{"title":"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","authors":"Jian Liu","doi":"10.1016/j.entcom.2024.100837","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100837"},"PeriodicalIF":2.8000,"publicationDate":"2024-07-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Application of entertainment and fitness robots based on game interaction in sports training data analysis\",\"authors\":\"Jian Liu\",\"doi\":\"10.1016/j.entcom.2024.100837\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"52 \",\"pages\":\"Article 100837\"},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2024-07-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952124002052\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124002052","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Application of entertainment and fitness robots based on game interaction in sports training data analysis
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.
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.