Application of entertainment and fitness robots based on game interaction in sports training data analysis

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-20 DOI:10.1016/j.entcom.2024.100837
Jian Liu
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引用次数: 0

Abstract

This study aims to explore the application of sports data analysis of recreational fitness robots in sports training. By introducing interactive elements of games, recreational fitness robots can provide more interesting and challenging fitness experience, thus attracting more people to participate in sports training. Research and design and develop a game interactive entertainment fitness robot, with action recognition and user interaction functions, can perceive the user’s actions and make corresponding responses. When the user interacts with the robot, the sensor continuously collects and records data, establishes a data acquisition and storage system, analyzes and processes the collected interactive data, identifies the user’s movement pattern, assesses the user’s physical fitness level, and identifies potential improvement points. According to the user’s physical condition and training objectives, the appropriate exercise plan and game interaction mode are designed to provide better training results and entertainment experience. It is found that the game-based interactive entertainment fitness robot can effectively improve the user’s exercise motivation and participation in sports training. Through the analysis of sports data, we can develop personalized training plans according to the specific needs and goals of users, so as to achieve better training results.

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基于游戏互动的娱乐健身机器人在运动训练数据分析中的应用
本研究旨在探索娱乐健身机器人的运动数据分析在体育训练中的应用。通过引入游戏互动元素,娱乐健身机器人可以提供更有趣、更具挑战性的健身体验,从而吸引更多的人参与体育训练。研究设计开发的游戏互动娱乐健身机器人,具有动作识别和用户交互功能,能感知用户的动作并做出相应的反应。当用户与机器人互动时,传感器会不断采集和记录数据,建立数据采集和存储系统,对采集到的互动数据进行分析和处理,识别用户的运动模式,评估用户的体能水平,找出潜在的提升点。根据用户的身体状况和训练目标,设计合适的锻炼计划和游戏互动模式,以提供更好的训练效果和娱乐体验。研究发现,基于游戏的互动娱乐健身机器人能有效提高用户的运动积极性和体育训练参与度。通过对运动数据的分析,可以根据用户的具体需求和目标制定个性化的训练计划,从而达到更好的训练效果。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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