Project Report on Deep Learning for Player Motion Tracking & Action Prediction in Badminton
Project Report on Deep Learning for Player Motion Tracking & Action Prediction in Badminton
BACHELOR OF TECHNOLOGY IN
INFORMATION TECHNOLOGY
2024 – 2025
By
PUNE– 411037
C E R T I F I C A T E
This is to certify that the Major Project titled
in Badminton”
submitted by
Sushrut Anil Patil
Aman Manoj Manakshe
Adwait Kiran Mail
Tejas Sanjay Gambhir
is a bonafide work carried out by them under the supervision of me, Prof. Kavita
Sultanpure and it is approved by me for submission. Certified further that, to the
best of my knowledge, the report represents work carried out by the students as
the Major project, prescribed by the Savitribai Phule Pune University in the
academic year 2024-25.
Guide Head
(Prof. Kavita Sultanpure) (Prof. Dr. Premanand Ghadekar)
Department of Information Technology Department of Information Technology
We, the members of Group No. 4, would like to sincerely thank everyone who
helped us finish this project without any problems. First and foremost, we would like to
express our sincere gratitude to PROF. KAVITA SULTANPURE, our mentor and leader,
for all of her help, advice, and encouragement during this project. Their knowledgeable
advice and helpful criticism have greatly influenced how our work has turned out.
This project was made possible by the collective efforts of everyone involved, and
we are truly thankful for the opportunity to learn, grow, and achieve this milestone
together.
1. SYNOPSIS
1.1.Project Title 1
1.2.Project Domain 1
1.3.Internal Guide 1
1.4.Technical Keywords 1
1.5.Problem statement 1
1.6.Abstract 1
1.7.Objectives 2
2. INTRODUCTION
2.1. Problem definition and scope 5
2.2. Motivation 6
3. LITERATURE REVIEW
3.1. Literature review 8
3.2. Comparison Table 11
4. PROJECT PLAN
4.1. Time and Scheduling 16
4.2. Work Breakdown Structure 17
5. SOFTWARE REQUIREMENT SPECIFICATION
5.1. Functional 18
5.2. Non-Functional 21
6. PROPOSED SYSTEM
6.1.State Flow Diagram 24
6.2.System Architecture Diagram 25
6.3.Sequence Diagram 26
6.4.Use Case Diagram 27
6.5. Feasibility Study 29
6.2.1. Technical Feasibility
6.2.2. Operational Feasibility
6.2.3. Economic Feasibility
6.6.Estimation 30
7. RESULTS AND DISCUSSION
7.1 Results 33
7.2 Training & Processing 35
8. DEPLOYMENT AND MAINTENANCE
8.1 Deployment Strategy 38
8.2 Maintenance Strategy 38
8.3 Scalability Considerations: 39
9. CONCLUSION AND FUTURE SCOPE 41
REFERENCES 43
LIST OF FIGURES
LIST OF TABLES
1. Comparison table of key research papers
2. Performance Metrics
3. Video analysis Performance
CHAPTER 1
SYNOPSIS
1.1 Project Title
Deep Learning for Player Motion Tracking & Action Prediction in Badminton
The goal of this project is to close that gap by providing a clever, user-friendly system that
can recognize player movements and shot types from match footage automatically. It
improves accuracy, decreases manual labor, and makes video analysis available to all
players, regardless of skill level.
1.6 Abstract
Monitoring player performance and movement is becoming more and more important in
sports. Athletes and coaches depend on prompt and precise feedback to improve
performance and hone their tactics. However, this degree of analysis in badminton is still
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mostly done by hand, using event logging and match observation, which is laborious and
prone to human mistake.
While some sports have adopted advanced tools for performance analysis, these
technologies are often either unsuitable for badminton or too expensive and complex for
widespread use. As a result, many coaches and players—especially at the training
level—lack access to tools that can quickly and effectively evaluate matches. This creates
a clear need for an accessible and affordable way to analyze the flow and dynamics of a
badminton game.
This project aims to bridge that gap. It offers a simple, user-friendly solution that allows
anyone—even those without technical expertise—to analyze badminton matches using just
video footage. The system helps users identify player positions, movements, and shot
types, ultimately supporting better performance and smarter game strategies.
1.7 Objectives
To build a system to automate badminton match analysis using advanced deep learning
models.
A. Methodological Framework
The system employs advanced deep learning models and high-level computer vision to
analyze badminton matches automatically.
● YOLOv8n is used to detect players in real time.
● Court lines and zones of interest are detected using ResNet50.
● Shots are categorized into specific groups by r3d_18.To ensure precision and ease of use,
these models process video frames from a static camera view.
To extract flawless rally segments and label frames with the appropriate shot
classifications, custom tools are developed using Python and OpenCV.
● The information includes 10 types of shots (5 for each player).
● Annotation ensures high-quality training data, which improves model performance.
● This configuration eliminates redundant frames and addresses only relevant match
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material.
C. User Interface and Accessibility
An intuitive and user-friendly Graphical User Interface (GUI) allows them to:
● View Post match videos.
● Examine outputs that consist of player tracking, movement analysis, and shot detection.
● The method enables access to valuable insight for non-technical users like players and
coaches without the requirement of technical skills.
D. Methodological Framework
The system reduces human labor and saves time in match analysis. Reliable information is
given to analysts and trainers for training strategy design. Individualized visual feedback
regarding their performance and location is given to the participants. In conclusion, it
improves badminton analysis's effectiveness, intelligence, and accessibility.
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CHAPTER 2
INTRODUCTION
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2.1 Problem definition
A major issue is the lack of an intuitive, real-time tool that provides comprehensive
analysis specifically for badminton. Without such a solution, many players miss out on
valuable performance insights that could help refine technique, improve strategy, and
ultimately elevate their game. Additionally, the absence of automation and intelligent
tracking prevents analysts from generating consistent and actionable data at scale.
To address this gap, there is a clear need for an affordable, easy-to-use system that can
automatically analyze badminton match footage. Such a tool should accurately detect
player movements and classify shot types without requiring expert knowledge, making
advanced game analysis accessible to all levels of the sport.
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2.2 Motivation
The demand for data-driven decision-making in sports has grown significantly, as athletes
and coaches strive to gain a competitive edge through performance optimization. While
advanced analytics are widely used in sports like football and tennis, badminton has
lagged behind in adopting such technologies due to limited accessibility and high costs.
With the global rise in interest in badminton—especially in countries like India, China,
and Indonesia—players at all levels are seeking ways to improve their performance
through deeper insights. However, most lack access to specialized analysts or expensive
systems that can provide detailed match breakdowns. This project aims to democratize
match analysis by offering a tool that brings professional-level insights to any user with a
video camera.
Manual video review is tedious and time-consuming, often requiring hours of playback
and subjective note-taking. This inefficiency can slow down training feedback loops and
lead to inconsistent evaluations. Automating this process helps players and coaches save
time while gaining accurate and actionable feedback, improving performance with every
match.
Moreover, as video content becomes more prevalent in training and scouting, the ability
to extract structured data from match footage will become a key differentiator. This
project seeks to empower not only athletes and coaches but also academies and
broadcasters with technology that simplifies, accelerates, and enhances match analysis.
By making badminton analysis smarter, faster, and more accessible, this project supports
the broader movement toward technology-enabled sports performance and opens new
opportunities for innovation in the game.
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CHAPTER 3
LITERATURE REVIEW
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3.1 Literature review
[1] This paper investigates the dynamics of ice hockey strategies by integrating YOLOv8
for player detection and Gephi for network analysis in sports education. The study
leverages YOLOv8’s real-time object detection capabilities to track player movements
and interactions, while Gephi visualizes and analyzes the strategic patterns of play. This
combined approach offers a novel framework for understanding team dynamics,
facilitating more informed decision-making in coaching and training. By bridging
advanced computer vision and network analysis, the paper provides valuable insights into
the strategic complexities of ice hockey, with applications in sports education and
performance analysis.
[2] This paper examines the use of deep learning in sports skill learning through a
focused case study and performance evaluation. It explores how advanced deep learning
models can analyze and quantify skill execution in athletes, providing insights into
technique improvement and performance optimization. The study highlights the
integration of motion capture data and video analysis to train models capable of assessing
fine-grained actions in sports. The performance evaluation underscores the effectiveness
of these methods in real-world applications, offering a roadmap for enhancing training
methodologies and advancing skill learning in sports.
[3] This paper provides a comprehensive review of the applications of deep learning in
sports video analysis, highlighting its transformative impact on the field. It discusses
various deep learning techniques used for tasks such as player detection, action
recognition, event detection, and strategy analysis. The paper emphasizes the role of
advanced architectures like convolutional neural networks (CNNs) and recurrent neural
networks (RNNs) in extracting meaningful insights from complex sports scenarios. By
summarizing recent advancements and identifying current challenges, the study serves as
a valuable resource for researchers aiming to leverage deep learning in sports video
analytics.
[4] This paper introduces a deep learning model with an adaptive learning rate designed
for fault diagnosis. Fault diagnosis systems are critical for identifying and addressing
operational issues in complex systems. The proposed model adapts its learning rate
dynamically during training, enabling improved convergence and enhanced accuracy in
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fault detection. By addressing challenges like overfitting and slow learning, the adaptive
learning rate mechanism ensures robust and efficient diagnosis performance across
diverse fault scenarios, contributing to the reliability and efficiency of modern industrial
systems.
[5] This paper explores the application of deep learning algorithms to automatically
detect unexpected accidents under challenging CCTV monitoring conditions in tunnels.
Accidents in tunnels often occur in low-visibility environments and are difficult to detect
due to poor lighting, camera quality, and environmental factors like smoke or dust. The
study introduces a robust framework that leverages advanced deep learning models to
enhance the accuracy and speed of accident detection. This approach aims to improve
monitoring efficiency and provide timely alerts, thereby enhancing safety and minimizing
response times in tunnel environments.
[6] This paper presents a method for accurate ball detection in field hockey videos using
the YOLOv8 algorithm. Ball detection in field hockey is challenging due to the ball's
small size, rapid movement, and frequent occlusions. The study demonstrates how
YOLOv8’s advanced object detection capabilities effectively address these challenges by
delivering high precision and real-time performance. By optimizing the model for the
unique requirements of field hockey, the research highlights its potential for enhancing
video analysis, aiding in performance evaluation, and supporting automated officiating
systems in the sport.
[9] This paper explores the application of computer vision to automate the notation
process for tactical analysis in badminton. By leveraging advanced image processing and
machine learning techniques, the study proposes an automated system capable of tracking
players' movements, shot types, and game strategies in real-time. The system facilitates
the extraction of detailed match statistics, offering insights into players' tactics and
performance. The paper highlights how computer vision technologies can significantly
reduce the manual effort involved in match analysis, providing coaches and analysts with
more efficient and accurate tools for evaluating player strategies and improving training
methodologies.
[10] This paper focuses on badminton video analysis using player tracking and pose
trajectory estimation. The study employs advanced computer vision techniques to track
players’ movements and estimate their pose trajectories during matches. By capturing key
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body positions and movement patterns, the approach enables a deeper understanding of
player behavior and shot execution. The paper highlights how accurate tracking and pose
estimation can be used to analyze tactical decisions, optimize player training, and assist
in performance evaluation. This method offers a valuable tool for automating the analysis
of badminton games and enhancing coaching strategies.
[11] This paper investigates the application of motion recognition technology for
analyzing badminton players' actions in sports video images. Using advanced computer
vision and machine learning algorithms, the study focuses on recognizing and classifying
various player movements, such as jumps, smashes, and net shots. By processing video
images, the proposed system automatically detects and categorizes different actions,
enabling detailed performance analysis. The paper demonstrates the potential of motion
recognition to assist coaches and analysts in evaluating player techniques and improving
training methods, ultimately contributing to enhanced performance in badminton.
[12] This paper presents a badminton path tracking algorithm that combines computer
vision with ball speed analysis to track the trajectory of the shuttlecock during a match.
The study uses high-precision tracking methods to capture the shuttlecock's path, while
simultaneously analyzing its speed and movement patterns. By integrating these
techniques, the proposed algorithm offers enhanced accuracy in determining the
shuttlecock's flight trajectory and predicting its potential landing spot. This method aims
to improve game analysis, provide valuable insights for players and coaches, and
optimize training strategies by offering a detailed understanding of shuttlecock dynamics
in badminton.
[13] This paper explores the application of video analysis technology in badminton sports
training, emphasizing its role in enhancing player performance through detailed match
analysis. By utilizing advanced computer vision and machine learning algorithms, the
study discusses how video analysis can capture player movements, shot execution, and
tactical strategies. The paper highlights the benefits of using video data to break down
complex game situations, providing coaches and players with actionable insights for
technique improvement and strategy optimization. The research underscores the potential
of video analysis to revolutionize badminton training, making it more data-driven and
efficient.
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3.2 Comparison Table
A DeepLearning The authors propose the While the AdaFD The proposed AdaFD
Model with Adaptive AdaFD framework, method shows promising method demonstrates
Learning Rate for which utilizes a results, the paper does higher accuracy and better
Fault Diagnosis convolutional neural not extensively discuss adaptability compared to
network (CNN) as its its limitations. However, other common methods. It
core model. The training as with many deep also exhibits advantages
phase incorporates an learning approaches, in terms of training
adaptive learning rate potential limitations may efficiency, making it
strategy that include the need for large suitable for real-time fault
differentiates between amounts of labeled data diagnosis applications.
weight and bias for training and the
parameters, aiming to computational resources
accelerate the training required for model
process. deployment.
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Deep learning in This review paper Despite the The review finds that deep
sport video analysis: systematically compares advancements, the paper learning models,
a review traditional handcrafted notes that deep learning particularly those
approaches with deep approaches are combining CNNs and
learning techniques in data-intensive, requiring LSTMs, outperform
sport video analysis, large, annotated datasets traditional methods in
focusing on human for effective training. accurately recognizing
activity recognition. It The high computational complex actions in sports
examines various deep demands necessitate videos. These models
learning architectures, powerful hardware, have shown success in
including 2D-CNNs, which may not be applications like event
3D-CNNs, RNNs, and accessible to all detection in soccer, action
LSTMs, highlighting researchers. Additionally, recognition in tennis, and
their capabilities in most existing studies player tracking in hockey.
capturing spatial and focus on a limited range The integration of spatial
temporal features. The of sports, such as soccer and temporal feature
authors analyze recent and basketball, indicating extraction has enhanced
studies across multiple a need for broader the precision and
sports to assess the application across efficiency of sport video
effectiveness of these diverse sporting analysis .
models in performance disciplines.
evaluation and tactical
analysis.
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The study integrates The study's scope was The analysis revealed
Exploring the
computer vision and limited to a specific distinct passing patterns
Dynamics of Ice social network analysis dataset, which may not and community structures
Hockey Strategies to examine ice hockey capture the full within teams. Players with
Using YOLOv8 and strategies. Utilizing the variability of real-world high weighted degree
Gephi in Sports McGill Hockey Player games. The accuracy of centrality were identified
Education Tracking Dataset, the pass detection based on as key facilitators in
researchers employed proximity may be offensive or defensive
YOLOv8 for player affected by occlusions or plays. Community
detection and ByteTrack rapid movements. detection highlighted
for multi-object tracking. Additionally, the subgroups of players who
Passing interactions approach requires frequently interacted,
were identified based on high-quality video data providing insights into
player proximity to the and computational team dynamics and
puck, constructing a resources, which might strategy execution.
directed network where limit its applicability in
nodes represent players some educational
and edges denote passes. settings.
Accurate ball The researchers While the system showed The proposed
detection in field developed a ball promising results, certain YOLOv8-based approach
hockey videos using detection system limitations were demonstrated high
YOLOV8 algorithm utilizing the YOLOv8 identified. The model's accuracy and efficiency in
object detection performance may be detecting the hockey ball
algorithm. They affected by challenging within video frames. The
compiled a specialized conditions such as model achieved
dataset by combining occlusions, varying significant performance
two annotated field lighting, and complex metrics, indicating its
hockey ball datasets backgrounds commonly effectiveness in real-time
from Roboflow present in field hockey ball detection. By
Universe, totaling 4,700 videos. automating the ball
images. The dataset was detection process.
divided into training
(87%), validation (9%),
and testing (4%) subsets.
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The authors developed The system's The proposed system
Video Analysis
an intelligent video performance may be effectively tracks player
Technology and Its analysis system for influenced by factors movements and
Application in badminton training, such as lighting recognizes actions during
Badminton Sports integrating computer conditions, camera training sessions. By
Training vision, pattern angles, and occlusions, automating the analysis
recognition, and image which can affect the process, it offers coaches
processing technologies. accuracy of motion detailed insights into
The system utilizes tracking and recognition. player performance and
particle filter prediction Additionally, the technique. This
for adaptive separation complexity of real-world automation facilitates
of moving targets and training environments more efficient training
tracks athlete may pose challenges in sessions and allows for
trajectories. maintaining consistent targeted improvements in
analysis quality player skills.
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CHAPTER 4
PROJECT PLAN
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4.1 Time and Scheduling
1. February 2025:
o Problem Identification: Understand the project scope and objectives.Identify
key problems to solve.
o Requirement Gathering: Gather technical and functional requirements.
Stakeholder interviews or research..
o Technology Stack Finalization: Choose frontend, backend, and database
technologies.
3. April 2025:
o Frontend & Backend Integration: Link frontend actions to backend logic
and APIs.
o Testing & Debugging: Perform unit testing, integration testing, and security
checks.Fix bugs, optimize performance, and improve UI responsiveness.
o Deployment: Host the application on cloud/server. Final environment setup
and testing.
● Project Planning:
○ Define project scope, goals, and objectives.
○ Develop project timeline and resource allocation.
○ Identify potential risks and mitigation strategies.
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● Team Formation:
○ Assemble project team members with relevant skills and expertise.
○ Define roles and responsibilities.
● Requirement Gathering:
○ Conduct stakeholder interviews and workshops.
○ Analyze existing systems and identify functional and non-functional requirements.
4. Project Closure
● Project Evaluation:
○ Assess project performance against defined goals and objectives.
○ Identify lessons learned and best practices.
● Documentation:
○ Update and finalize project documentation.
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CHAPTER 5
SOFTWARE
REQUIREMENT
SPECIFICATION
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5.1 Functional
● Video Input and Processing:
● Player Detection:
○ Use YOLOv8n model to:
■ Detect players in video frames.
■ Track player movements and positions throughout the match.
● Shot Classification:
○ Use r3d_18 model to:
■ Classify types of shots (e.g., backhand drive, forehand netshot).
■ Annotate classified shots on the video.
● Player Tracking:
○ Continuously track individual players’ actions during rallies.
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● User Interaction via GUI (PyQt5):
○ Upload videos.
○ View real-time or post-processed analysis.
○ Click on video segments to view detailed insights.
○ Export analyzed results and videos.
● System Modes:
○ User Interaction Mode: Users upload videos, receive real-time feedback.
○ Processing Mode: System processes videos and outputs annotated clips.
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5.2 Non Functional
● Performance Requirements:
○ Frame processing time ≤ 0.5 seconds per frame.
○ Accuracy for models ≥ 85% for both detection and classification.
● Reliability:
○ System uptime ≥ 98%.
○ Consistent detection accuracy across different lighting and video qualities.
● Availability:
○ System should be available 24/7.
○ Scheduled maintenance allowed, but with user notification.
● Security:
○ Video data encryption during storage and transmission.
○ User authentication required for data access.
● Portability:
○ Compatible with all platforms that support Python and required libraries.
○ Deployable in cloud environments for scalability.
● Hardware Constraints:
○ Minimum of 16 GB RAM and NVIDIA GPU with CUDA for model inference.
○ At least 50 GB of storage for video and result data.
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● User Characteristics:
○ Designed for:
■ Coaches and analysts.
■ Intermediate to advanced players.
■ Non-technical users (via GUI)
● Constraints:
○ Dependent on input video quality for accurate performance.
○ Real-time capabilities depend on hardware efficiency.
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CHAPTER 6
PROPOSED SYSTEM
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6.1 State Flow Diagram
The state flow diagram illustrates the sequential processing stages of the sports video analysis
system. Beginning in an IDLE state, the system branches into two parallel processing paths. The
right path handles input preprocessing, followed by keypoint identification, court detection, and
player detection stages. Once these detection processes are complete, the left path is triggered,
where shot detection occurs based on the identified elements. Results are then visualized and output
to the user, who can provide feedback on the analysis. This feedback loop allows for system
refinement before either returning to the IDLE state for new video processing or proceeding to the
Exit state when analysis is complete. This state-driven approach ensures systematic progression
through critical analysis stages while maintaining clear transitions between functional states
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6.2 System Architecture Diagram
The proposed system architecture follows a layered approach for comprehensive sports video
analysis. Beginning with the Input Layer that handles video input and preprocessing, the system
progresses to a Detection & Classification Layer where court keypoints, players, and shot types are
identified. The Processing Layer then performs player tracking and movement analysis, feeding into
a User Interface Layer that presents shot analytics, player movement patterns, and position tracking.
This multi-layered pipeline culminates in a processed video output that integrates all analyzed data,
providing coaches and analysts with valuable insights for performance evaluation and tactical
decision-making.
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6.3 Sequence Diagram
The sequence diagram captures the process flow of the badminton analysis system, outlining the
interaction between key components to achieve the project’s goals. It begins with the system
receiving a fixed-camera video input, ensuring compatibility with the setup constraints. The
YOLOv8 model is activated to detect players and track their movements across the court, followed
by the ResNet50 model, which identifies court keypoints for spatial calibration. Subsequently, the
r3d_18 model processes the tracked movements to classify player actions such as backhand drives,
ensuring accuracy and alignment with user satisfaction goals.
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The system prioritizes enhanced model performance through fine-tuning for badminton- specific
contexts while maintaining cost efficiency and adherence to ethical AI standards. This workflow
ensures a seamless experience and precise action detection, aligning with the project's functional,
business, technological, and quality objectives.
6.4 Use Case Diagram
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2. Extract Video Frames
● Actor: AI System
● Description: The system extracts frames from the uploaded video using OpenCV to enable
further processing.
3. Detect Players
● Actor: AI System (YOLOv8n)
● Description: YOLOv8n model detects players in each frame and generates bounding boxes
around them.
4. Identify Court Boundaries
● Actor: AI System (ResNet50)
● Description: ResNet50 model identifies court keypoints and maps out court boundaries.
5. Classify Player Actions
● Actor: AI System (r3d_18)
● Description: The r3d_18 model analyzes frame sequences to classify player actions, such as
backhand drives or forehand lifts.
6. Overlay Results on Video
● Actor: AI System
● Description: The system overlays detected players, court mapping, and classified actions onto
the video frames for visualization.
7. View and Export Processed Video
● Actor: User
● Description: User views the processed video with overlays and can export it for further analysis.
8. Update Classification with User Input
● Actor: AI System
● Description: System incorporates user-provided annotations to reprocess frames and update
classifications for better accuracy.
9. Handle Low-Quality Input Video
● Actor: AI System
● Description: If the input video quality is poor and leads to detection errors, the system notifies
the user and suggests corrective actions or alternative input.
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6.5 Feasibility
6.5.1Technical Feasibility:
● Hardware and Operating Environment : Development and testing were conducted on an Apple M2
Silicon Chip with 16 GB Unified Memory running macOS Monterey.This setup provided the necessary
computational power for both development and model training tasks.
● Software and Frameworks:Utilized robust frameworks such as PyTorch for deep learning and OpenCV
for computer vision tasks. These tools are well-supported and widely used in the industry, ensuring
reliability and community support.
● Model Implementations:Implemented ResNet50 for court keypoint detection, achieving 92.5%
accuracy. YOLOv8n was employed for player detection with a mean Average Precision (mAP) of
85.3%. R3D-18 was used for action classification, attaining an accuracy of 88.0%.
● System Integration:The integration of these models into a cohesive system demonstrates the project's
technical soundness and the team's proficiency in handling complex integrations.
6.5.2Operational Feasibility:
● User Interface and Experience: Developed a user-friendly interface using React and TailwindCSS,
facilitating ease of use for end-users. The frontend effectively displays real-time data, including ESG
scores and stock history, enhancing user engagement.
● System Performance:The system processes videos efficiently, with average processing times of 30
seconds per video on CPU and 15 seconds on GPU for 5-minute 1080p videos. This performance
indicates the system's capability to handle real-time or near-real-time analysis, crucial for operational
deployment.
● Scalability and Maintenance:The modular architecture allows for easy scalability and maintenance.
Future enhancements can be integrated with minimal disruption to existing functionalities.`
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6.6 Estimation
6.6.1Resources Required
● Software: The software ecosystem is built primarily on Python with deep learning libraries such
as PyTorch (or TensorFlow) integrated with OpenCV for video processing and complemented
by data handling libraries like NumPy and Pandas. Development is streamlined through tools
like PyCharm or Jupyter Notebook, while version control is managed with Git. Comprehensive
data annotation and visualization are supported by specialized annotation tools and libraries like
Matplotlib and Seaborn. Finally, a user-friendly interface is developed using GUI frameworks
like PyQt5, which enables coaches, analysts, and researchers to easily upload videos, visualize
results in real‑time, and export processed outputs.
● Other Resources: This project also depends on several key external resources beyond physical
hardware and software. Access to pretrained models and research data—such as weights for
YOLOv8n, ResNet50, and r3d_18—provides a crucial starting point for fine‑tuning on
badminton match data, while acquiring high‑quality, high‑resolution match videos and reliable
annotation tools ensures the dataset is both diverse and accurately labeled. Additionally, scalable
cloud platforms (like AWS, GCP, or Azure) are essential for managing heavy computation loads
and large volumes of data, and comprehensive supporting documentation and APIs further
enhance the system's integration capabilities and overall robustness.
● Cost Considerations: The overall cost structure encompasses several financial factors: initial
investments in hardware and software, including powerful GPUs, servers, workstations, and any
necessary licenses for proprietary tools, represent significant upfront expenses. Ongoing costs
include cloud computing expenses for scalable training, storage, and on‑demand inference, as
well as fees associated with acquiring premium video datasets or specialized annotation
services. Personnel costs, covering salaries for data scientists, computer vision engineers, and
supporting staff, are another key component, while periodic expenses for system maintenance,
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software updates, and hardware upgrades must also be factored into the project's bud
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CHAPTER 7
RESULTS AND
DISCUSSION
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7.1 Results
● System Configuration:
○ The experiments were conducted on a system equipped with the following
specifications:
• Processor: Apple M2 Silicon Chip
• RAM: 16 GB Unified Memory
• Operating System: macOS Monterey
• Frameworks Used: PyTorch, OpenCV
● Model Evaluations:
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■ Limitations:
● Performance may degrade under occlusion (e.g., when players block
court lines).
● Accuracy depends on frame quality and consistent resolution.
The performance of the video analysis system was benchmarked using a standard video file
(duration of 5 minutes, resolution of 1920x1080). Results are as follows:
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7.2 Training & Process:
Figure 6: Dataset Creation
● Player Detection:The YOLOv8n model was employed for player detection due
to its speed and accuracy. This model was trained to identify and localize
players on the court, providing bounding boxes that served as input for
subsequent processes. The model's performance was fine tuned using the
annotated dataset to achieve high precision, even in complex scenarios like
occlusions and overlapping players.
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Figure 7: Player Detection and Tracking
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CHAPTER 8
DEPLOYMENT
AND
MAINTENANCE
37
To ensure scalability, reliability, and maintainability, the following deployment and
maintenance plan has been developed for the backend of the sustainable investing platform.
1. Deployment Strategy:
● Cloud Platform (AWS, Google Cloud, or Azure): The application will be deployed
to a cloud provider (e.g., AWS, Google Cloud, Azure) leveraging their managed Kubernetes
services (EKS, GKE, AKS). This provides scalability, reliability, and cost-effectiveness. The
choice of provider will depend on factors like cost, existing infrastructure, and specific
service needs.
2. Maintenance Plan:
● Regular Updates and Patches: The backend application, libraries, and underlying
infrastructure will receive regular updates and security patches to address vulnerabilities and
improve performance. A patching schedule will be established and strictly adhered to.
● Backup and Disaster Recovery: Regular backups of the database and application
code will be performed and stored in a geographically separate location. A disaster recovery
plan will be established to ensure business continuity in case of unforeseen events.
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● Performance Optimization: Regular performance testing and optimization will be
conducted to identify and address bottlenecks. This may involve database tuning, caching
optimization, and code refactoring.
● Security Audits: Regular security audits will be conducted to identify and address
potential security vulnerabilities. This includes vulnerability scanning, penetration testing,
and security code reviews.
3. Scalability Considerations:
The architecture should be designed for scalability from the outset. This includes:
● Horizontal Scaling: The ability to easily add more instances of the application to
handle increased load. Kubernetes will be instrumental in this.
● Caching Strategy: A robust caching strategy (Redis) will minimize database load
and improve response times.
This comprehensive deployment and maintenance plan ensures the long-term stability,
reliability, and scalability of the backend application, supporting the platform's growth and
continued success. Regular review and updates to this plan are crucial to adapt to evolving needs
and technological advancements.
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CHAPTER 9
CONCLUSION AND FUTURE SCOPE
40
Conclusion:
The Badminton Action Analysis System marks a significant achievement in automating the
recognition and classification of player actions and shots in badminton, providing valuable insights
for coaches and players. The system's design leverages powerful deep learning models like
YOLOv8n, ResNet50, and r3d_18 to detect players, track court keypoints, and classify shots with
remarkable accuracy. By combining state of-the-art models and techniques such as hybrid deep
learning architectures and frame level annotations, the system is capable of analyzing match
footage with minimal manual intervention. A key success of this project lies in its ability to
integrate different models for player detection, court keypoint extraction, and shot classification.
This multi-component approach ensures that the system can handle the complexities of badminton
gameplay, such as rapid movements and varied shot types. The use of fixed camera angles also
simplifies the task by reducing the challenges typically associated with tracking players in dynamic
camera settings.The system’s modular design allows for scalability and future improvements.
Future developments could enhance its capabilities by incorporating multi-camera support,
real-time analysis, and advanced shot prediction models, providing coaches and analysts with even
more actionable insights. Additionally, integrating wearable sensors and cloud-based solutions
could extend the system's utility beyond match analysis, enabling comprehensive performance
tracking over time. Overall, the Badminton Action Analysis System represents a robust and
efficient tool for analyzing badminton performance. Its combination of cutting-edge machine
learning models and its user-friendly interface make it an invaluable asset for coaches and athletes
seeking to gain a deeper understanding of player actions and strategies. With continuous vements
and future enhancements, this system holds great promise for further revolutionizing the way
sports analytics is approached in badminton.
Future Scope:
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2. Real-Time Action Recognition:
○ Description: The system presently processes video footage in batches or segments.
Real time recognition would enable immediate feedback for coaches or analysts,
enhancing decision-making during live matches or training.
○ Future Enhancement: Developing real-time processing capabilities would require
optimization of the current models and implementation of low-latency inference
techniques. Streaming video inputs could be processed in real time to detect and
classify actions as they happen.
3. Advanced Shot Prediction and Strategy Analysis:
○ Description: Expanding the system’s capabilities to not only detect shots but
predict them based on the player’s body language, position, and previous shots
would provide strategic insights.
○ Future Enhancement: Integrating machine learning techniques like predictive
modeling, reinforcement learning, and historical match analysis could allow the
system to anticipate the next shot and even suggest strategies to improve gameplay.
This would make the system highly beneficial for coaching, where predicting future
actions is crucial.
4. Enhanced Customization and Personalization:
○ Description: While the system currently categorizes shots and player actions,
allowing users to define and customize action categories and shot types would make
the system more adaptable for specific needs.
○ Future Enhancement: The inclusion of a user-friendly interface where coaches or
analysts can add their own shot classifications or adapt the model for specific player
types could enhance the system’s usability. Customizable templates for shot
classifications or predefined action sets could also improve user experience.
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43
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