{"title":"基于Kinect的武术动作评价方法","authors":"Han-Ju Yang, Yuezhong Li","doi":"10.1109/TCS56119.2022.9918736","DOIUrl":null,"url":null,"abstract":"In the field of computer vision and image processing, the recognition of human behavior and posture has become an important topic. However, there are still many problems in the recognition and evaluation of martial arts. Based on Kinect, this paper studies the evaluation method of martial arts action, discusses the acquisition of Kinect bone data and human action recognition, and verifies the martial arts action evaluation system through DTW algorithm. The test results show that the evaluation method proposed in this paper can score martial arts actions in a more standard and timely manner, and improve the understanding and recognition accuracy of human behavior; The system can also be used in the fields of somatosensory games, sports or military training.","PeriodicalId":426739,"journal":{"name":"2022 2nd International Conference on Information Technology and Contemporary Sports (TCS)","volume":"124 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Wushu movement evaluation method based on Kinect\",\"authors\":\"Han-Ju Yang, Yuezhong Li\",\"doi\":\"10.1109/TCS56119.2022.9918736\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the field of computer vision and image processing, the recognition of human behavior and posture has become an important topic. However, there are still many problems in the recognition and evaluation of martial arts. Based on Kinect, this paper studies the evaluation method of martial arts action, discusses the acquisition of Kinect bone data and human action recognition, and verifies the martial arts action evaluation system through DTW algorithm. The test results show that the evaluation method proposed in this paper can score martial arts actions in a more standard and timely manner, and improve the understanding and recognition accuracy of human behavior; The system can also be used in the fields of somatosensory games, sports or military training.\",\"PeriodicalId\":426739,\"journal\":{\"name\":\"2022 2nd International Conference on Information Technology and Contemporary Sports (TCS)\",\"volume\":\"124 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-06-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 2nd International Conference on Information Technology and Contemporary Sports (TCS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/TCS56119.2022.9918736\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 2nd International Conference on Information Technology and Contemporary Sports (TCS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TCS56119.2022.9918736","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
In the field of computer vision and image processing, the recognition of human behavior and posture has become an important topic. However, there are still many problems in the recognition and evaluation of martial arts. Based on Kinect, this paper studies the evaluation method of martial arts action, discusses the acquisition of Kinect bone data and human action recognition, and verifies the martial arts action evaluation system through DTW algorithm. The test results show that the evaluation method proposed in this paper can score martial arts actions in a more standard and timely manner, and improve the understanding and recognition accuracy of human behavior; The system can also be used in the fields of somatosensory games, sports or military training.