Research on Face Recognition Sports Intelligence Training Platform Based on Artificial Intelligence

Author(s):  
Jie Yang ◽  
Lian Tang ◽  
Xin-Wei Li

With the application of artificial intelligence in many social fields, the research of human behavior recognition and non-contact detection of human physiological parameters based on face recognition and other technologies has developed rapidly, and the application of artificial intelligence in culture, sports and entertainment has also begun to rise. How to apply the existing mature technology to the sports intelligence training system taking table tennis as an example is a hot issue worthy of study. In this paper, a comprehensive intelligent table tennis training system and platform based on Convolutional Neural Network face recognition and face heart rate detection is designed, which is mainly used to solve the philosophical training problem in table tennis. In the system place, an identification cameras is set at the entrance of table tennis training places, which is used for table tennis players’ sign-in and training table number allocation, and an intelligent analysis cameras is set above each intelligent training table, which is used for detecting the face and heart rate of table tennis players. Each intelligent training platform consists of intelligent voice control unit, server, camera, industrial control computer, monitor and other terminal modules. The member data center constitutes the platform of intelligent table tennis training system.

2017 ◽  
Vol 55 (1) ◽  
pp. 83-95 ◽  
Author(s):  
Vuong Ngo ◽  
Hugh Richards ◽  
Miran Kondric

AbstractDisplays of anxiety in table tennis were assessed through subjective (a self-report questionnaire), physiological (heart-rate variability) and kinematic variables. Using a within-group crossover design, 9 university-level table tennis players completed a series of serves under low- and high-anxiety conditions. Anxiety manipulation was achieved through the introduction of a national standard table tennis player, known to the participants, to receive serves in the high-anxiety condition, whilst serves were received by no opponent in the low-anxiety condition. Automated motion capture systems consisting of high-speed 3D motion cameras and analytical software (QUALISYS) determined the subject’s movement kinematics: bat face angle (degrees) and serve routine duration (s). Self-reported state anxiety (MRF-Likert) and heart rate measurements were collected to examine changes between conditions. Contrary to the hypothesis, bat face angles did not change significantly between anxiety conditions (F (1.8) = 2.791, p = 0.133) and movement times were faster in the high-anxiety condition. In light of these findings, research into other facets of movement behaviour must be analysed to gain further understanding of the effects of anxiety on performance, which remain unclear.


2014 ◽  
Vol 10 (2) ◽  
pp. 25-35 ◽  
Author(s):  
MICHAIL KATSIKADELIS ◽  
◽  
THEOPHILOS PILIANIDIS ◽  
NIKOLAOS MANTZOURANIS ◽  
IOANNIS FATOUROS ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3870
Author(s):  
Wen-Lan Wu ◽  
Jing-Min Liang ◽  
Chien-Fei Chen ◽  
Kuei-Lan Tsai ◽  
Nian-Shing Chen ◽  
...  

Background: This study presents an intelligent table tennis e-training system based on a neural network (NN) model that recognizes data from sensors built into an armband device, with the component values (performances scores) estimated through principal component analysis (PCA). Methods: Six expert male table tennis players on the National Youth Team (mean age 17.8 ± 1.2 years) and seven novice male players (mean age 20.5 ± 1.5 years) with less than 1 year of experience were recruited into the study. Three-axis peak forearm angular velocity, acceleration, and eight-channel integrated electromyographic data were used to classify both player level and stroke phase. Data were preprocessed through PCA extraction from forehand loop signals. The model was trained using 160 datasets from five experts and five novices and validated using 48 new datasets from one expert and two novices. Results: The overall model’s recognition accuracy was 89.84%, and its prediction accuracies for testing and new data were 93.75% and 85.42%, respectively. Principal components corresponding to the skills “explosive force of the forearm” and “wrist muscle control” were extracted, and their factor scores were standardized (0–100) to score the skills of the players. Assessment results indicated that expert scores generally fell between 60 and 100, whereas novice scores were less than 70. Conclusion: The developed system can provide useful information to quantify expert-novice differences in fore-hand loop skills.


2021 ◽  
Vol 2 ◽  
pp. 100011
Author(s):  
Joanne Wai Yee Chung ◽  
Henry Chi Fuk So ◽  
Marcy Ming Tak Choi ◽  
Vincent Chun Man Yan ◽  
Thomas Kwok Shing Wong

2021 ◽  
pp. 1-19
Author(s):  
Manuel J. Coelho-e-Silva ◽  
Jan M. Konarski ◽  
Magdalena Krzykała ◽  
Szymon Galas ◽  
Pluta Beata ◽  
...  

Author(s):  
Jincheng Yu ◽  
Yonatan Asher Vexler ◽  
Rongzhi Li

Modern information technology is more and more widely used in school physical education. At the same time, the application of multimedia technology is becoming more and more extensive in education. As a teaching method, multimedia has developed into an important component of modern educational technology and science, and also provides support for teaching reform. The use of multimedia organization teaching can make up for the shortcomings of traditional physical education, promote the development of physical education, cultivate students' lifelong sports awareness and enhance physical fitness. Physical education is an important component of modern education, and its reform is also the trend of the times. According to the characteristics of the ordinary group of college table tennis, exploring the use of multimedia teaching platform can make the table tennis class more vivid and interesting, let students master some basic skills and skills of table tennis in a short period of time, understand and experience table tennis. The competition process enhances student interest and serves lifelong sports.


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