mlsanityData to 7 Oct 2026

P2ANet: A Dataset and Benchmark for Dense Action Detection from Table Tennis Match Broadcasting Videos

arXiv 2207.12730 ↗First posted 26 Jul 2022cs.CV cs.LGcited by 5

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Abstract (arXiv)

While deep learning has been widely used for video analytics, such as video classification and action detection, dense action detection with fast-moving subjects from sports videos is still challenging. In this work, we release yet another sports video benchmark TheName for emphunderlinePing emphunderlinePong-emphunderlineAction detection, which consists of 2,721 video clips collected from the broadcasting videos of professional table tennis matches in World Table Tennis Championships and Olympiads. We work with a crew of table tennis professionals and referees on a specially designed annotation toolbox to obtain fine-grained action labels (in 14 classes) for every ping-pong action that appeared in the dataset, and formulate two sets of action detection problems -- action localization and action recognition. We evaluate a number of commonly-seen action recognition (e.g., TSM, TSN, Video SwinTransformer, and Slowfast) and action localization models (e.g., BSN, BSN++, BMN, TCANet), using TheName for both problems, under various settings. These models can only achieve 48% area under the AR-AN curve for localization and 82% top-one accuracy for recognition since the ping-pong actions are dense with fast-moving subjects but broadcasting videos are with only 25 FPS. The results confirm that TheName is still a challenging task and can be used as a special benchmark for dense action detection from videos.

Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 44 of its 76 references that are in the map. First posted on arXiv 26 Jul 2022.

Builds on

44 of 76 references.

References · 44

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32 more
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Cited by year (2026 to 7 Oct)

Citing papers per year: 2023: 1; 2024: 0; 2025: 2; 2026: 2.

5 papers.