Entertainment robot based on IoT and VR interaction for motion training posture monitoring

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Shutao Tong , Weiguo Liao
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引用次数: 0

Abstract

With the development of artificial intelligence technology, the role of social robots in sports activities has gradually become prominent. Robots can help with intelligent control of sports venues, assist in motion guidance, and engage in emotional communication with users, helping athletes adjust their emotions. This article studies the motion training posture monitoring of entertainment robots based on the interaction between the Internet of Things and VR. A new high-intensity motion attitude monitoring system based on quantum dot photodetectors has been developed to improve monitoring accuracy and stability. Entertainment robots can simulate and analyze motion training postures, and provide relevant technical guidance. The quantum dot photodetectors were integrated into the sensor components, and the collected data was transmitted to the data acquisition and processing unit through signal transmission and processing modules. The collected data was processed and analyzed to achieve real-time monitoring and tracking of the target object’s attitude. Multiple experiments were conducted on the entire system, simulating various high-intensity exercise environments, and evaluating the performance parameters of the system. Through continuous optimization and improvement, the stability and accuracy of the system were ultimately ensured.

基于物联网和 VR 互动的娱乐机器人,用于运动训练和姿态监测
随着人工智能技术的发展,社交机器人在体育活动中的作用逐渐凸显。机器人可以帮助体育场馆进行智能控制,辅助运动引导,与用户进行情感交流,帮助运动员调整情绪。本文研究了基于物联网与 VR 交互的娱乐机器人运动训练姿态监测。开发了一种基于量子点光电探测器的新型高强度运动姿态监测系统,提高了监测精度和稳定性。娱乐机器人可以模拟和分析运动训练姿势,并提供相关的技术指导。量子点光电探测器被集成到传感器组件中,采集到的数据通过信号传输和处理模块传输到数据采集和处理单元。对采集到的数据进行处理和分析,实现对目标物体姿态的实时监测和跟踪。整个系统进行了多次实验,模拟了各种高强度的运动环境,对系统的性能参数进行了评估。通过不断优化和改进,最终确保了系统的稳定性和准确性。
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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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