttps://doi.org/10.5281/zenodo.12607661
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PID2019-109238GB-C22/ES/APRENDIZAJE AUTOMATICO ESCALABLE Y EXPLICABLE
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2021-2023/PID2022-136435NB-I00/ES/ARQUITECTURAS, FRAMEWORKS Y APLICACIONES DE LA COMPUTACION DE ALTAS PRESTACIONES
dc.relation.urihttps://doi.org/10.1016/j.eswa.2026.132318
dc.rightsAttribution 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectMachine learning
dc.subjectImage classification
dc.subjectSport event broadcasting
dc.subjectReal time scene classification
dc.subjectExplainable artificial intelligence
dc.subjectImage object detection
dc.titleReal-time Analysis of Indoor Sports Game Situations through Deep Learning-based Classification
dc.typejournal article
dc.type.hasVersionVoR
dspace.entity.typePublication
relation.isAuthorOfPublicationd839396d-454e-4ccd-9322-d3e89a876865
relation.isAuthorOfPublicationbdccb1db-e727-4b63-b2ca-1941cc096c00
relation.isAuthorOfPublication.latestForDiscoveryd839396d-454e-4ccd-9322-d3e89a876865

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