Development of Basketball Assisted Training System Based on Kinect Motion Capture

2014 ◽  
Vol 926-930 ◽  
pp. 1318-1321
Author(s):  
Teng Da Li ◽  
Fang Wen

Motion capture technique is motion data processed by a motion sensor and optical equipment tracker record computer. Three-dimensional information is to restore the moving object technology. Application of motion capture technology in sports training, the training into the scientific digital stage update the motion capture technology make it cheaper. The paper studied the technology of Kinect based motion capture, and its application in basketball training. This method has the advantages of simple data processing, high real-time performance and low price etc..

2021 ◽  
Vol 45 (5) ◽  
Author(s):  
Yuri Nagayo ◽  
Toki Saito ◽  
Hiroshi Oyama

AbstractThe surgical education environment has been changing significantly due to restricted work hours, limited resources, and increasing public concern for safety and quality, leading to the evolution of simulation-based training in surgery. Of the various simulators, low-fidelity simulators are widely used to practice surgical skills such as sutures because they are portable, inexpensive, and easy to use without requiring complicated settings. However, since low-fidelity simulators do not offer any teaching information, trainees do self-practice with them, referring to textbooks or videos, which are insufficient to learn open surgical procedures. This study aimed to develop a new suture training system for open surgery that provides trainees with the three-dimensional information of exemplary procedures performed by experts and allows them to observe and imitate the procedures during self-practice. The proposed system consists of a motion capture system of surgical instruments and a three-dimensional replication system of captured procedures on the surgical field. Motion capture of surgical instruments was achieved inexpensively by using cylindrical augmented reality (AR) markers, and replication of captured procedures was realized by visualizing them three-dimensionally at the same position and orientation as captured, using an AR device. For subcuticular interrupted suture, it was confirmed that the proposed system enabled users to observe experts’ procedures from any angle and imitate them by manipulating the actual surgical instruments during self-practice. We expect that this training system will contribute to developing a novel surgical training method that enables trainees to learn surgical skills by themselves in the absence of experts.


2017 ◽  
Vol 3 ◽  
pp. 38-45
Author(s):  
Michał Serej ◽  
Maria Skublewska - Paszkowska

The article presents both the methods of data processing of electromyography (EMG), and EMG signal analysis using the implemented piece of software. This application is used to load the EMG signal stored in a file with the .C3D extension. The analysis was conducted in terms of the highest muscles activaton during exercise recorded with Motion Capture technique.


Author(s):  
Harry Nuriman ◽  
◽  
Nia Kurniasih ◽  
Setiawan Sabana ◽  
Intan R. Mutiaz ◽  
...  

Visualizations of the body of the famous Javanese Prince Diponegoro appears in various media, ranging across sketches, paintings, sculptures, banknotes and coins, shadow puppets, stamps, theatrical performances and electronic devices. All these visualizations mostly follow previous visualizations influenced by artist imaginations. This research seeks to present Prince Diponegoro in three-dimensional animated visualization using a motion capture technique. To complete this, the project draws from authentic manuscript research from the autobiography of Babad Diponegoro. Further, the project employs intertextuality as a method with which to interpolate the data, and hence to obtain a satisfactory overall visualization. The physical features, gestures and paralinguistic elements contained in the verbal text of Babad Diponegoro have been employed using motion capture data based on events written in the Babad Diponegoro. Many existing representations of the prince exist. However, this study attempts to rethink these existing visualizations, so as to produce a much more accurate, if not completely new, icon, thus differing to existing representations.


2014 ◽  
Vol 568-570 ◽  
pp. 676-680
Author(s):  
Si Xi Chen ◽  
Shu Chen

The application of digital technology on the protection of intangible cultural heritage is a major topic of research in recent years. The motion capture technology of protection will gradually replace the traditional recording methods such as texts, pictures and videos. It is valuable to build a high-fidelity, high-modular and low-cost digital platform for choreographic data collection and extended application. This paper studies the intangible cultural heritage of Quanzhou breast-clapping dance, one of the most famous choreographic intangible cultural heritages from China with standard optical motion capture method. The data are acquiring and processing after the dance motion capture, we binds the motion data and three-dimensional model using Motion Builder and build digital demonstration platform base on an OGRE engine to display the movements. The viewer can view at any angle and distance. The system can be easily applied in motion intangible cultural heritages protection project. Furthermore, the system can be provided versatile motion data for additional use.


2012 ◽  
Vol 468-471 ◽  
pp. 103-106 ◽  
Author(s):  
Jian Xiang

With the widespread application of motion capture technology, three-dimensional(3D) motion data can be directly obtained. In this paper, a new 3D retrieval algorithm based on semantic motion is proposed. With semantic motion template and extracting key-frame, 3D human motion database can be processed effectively by retrieval. Experiment results show that our method can improve the accuracy of motion retrieval.


Author(s):  
Natapon Pantuwong

Recently, motion data is becoming increasingly available for creating computer animation. Motion capture is one of the systems that can generate such motion data. However, it is not suitable to capture a lot of motion due to the cost of motion capture technique, and the diculty of its postprocessing. This paper presents a timeline-based motion-editing system that enables users to perform motion-editing tasks easily and quickly. A motion sequence is summarized and displayed in the 3D environment as a set of editable icons. Users can edit the motion data by performing a sequence of operations on a single key frame or over an interval. The recorded sequence is then propagated automatically to a set of target key frames or intervals, which can be either user dened or system dened. In addition, we provide a simple interaction method for manipulating the duration of specic intervals in the motion data. Methods for combining and synchronizing two dierent motions are also provided in this system. In contrast with the previous work that allows only temporal editing, the proposed system provides editing functions for both geometry and temporal editing. We describe a user study that demonstrated the eciency of the proposed system.


Author(s):  
Boxiang Xiao ◽  
Sheng Wu ◽  
Xinyu Guo

Dynamic virtual plant simulation is an attractive research issue in both botany and computer graphics. Data-driven method is an efficient way for motion analysis and animation synthesis. As a widely used tool, motion capture has been used in plant motion data acquisition and analysis. The most prominent and important problem in motion capture for plants is primary data processing such as missing markers reconstruction. This paper presents a novel physics-based approach to motion capture data processing of plants. Firstly, a physics-based mechanics model is found by Lagrangian mechanics for a motion captured plant organ such as a leaf, and then its dynamic mechanical properties are analyzed and relevant model parameters are evaluated. Further, by using the physical model with evaluated parameters, we can calculate the next positions of a maker to reconstruct the missing makers in motion capture sequence. We take an example of a maize leaf and pachira leaf to examine the proposed approach, and the results show that the physics-based method is feasible and effective for plant motion data processing.


2013 ◽  
Vol 416-417 ◽  
pp. 1341-1345 ◽  
Author(s):  
Guang Tian Shi ◽  
Shuai Li

Because the mechanical motion capture system can only capture the motion data of the human body and it can`t achieve the positioning function in three-dimensional space, therefore, it is only suitable for capturing just one person's motion data. This paper will introduce the UWB positioning technology to the multiplayer mechanical motion capture system, the system through the mechanical motion capture technology to get the motion data of performers and using UWB positioning technique to obtain the coordinate data of each performer, then through the integration and calculation of the above two kinds of data, the system will acquire the complete motion data of each performer.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Shangqi Nie ◽  
Yuanqing Li ◽  
Biao Ma ◽  
Yufeng Zhang ◽  
Jeho Song

Motion capture is a cross-cutting application field developed in recent years, which comprises electronics, communications, control, computer graphics, ergonomics, navigation, and other disciplines. The accurate application of basketball technical movements in the basketball game is very important. Therefore, it is of great significance to capture and standardize athletes’ movements and improve their training. Unfortunately, there are numerous issues in traditional classroom teaching that largely helps to train the athletes. To solve the issues of traditional basketball classroom teaching, a virtual simulation system for students’ sports training is designed in this paper. Firstly, the information of basketball dribbling movement is captured and simulated in three dimensions. Secondly, we compare it with the standard database to judge the irregularities of athletes’ movements, and carry out digital processing on athletes’ movements and skill improvements statistics in combination with system functions. Thirdly, we set up a gradual training cycle. Finally, the Kinect-based capture technology is adopted to obtain the activity information of different joints of the human body. Through processing the motion data, relevant motion analysis data are fed to the established motion model, to realize the comparative analysis of motion pictures. In our experiments, we observed better training of the physical education.


2019 ◽  
Vol 54 (3) ◽  
Author(s):  
Joko Sutopo ◽  
Mohd Khanapi Abd Ghani ◽  
M.A. Burhanuddin ◽  
Hafizd Ardiansyah ◽  
Mazin Abed Mohammed

Animation is a collection of frames that express a motion activity. The animation consists of actors, characters and performance components that present a story — one of the technologies in making an animation with motion capture. The results of catching motion in the form of motion record data are then synchronised to animated characters. However, the problem is that there are difficulties in synchronising animated characters with the results of catching motion so that the motion can be more subtle. On capture, this motion uses Kinect as a motion capture sensor for actors. The results of this capture then become motion data. The synchronisation of motion data from the motion capture results with Kinect then adjusts the joint body character points, frames, time with three-dimensional (3D) animated characters according to the flow of character actors. This synchronisation is adjusted to the recording of character movements starting from the motion of humans, animals and objects that invite motion activity with motion capture methods both marked and without markers. In making 3D, there are models of giving a body or bone frame (rigging) after giving the body frames is done by giving visual effects, lighting, rendering, and compositing. Rigging is the installation of bones to characters used to place and manipulate animated controls on characters that will be animated to produce the desired gesture. Animation synchronisation is to create animated characters manually; the file is used for. The synchronisation is Biovision Hierarchy (BVH) with gesture giving movement without having to save the keyboard in every animation movement manually.


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