Papers for

sports technology developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Garment-mounted virtual imu data created from text improves body motion sensing

IMUdrape: Generating Garment-Mounted Virtual IMU Data from Text through Physics-Based Cloth Simulation

Abstract: Inertial sensors are moving into clothing, from sensorized sportswear to garments instrumented with hundreds of IMUs. Sewn into clothing, a sensor no longer moves rigidly with the body: loose fabric slides, twists and swings, so a garment-mounted sensor records the motion of the fabric as well as that of the body, and this extra motion differs from one garment to the next. Models for such sensors need training data recorded with the deployed garment, yet labeled data are scarce. Virtual IMU data generated from videos or text have eased this scarcity for body-attached sensors, but existing generators attach their virtual sensors rigidly to the body. We present IMUdrape, which generates garment-mounted virtual IMU data from text through physics-based cloth simulation. IMUdrape synthesizes motion from activity descriptions, reconstructs the target garment as a sewing pattern from photographs, places virtual IMUs at the deployment's real sensor positions, and simulates the garment with an intersection-free contact solver, so that every simulation yields paired garment and body signals. On four real datasets with clothing-mounted sensors, IMUdrape improves on existing virtual-data approaches for both activity recognition and full-body pose estimation. With one real subject, its data improve recognition macro-F1 by 7% to 46% over real data alone and by 2% to 11% over body-mounted virtual data from the same motion. When the garment is simulated on recorded motion, the pose error without any real training data falls by 30% to 33% relative to generated motion, and garment data remain 12% more accurate than body data. IMUdrape thus reduces the amount of real data that garment-mounted sensing requires.

Mon 2 NovComputer Vision and Pattern RecognitionHuman-Computer Interaction
The gist
Sensors in clothes don’t just move with the body but also with the fabric’s loose motions, making the sensor data harder to interpret. The authors developed IMUdrape, a system that uses physics-based simulations of cloth and text descriptions of activities to create virtual sensor data as if from real sensors sewn into clothes. This approach helps train models that better understand the actual motion recorded by these sensors without needing lots of real-world training data. Tests show that IMUdrape improves activity recognition and pose estimation compared to previous methods that assumed sensors are fixed to the body.
Open → 2611.02393v1

Goalball training challenges and technology needs vary by role and team level

Understanding Goalball Training Across Roles and Team Contexts: Practices, Perceptions, Challenges, and Technological Opportunities

Abstract: Goalball is a team sport for visually impaired athletes, played by throwing and blocking a ball while wearing eyeshades. However, existing studies provide limited guidance on which everyday training difficulties technology should address for players and coaches across team contexts. We conducted semi-structured interviews and focus groups with 18 players and 12 coaches from seven South Korean teams spanning youth, second-division, first-division, and national-team contexts. Using qualitative coding and matrix-based analysis, we describe current training practices, participants' views of these methods, the challenges they encounter, and their technological support needs. Drawing on the relationships among these four areas, we discuss implications for the design and evaluation of future support technologies that fit everyday goalball training across roles and team contexts.

Tue 13 OctHuman-Computer Interaction
The gist
Goalball is a sport for visually impaired players where they throw and block a special ball while wearing eyeshades. The authors talked with players and coaches from different team levels in South Korea to learn how they train, what problems they face, and what kinds of technology could help. They found that training methods, issues, and tech needs differ depending on whether someone is a player or a coach and on their team’s competitive level. This study helps guide the design of future technology to support daily goalball training better.
Open → 2610.19160v1

Multi-object tracker improves accuracy using spatial relationship cues

MOTIP2: Spatial Priors for End-to-End Multi-Object Tracking

Abstract: End-to-end multi-object trackers have narrowed the gap with classical tracking-by-detection on association-difficult benchmarks. Yet they still make spatially implausible errors no classical tracker would, such as assigning one identity to objects on opposite sides of the frame. A model could learn to avoid them, but tracking annotations are scarce, so we encode spatial priors explicitly instead, while keeping inference fully end-to-end with no post-hoc association. We propose three spatial priors, at the data, loss, and representation stages. Spatial ID Switches bias trajectory permutations toward spatially overlapping objects, reducing the mismatch between training and inference confusions. Spatial ID Loss scales each identity's penalty by its box distance, so a distant switch costs more than a nearby one. Spatial Anchor gives each track token its frame position, an explicit spatial cue for attention. We instantiate the three priors in MOTIP2, a tracker adapted from MOTIP and built on the real-time DEIM detection transformer. Trained without extra data, its main model, MOTIP2-L, sets a new state of the art: 73.4 HOTA on DanceTrack, 76.0 on SportsMOT, and 71.1 IDF1 on PersonPath22. MOTIP2 is a family of models spanning the speed-accuracy trade-off: a lighter model, MOTIP2-S, matches the original MOTIP at over 3x the speed, and MOTIP2-X reaches 74.8 HOTA on DanceTrack.

Wed 7 OctComputer Vision and Pattern Recognition
The gist
Tracking multiple moving objects through video can be tricky, especially when objects look similar or move around a lot. The authors show that their new tracking system uses knowledge about where objects usually are in a scene to avoid silly mistakes, like mixing up objects on opposite sides of a frame. They add special clues during training and when the model pays attention to parts of the video, making tracking more reliable without needing extra data or complicated post-processing. Their approach beats previous models on common test sets for tracking people dancing, playing sports, and walking.
Open → 2610.10391v1

Learned state prior improves realism in human walking and running simulations

Closing the realism gap in physics-based gait simulations with a learned state prior

Abstract: Predictive simulation of human movement is a promising tool for studying ``what-if'' scenarios in human movement and its underlying motor control, yet its realism is often limited. To address this gap, we incorporate a learned state prior that is trained on a large-scale dataset of human gait kinematics and external forces into predictive simulations. Resulting gait simulations yield kinematics and kinetics across diverse walking and running speeds that better match experimental data than current physics-based simulations, achieving accuracy comparable to data-driven models that reproduce learned data. Furthermore, our method enables robust hypothesis testing by demonstrating how varying optimality assumptions, muscle weakness, and footwear choices influence predicted gait. We also show that this prior generalizes well beyond its training data, successfully reconstructing full-body kinematics for curved running and cutting maneuvers from sparse marker sets. Ultimately, these results suggest that state priors should be broadly integrated into predictive simulations.

Tue 6 OctComputational Engineering, Finance, and Science
The gist
Simulating how people walk and run using physics can help study different movement scenarios, but these simulations often don’t look very real. The authors trained a method on many real walking and running examples so the simulations produce more natural movements that closely match real experiments. Their improved approach even handles tricky movements like curved running using only minimal data. This makes it easier to test how changes like muscle weakness or shoe types affect walking or running in a more realistic way.
Open → 2610.08506v1

Custom nfc system enables wire-free body sensor networks at fast rates

Protocol-Flexible Custom NFC for Wire-Free Wearable Sensor Networks

Abstract: This study presents a custom near-field communication (NFC) system with software-defined protocol implementation for wearable sensors distributed across the body. Conventional wired implementations can degrade wearability because of mechanical constraints, whereas radio-based wireless approaches such as Bluetooth are affected by body-induced signal attenuation and limited communication coverage. The proposed system is compatible with previously demonstrated fabric-integrated meander coils, which provides a feasible path toward garment-scale NFC communication areas. The system combines a microcontroller unit with compact modulation and demodulation circuits, allowing medium access control and other communication protocols to be implemented in software. Experimental results demonstrate continuous acquisition of three-axis acceleration data from three sensor tags, achieving a per-tag polling rate of $222\,\mathrm{Hz}$ and an effective throughput of approximately $16\,\mathrm{kbps}$, delivering $156$ valid samples per second per tag at a measured packet error rate of $30\%$.

Sun 20 SeptNetworking and Internet Architecture
The gist
Wired sensors worn on the body can be uncomfortable and limit movement, while common wireless methods like Bluetooth often struggle to send signals through the body. The authors designed a special kind of near-field communication (NFC) system that works with sensors sewn into clothing and uses software to control how data is sent. Their system can collect movement data from multiple sensors quickly, even with some data loss. This approach could make wearing multiple sensors less intrusive and more reliable.
Open → 2609.23347v1

Vision language models can help judge olympic diving scores accurately

Can Vision-Language Models Judge Olympic Diving? From Reasoning to Scores in Zero-Shot Action Quality Assessment

Abstract: Automated action quality assessment (AQA) in Olympic sports remains a challenging task due to the complexity of human motion and the subjectivity inherent in expert judging. This work evaluates the capability of open-source Vision-Language Models (VLMs) to perform zero-shot action quality assessment on Olympic diving videos using the AQA-7 benchmark dataset. In this regard, a regression-based framework is pro-posed to leverage both the semantic reasoning and phase-level sub-scores generated by the VLMs, combining TF-IDF vectorization, dimensionality reduction, and ensemble learning to predict final competition scores. Experimental results show that standalone VLMs achieve moderate Spearman correlations below 0.32, while the proposed ensemble regression framework substantially improves performance in the reported evaluation, reaching a Spearman correlation of 0.67 with a four-model configuration. Textual reasoning features con-sistently outperformed raw numerical sub-scores, highlighting the richness of VLM-generated explanations for action quality analysis. These findings suggest that VLMs hold strong potential as assistive tools for explainable and semi-automated sports performance evaluation. The code is publicly available on GitHub https://github.com/hvelesaca/olympic diving judge vlm

Wed 16 SeptComputer Vision and Pattern RecognitionArtificial IntelligenceMachine Learning
The gist
Judging the quality of Olympic diving is tough because of complex movements and personal opinions among judges. The authors tested open-source vision-language AI systems to score diving performances without special training. They combined text-based reasoning from the AI with clever data techniques to predict final scores better than the AI alone. This method showed promise for semi-automated, explainable sports judging. The code is made openly available for others to try.
Open → 2609.19354v1

Multi signal method detects hammer throw release frames automatically

MS-RFD: Multi-Signal Release Frame Detection in Hammer Throw from Reconstructed 3D Trajectories

Abstract: Recent advances in artificial intelligence and computer vision are reshaping sports performance analysis by enabling automated detection, tracking, and performance analysis. In hammer throw, performance is strongly determined by the kinematic conditions at release, particularly release speed, release angle, and release height. However, identifying the release instant from video typically requires manual frame-by-frame inspection, which is subjective and cumbersome in real-world training scenarios. In this paper, we present a fully automatic multi-signal release frame detection (MS-RFD) method for hammer throw using reconstructed 3D hammer trajectories. The proposed method integrates four complementary kinematic signals: speed dynamics, angular velocity transition, radial distance relative to the rotation center, and post-release trajectory linearity. These signals are fused to score and verify candidate release frames. MS-RFD is evaluated through the throwing-distance estimation error obtained from the release parameters estimated at the detected frame. An ablation study analyzes the contribution of each signal and compares alternative candidate selection strategies. The results show that speed dynamics and radial expansion provide the strongest signals for release frame detection, while angular velocity and post-release linearity provide smaller refinements.

Wed 16 SeptComputer Vision and Pattern Recognition
The gist
Determining the exact moment a hammer is released in hammer throw is important but usually requires careful and slow manual video review. The authors developed a computer method that uses four different movement clues from 3D reconstructed hammer paths to automatically find the release frame. This approach combines speed patterns, turning speed changes, distance from the center, and straightness of the hammer’s flight after release. Their tests showed that speed and distance clues were most helpful, with the other signals giving smaller improvements.
Open → 2609.18260v1