This study employed a two-stage deep learning framework for sports video action recognition that integrates a Multi-Scale Convolutional Neural Network (MSCNN) with a Long Short-Term Memory (LSTM) network. Publicly available benchmark datasets, namely UCF11, UCF Sports, and JHMDB, were used for model development and evaluation. No new data were collected from human participants, and no personally identifiable information was accessed or processed. Because the study involved the secondary analysis of publicly available, anonymized datasets and did not involve direct human participation, institutional ethical approval and informed consent were not required.
The workflow consisted of frame sampling and temporal normalization, followed by feature extraction using the MSCNN module. The extracted features were subsequently processed using an LSTM network for temporal modeling and then passed to a multi-class classification layer. Finally, the model was trained and evaluated using the selected benchmark datasets. Figure 1 illustrates the overall architecture of the proposed framework.

Figure 1: Proposed MSCNN-LSTM framework for sports video action recognition. Overall workflow illustrating video preprocessing, multi-scale spatial feature extraction, temporal sequence learning, and action classification. Please click here to view a larger version of this figure.
Figure 1 illustrates the workflow of the proposed sports video action-recognition framework based on a hybrid MSCNN-LSTM architecture. The process begins with sports video clips containing various athletic actions, including kicking, horse riding, and golf swinging. The raw videos were decomposed into individual frames during the preprocessing stage, where the frames are cropped, standardized, and prepared for model input. The preprocessed frames were then fed into the MSCNN module for feature extraction. The multi-scale convolutional architecture captures spatial features at different receptive fields, enabling the extraction of both local and contextual information from sports video frames. The extracted feature vectors were then processed by the LSTM network to model temporal dependencies and the evolution of motion across consecutive frames. Finally, the classification and training module used the learned spatiotemporal representations to predict the action category for each video clip. The proposed framework comprised four sequential steps, beginning with data collection and preprocessing using the UCF11 (YouTube Actions), UCF Sports, and JHMDB benchmark datasets. Each sports video was converted into a sequence of frames, which were resized, normalized, and augmented through rotation, flipping, and cropping to improve robustness to environmental variations. The preprocessed frames were then processed by the proposed Multi-Scale Convolutional Neural Network (MSCNN), where parallel convolutional branches with 3 × 3, 5 × 5, and 7 × 7 kernels extracted complementary local and contextual spatial features. These multi-scale features were concatenated and refined using batch normalization and max pooling to generate compact feature representations. The resulting frame-level features were subsequently provided to a Long Short-Term Memory (LSTM) network to model temporal dependencies across consecutive frames. The final LSTM outputs were flattened and passed through fully connected layers with ReLU activation, followed by a Softmax classifier to predict the action category. The network was trained using the Adam optimizer with a cross-entropy loss function and dropout regularization to reduce overfitting. Model performance was finally evaluated on the UCF11, UCF Sports, and JHMDB benchmark datasets using accuracy, precision, recall, and F1-score.
1. Data collection and pre-processing
Three publicly available benchmark datasets for sports and human action were used in this study. These datasets contain real-world sports footage with varying camera motion, viewpoints, and background complexity. Specifically, the study utilized UCF11 (YouTube Actions) (https://www.crcv.ucf.edu/data/UCF_YouTube_Action.php), which contains 11 action categories collected from 1,168 YouTube videos recorded from approximately 25 individuals, with multiple samples per action. The Joint-Annotated Human Motion Database (JHMDB)34,35 contains 21 action classes and 928 annotated videos. The UCF Sports dataset comprises 10 action classes and 150 video sequences captured from broadcast sources with a resolution of 720 × 480 pixels (https://www.crcv.ucf.edu/data/UCF_Sports_Action.php).
Collectively, these datasets cover both individual and team sports and provide variation in temporal duration and visual scale for evaluating the proposed MSCNN-LSTM action-recognition framework. As part of the data-quality screening process, the UCF11, UCF Sports, and JHMDB datasets were examined for corrupted videos, duplicate files, and clips with incomplete annotations. No samples meeting these exclusion criteria were identified; therefore, all available videos were retained for subsequent analysis. The datasets were then partitioned into training (70%), validation (15%), and testing (15%) subsets using a consistent random-splitting strategy. Figure 2 presents representative images used for training and evaluation.

Figure 2: Representative frames from the benchmark sports action recognition datasets. Panels (A–D) show examples from the UCF11 (YouTube Actions) dataset, panels (E–H) from the UCF Sports dataset, and panels (I–L) from the JHMDB dataset. The frames illustrate variations in action classes, viewpoints, backgrounds, illumination conditions, and motion complexity. Please click here to view a larger version of this figure.
The proposed action-recognition model was evaluated on the UCF11, UCF Sports, and JHMDB benchmark datasets, as summarized in Table 3. These datasets represent diverse motion patterns and challenging environmental conditions. The UCF11 (YouTube Actions) dataset contains sports actions from 11 classes acquired under varying illumination, viewpoint, and background conditions. The UCF Sports dataset comprises 150 field-sports videos from professional broadcasts, featuring realistic motion sequences. The JHMDB dataset provides detailed human-motion annotations for 21 fine-grained action categories and serves as a benchmark dataset for spatiotemporal action recognition. Together, these datasets were used to evaluate model performance across sports and human-action scenarios. The network was trained using the Adam optimizer for 100 epochs with a batch size of 32, an initial learning rate of 0.001, and a cross-entropy loss function. The model with the lowest validation loss was selected for final evaluation. All experiments used a fixed random seed of 42. Early stopping and learning-rate reduction on plateau were applied to improve convergence, and gradient clipping with a threshold of 5.0 was used during LSTM training to prevent exploding gradients. The proposed MSCNN-LSTM model contained approximately 15 million trainable parameters. The hardware and software configuration used for implementation is summarized in Table 4. Because the class distributions were sufficiently balanced, no additional class-weighting or resampling procedures were applied. Comparator models were implemented using the hyperparameters reported in their original studies, with training settings harmonized where feasible. Performance values were reported as the mean ± standard deviation from five independent runs with different random initializations. Differences between the proposed model and the comparator models were evaluated using paired t-tests at a significance threshold of p < 0.05.
| Dataset | No. of Classes | No. of Videos | Resolution (px) | Source | Description |
| UCF11 (YouTube Actions) | 11 | 1168 | Variable (≈ 320×240) | University of Central Florida | Includes 11 human actions from sports (e.g., basketball shooting, diving, golf swing, soccer juggling). Videos are collected from YouTube with high variation in illumination, viewpoint, and background. |
| UCF Sports | 10 | 150 | 720×480 | UCF Sports Action Dataset | Contains sports activities like diving, horse riding, golf swing, running, and weightlifting recorded from real broadcast TV footage (BBC, ESPN). |
| JHMDB | 21 | 928 | 320×240 | Max Planck Institute for Intelligent Systems | Includes daily and sports activities such as catching, jumping, brushing hair, shooting, and running with joint annotations for motion and pose analysis. |
Table 3: Characteristics of the benchmark datasets used for training and evaluation. Overview of the UCF11, UCF Sports, and JHMDB datasets, including the number of action classes, video samples, dataset characteristics, and their roles in model training, validation, and testing.
| Parameters Used | Description |
| Programming Language | Python 3.8.18 [4] |
| Deep Learning Framework | TensorFlow 2.15.0 [1] |
| GPU Accelerator | NVIDIA GeForce RTX 3090 (24 GB VRAM) [1] |
| CPU | Intel Core i9 @ 3.5 GHz × 16 Cores |
| Operating System | Windows 11 |
| Memory (RAM) | 64 GB DDR4 |
| Optimizer | Adam (learning rate = 0.001) |
| Batch Size | 32 |
| Number of Epochs | 100 |
| Activation Functions | ReLU (CNN layers), Softmax (output layer) |
| Dropout Rate | 0.5 |
Table 4: Simulation environment and hyperparameter configuration of the proposed MSCNN-LSTM model. Hardware specifications, software environment, optimizer settings, learning rate, batch size, number of epochs, input dimensions, and other hyperparameters used during model training and evaluation.
2. Pre-processing
Before training, each raw video was converted into a time-ordered sequence of frames and then normalized, temporally sampled, and augmented. Each input video V was first converted into a sequence of frames and represented as a 4D tensor V ∈ RT×H×W×C, where T is the number of frames, H × W i denotes frame index, and C denotes the number of color channels (3 for RGB). The preprocessing pipeline consisted of frame extraction, spatial resizing followed by center or random cropping to a fixed resolution (H′, W′), per-pixel intensity normalization, and optional data augmentation, including random flipping, scaling, and color jittering, before feature extraction. Concretely, intensity normalization was implemented as either standard score normalization as in Eq. (1).
(1)
where μ, σ are channel means and standard deviations computed over the training set, or as min–max scaling as in Eq. (2).
(2)
After normalization, each frame was represented as F̃t ∈ RH′×W′×C′ and the resulting video tensor was represented as V′ ∈ RT×H′×W′×C. In a multi-scale convolutional frontend, multiple receptive field spatial feature maps are obtained by applying several 2-D (or 3-D for early spatiotemporal convs) convolutions with different kernel sizes; a temporal feature representation was then generated for each frame or short video clip and forwarded to the LSTM module. The original paper applies the MobileNetV2 and then Deep BiLSTM for temporal modeling; the very same preprocessing pipeline above is fully compatible with a multi-scale conv + LSTM replacement.
3. Sampling and temporal normalization
Since video lengths T vary between and within datasets, we uniformly sample or temporally resample frames to give the multi-scale convolution + LSTM a fixed input length N in terms of frames or short snippets. Uniform frame indices can be computed as in Eq. (3),
(3)
so, the sampled frame sequence is Vs = {F̃t0, …, F̃tN−1}. When finer temporal fidelity is required, we perform linear temporal interpolation: for any resampled fractional time τ ∈ [0, T−1] computed as in Eq. (4).
(4)
so that the resampled sequence Vs has exactly N frames and preserves smooth motion. Alternatively, sampling by short contiguous clips (temporal window length w with stride s) yields a set of clip tensors where each clip Cj ∈ RT×H′×W′×C and j = 0, …, ⌊(T − w)/s⌋. For temporal normalization inside the network, a simple temporal pooling at multiple scales is effective: given a temporal feature sequence X = {x1, …, xN} generated by multi-scale convs, apply pooled features as in Eq. (5).
(5)
where Sk is the temporal support for scale k (e.g., Sk may be non-overlapping blocks or dilated indices) and mk = |Sk|.
Prior to feature extraction, all videos were scaled to 224 × 224 pixels and sampled at 25 frames per second. Every experiment employed a constant sequence length of 32 frames. Random cropping (scale = 0.8–1.0), random rotation (±15°), random horizontal flipping (probability = 0.5), and brightness modification (±20%) were among the data augmentation techniques. ImageNet mean values [0.485, 0.456, 0.406] and standard deviations [0.229, 0.224, 0.225] were used to standardize pixel values. For every video sequence, uniform frame selection was used for temporal sampling. Longer movies were uniformly trimmed or sampled to preserve a consistent sequence length, whereas videos with fewer than 32 frames were zero-padded. Throughout training and assessment, these settings were constantly used.
4. Feature extraction using MSCNN
A Multi-Scale Convolutional Neural Network (MSCNN) was employed to enhance the spatial representation of actions in sports videos. Conventional convolutional neural networks that rely on a single kernel size may have limited capability in capturing features at multiple spatial scales. Because some sports actions exhibit similar visual characteristics, it may be difficult for a single-scale convolutional architecture to simultaneously capture both local and global features. To address this limitation, the proposed framework utilizes convolutional kernels of different sizes to perform multi-scale feature extraction and feature fusion.
In the proposed network architecture, 1 × 1 convolution kernels were used to organize information across channels and to reduce the dimensionality of the input feature maps. In addition, these layers increase the expressive capability of the network by introducing additional feature transformations and nonlinear representations. Convolution kernels of different sizes enable the extraction of spatial information at multiple scales. Sequential normalization is performed following weighted multi-scale feature fusion to improve training stability. In order to mitigate gradient vanishing and gradient explosion problems during deep network training, the suggested architecture uses residual connections and LSTM-based temporal modeling.
The multi-scale design enhances the network's ability to capture features at different spatial resolutions and improves feature representation capability. Furthermore, the conventional N × N convolution kernel is decomposed into N × 1 and 1 × N convolution operations. The N × 1 and 1 × N convolutions employed in the MSCNN module are designed to capture complementary directional and multi-scale spatial features from individual video frames. These convolutional operations enhance spatial feature representation by extracting patterns at different receptive-field scales. Temporal relationships between consecutive frames are subsequently modeled by the LSTM module, which processes the sequence of MSCNN-extracted features to learn long-term temporal dependencies for action recognition.
Each sports video V = {F1, F2, …, FT} is decomposed into T frames. To encode spatial variations, for example, player pose, motion blur, ball trajectory, convolutional branches at three different scales operate s ∈ {1, 2, 3}, corresponding to kernel sizes 3 × 3, 5 × 5 and 7 × 7. Each branch extracts feature maps as in Eq. (6):
(6)
Where Ws and bs are convolutional weights and biases at scale s, and σ is the ReLU activation. The multi-scale fusion layer aggregates features as in Eq. (7):
(7)
This fused feature tensor embeds both fine-grained motion cues and large-area contextual information, such as group activities. Figure 3 illustrates only the MSCNN feature-extraction module. The LSTM layer (256 hidden units), dense layer (128 neurons), and dropout layer (0.5) used for temporal modeling and classification are presented separately in Figure 4.

Figure 3: Proposed Multi-Scale Convolutional Neural Network (MSCNN) feature extraction module. Three parallel convolutional branches with kernel sizes of 3 × 3, 5 × 5, and 7 × 7 extract complementary multi-scale spatial features, which are fused before temporal modeling by the LSTM network. Please click here to view a larger version of this figure.

Figure 4: Proposed LSTM architecture for sports video action recognition. The LSTM module models temporal dependencies through input, forget, and output gate operations across consecutive video frames. Please click here to view a larger version of this figure.
Figure 3 illustrates the proposed Multi-Scale Convolutional Neural Network (MSCNN) feature extraction module for sports video action recognition. Input video frames were processed in parallel through three convolutional branches with kernel sizes of 3 × 3, 5 × 5, and 7 × 7, each containing 64 filters to capture complementary fine- and coarse-grained spatial features. The outputs were refined using Batch Normalization, ReLU activation, and 2 × 2 max pooling, then concatenated and fused by a 1 × 1 convolution with 128 filters. A residual skip connection preserved low-level spatial information and improved gradient flow. The fused feature maps were flattened and passed to an LSTM layer with 256 hidden units for temporal modeling, followed by a fully connected layer with 128 neurons, ReLU activation, and a dropout rate of 0.5 before final classification using a Softmax layer. The multi-scale feature maps (f1l, f2l, and f3l) were concatenated to form the fused representation (Fl), which was further refined by a 3 × 3 convolution to generate the output feature map for the subsequent layer. This hierarchical architecture enabled the learning of complementary spatial features at multiple receptive fields, improving sports action recognition performance.
5. Temporal modeling using LSTM
In order to model the time-based evolution across the video edges, the aggregated feature sequence was provided to the LSTM system to capture dynamic dependencies and continuity of motion. For each input video, we first extracted multiscale CNN features per frame. Let the video frames be I1, …, IT. For each frame t and each scale s the multi-scale convolutional encoder produces a feature vector ft(s) ∈ Rd. Then fuse scales into a single frame descriptor by either projection + concat or weighted sum as in Eq. (8):
(8)
Then feed the sequence {xt}tT=1 into an LSTM to model the temporal dynamics. In standard LSTM notation, at time t the gates and states are in Eq. (9) to (13):
(9)
(10)
(11)
(12)
(13)
Here σ is the sigmoid activation, ⊙ is element-wise multiplication.) Although bidirectional LSTM architectures can be used to capture both past and future temporal context, the proposed framework employs a standard LSTM to model temporal dependencies across sequential video frames. This design choice is consistent with the MSCNN-LSTM architecture presented in this study. After processing the clip, a clip representation was obtained (e.g., last hidden state or temporal pooling): z = Poolt(vt).
Figure 4 illustrates the workflow of the proposed LSTM architecture for sports action recognition. The network received a sequence of video frames or CNN-extracted features and processed them across successive time steps (t−2, t−1, and t). Each LSTM cell comprised an input gate, a forget gate, and an output gate, which regulated information flow through the network. The input gate incorporated new information into the cell state, the forget gate discarded irrelevant temporal information, and the output gate generated the hidden state propagated to the subsequent time step. The cell state preserved long-term temporal dependencies, whereas the hidden state captured short-term temporal information. After sequential processing, the LSTM outputs were pooled to generate a temporal feature representation, which was passed to a fully connected layer and a Softmax classifier to predict the corresponding sports action. The network was trained using the Adam optimizer for 100 epochs with a batch size of 32, an initial learning rate of 0.001, and a cross-entropy loss function. The model with the lowest validation loss was selected for final evaluation. To ensure reproducibility, all experiments were conducted using a fixed random seed of 42. Early stopping and learning-rate reduction on plateau were employed to improve convergence, and gradient clipping with a threshold of 5.0 was applied during LSTM training to prevent exploding gradients. The proposed MSCNN-LSTM model contained approximately 15 million trainable parameters.
The final class scores and probability uses a linear layer + softmax as in Eq. (14):
(14)
Train by minimizing the cross-entropy loss over the labeled clips as in Eq. (15):
(15)
where Nb is the size of the batch, C number of classes, and y(n) is the one-hot ground truth. Regularization (dropout on xt/LSTM outputs, weight decay) Gradient clipping is applied to help stability for long sports sequences.