基于人工智能的虚拟游戏体验,用于体育训练和人体运动轨迹捕捉模拟

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-15 DOI:10.1016/j.entcom.2024.100828
Zhengli Li , Liantao Wang , Xueqing Wu
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引用次数: 0

摘要

随着人工智能技术的飞速发展,体育训练领域也积极探索利用人工智能技术提高训练效果和体验,虚拟游戏体验作为一种新的训练方法受到广泛关注。为了实现体育训练中虚拟游戏体验的目标,本研究采用一系列方法构建逼真的虚拟游戏平台,实现运动员与虚拟环境的实时交互。在构建虚拟游戏平台时,利用计算机图形技术和模型建模技术再现不同运动场景的细节,提供交互界面,使运动员能够通过操纵杆、体感设备或虚拟现实头盔等方式与虚拟环境进行真实的交互。为了能够准确捕捉运动员的运动轨迹,这项研究采用了深度学习技术。通过在平台中嵌入摄像头或其他传感设备,可以实时获取运动员的运动数据。然后,在深度学习算法的帮助下,对这些数据进行快速、准确的分析,从而了解运动员的运动姿势、速度、角度等信息。基于人工智能算法,对捕捉到的运动员运动数据进行处理和优化,实现运动员与虚拟环境的实时交互。当运动员参与训练时,他们会收到即时反馈和个性化的训练指导,有助于提升训练效果和体验。
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Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture

With the rapid development of artificial intelligence technology, the field of sports training has also actively explored the use of artificial intelligence technology to improve training effects and experience, and virtual game experience has been widely concerned as a new training method. In order to achieve the goal of virtual game experience in sports training, this study adopts a series of methods to build a realistic virtual game platform and realize real-time interaction between athletes and virtual environment. When building a virtual game platform, the use of computer graphics technology and model modeling technology to reproduce the details of different sports scenes provides an interactive interface that enables athletes to interact with the virtual environment in a real way, such as through joysticks, motion-sensing devices or virtual reality headsets. To be able to accurately capture the athlete’s movement trajectory, the study used deep learning techniques. By embedding cameras or other sensor devices in the platform, the movement data of athletes can be obtained in real time. Then, with the help of deep learning algorithms, these data are analyzed quickly and accurately, so as to understand the athlete’s movement posture, speed, Angle and other information. The captured movement data of athletes are processed and optimized based on artificial intelligence algorithm to realize real-time interaction between athletes and virtual environment. When athletes participate in training, they receive immediate feedback and personalized training guidance, which helps to enhance the training results and experience.

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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.
期刊最新文献
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