TY - JOUR
T1 - ChatMatch
T2 - Exploring the potential of hybrid vision–language deep learning approach for the intelligent analysis and inference of racket sports
AU - Zhang, Jiawen
AU - Han, Dongliang
AU - Han, Shuai
AU - Li, Heng
AU - Lam, Wing Kai
AU - Zhang, Mingyu
N1 - Publisher Copyright:
© 2024 The Author(s)
PY - 2025/1
Y1 - 2025/1
N2 - Video understanding technology has become increasingly important in various disciplines, yet current approaches have primarily focused on lower comprehension level of video content, posing challenges for providing comprehensive and professional insights at a higher comprehension level. Video analysis plays a crucial role in athlete training and strategy development in racket sports. This study aims to demonstrate an innovative and higher-level video comprehension framework (ChatMatch), which integrates computer vision technologies with the cutting-edge large language models (LLM) to enable intelligent analysis and inference of racket sports videos. To examine the feasibility of this framework, we deployed a prototype of ChatMatch in the badminton in this study. A vision-based encoder was first proposed to extract the meta-features included the locations, actions, gestures, and action results of players in each frame of racket match videos, followed by a rule-based decoding method to transform the extracted information in both structured knowledge and unstructured knowledge. A set of LLM-based agents included namely task identifier, coach agent, statistician agent, and video manager, was developed through a prompt engineering and driven by an automated mechanism. The automatic collaborative interaction among the agents enabled the provision of a comprehensive response to professional inquiries from users. The validation findings showed that our vision models had excellent performances in meta-feature extraction, achieving a location identification accuracy of 0.991, an action recognition accuracy of 0.902, and a gesture recognition accuracy of 0.950. Additionally, a total of 100 questions were gathered from four proficient badminton players and one coach to evaluate the performance of the LLM-based agents, and the outcomes obtained from ChatMatch exhibited commendable results across general inquiries, statistical queries, and video retrieval tasks. These findings highlight the potential of using this approach that can offer valuable insights for athletes and coaches while significantly improve the efficiency of sports video analysis.
AB - Video understanding technology has become increasingly important in various disciplines, yet current approaches have primarily focused on lower comprehension level of video content, posing challenges for providing comprehensive and professional insights at a higher comprehension level. Video analysis plays a crucial role in athlete training and strategy development in racket sports. This study aims to demonstrate an innovative and higher-level video comprehension framework (ChatMatch), which integrates computer vision technologies with the cutting-edge large language models (LLM) to enable intelligent analysis and inference of racket sports videos. To examine the feasibility of this framework, we deployed a prototype of ChatMatch in the badminton in this study. A vision-based encoder was first proposed to extract the meta-features included the locations, actions, gestures, and action results of players in each frame of racket match videos, followed by a rule-based decoding method to transform the extracted information in both structured knowledge and unstructured knowledge. A set of LLM-based agents included namely task identifier, coach agent, statistician agent, and video manager, was developed through a prompt engineering and driven by an automated mechanism. The automatic collaborative interaction among the agents enabled the provision of a comprehensive response to professional inquiries from users. The validation findings showed that our vision models had excellent performances in meta-feature extraction, achieving a location identification accuracy of 0.991, an action recognition accuracy of 0.902, and a gesture recognition accuracy of 0.950. Additionally, a total of 100 questions were gathered from four proficient badminton players and one coach to evaluate the performance of the LLM-based agents, and the outcomes obtained from ChatMatch exhibited commendable results across general inquiries, statistical queries, and video retrieval tasks. These findings highlight the potential of using this approach that can offer valuable insights for athletes and coaches while significantly improve the efficiency of sports video analysis.
KW - Badminton
KW - Deep learning
KW - Expert system
KW - Large language model
KW - Video understanding
UR - http://www.scopus.com/inward/record.url?scp=85199771730&partnerID=8YFLogxK
U2 - 10.1016/j.csl.2024.101694
DO - 10.1016/j.csl.2024.101694
M3 - Journal article
AN - SCOPUS:85199771730
SN - 0885-2308
VL - 89
JO - Computer Speech and Language
JF - Computer Speech and Language
M1 - 101694
ER -