Application of Virtual Reality Based on Computer Vision in Sports Posture Correction

Cheng-Xuan Zhu, Ruizhi Shao, Xinmiao Zhang, Shan Gao, Bowen Li
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引用次数: 6

Abstract

In recent years, with the rise of virtual and sports, people are often injured due to irregular movements during exercise. Based on this, this article takes the basic concept of computer virtual reality as the starting point and analyzes the adoption of computer virtual reality in sports correction. The choice of corrective exercises depends on the daily wrong exercises. If there is an error in any operation, please select the corresponding operation mode for the error operation for corrective training. If there are multiple errors at the same time, we compare and select the error operation that needs to be resolved first and the error operation that needs to be resolved later. In our daily life, the squat action pattern of Tai Chi Half-squat stance ball is closely related to us, and its action pattern can fully reflect the core stability of the subject. In this study, 42 students were selected as the students of a college sports college in Dalian. There are 7 people in each group, divided into 6 groups. The first three groups used exercise correction to assist the traditional teaching method (experimental group). It was found that the performance error rate of the first three groups reached 65%, and the last three groups used the assisted virtual reality teaching method, and the error rate was only 4%. Therefore, we adopted the teaching of virtual reality can reduce the error rate of the movement posture. We trained them for half a year and assessed and scored them once a month. We collect this data and analyze it to reach a conclusion. The experimental results prove that the experimental group has a significant difference before and after the squat test ( P < 0.05 ), and postexperiment there is a remarkable disparity among the experimental group and the comparison group ( P < 0.05 ). Therefore, squatting correction training is effective in improving the wrong squat. It is very effective for problems such as posture movement mode and joint limitation. Therefore, it is a very meaningful thing to explore the exercise correction training based on the virtual reality of computer vision.
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基于计算机视觉的虚拟现实技术在运动姿态校正中的应用
近年来,随着虚拟和运动的兴起,人们在运动过程中经常因动作不规律而受伤。基于此,本文以计算机虚拟现实的基本概念为出发点,分析了计算机虚拟现实在体育矫正中的应用。矫正运动的选择取决于日常的错误运动。如果任何操作出现错误,请选择该错误操作对应的操作方式进行纠正培训。如果同时存在多个错误,则比较并选择首先需要解决的错误操作和稍后需要解决的错误操作。在我们的日常生活中,太极拳半蹲式球的深蹲动作模式与我们息息相关,其动作模式能充分体现主体的核心稳定性。本研究选取了大连市某高校体育学院的42名学生作为研究对象。每组7人,分成6组。前三组采用运动矫正辅助传统教学方法(实验组)。结果发现,前三组的表现错误率达到65%,后三组使用辅助虚拟现实教学方法,错误率仅为4%。因此,我们采用虚拟现实教学可以降低运动姿势的错误率。我们对他们进行了半年的培训,每个月对他们进行一次评估和评分。我们收集这些数据并进行分析以得出结论。实验结果证明,实验组深蹲试验前后存在显著差异(P < 0.05),实验后实验组与对照组之间存在显著差异(P < 0.05)。因此,下蹲矫正训练对于改善错误下蹲是有效的。对于姿态、运动方式、关节受限等问题非常有效。因此,探索基于计算机视觉虚拟现实的运动矫正训练是一件非常有意义的事情。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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