Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Zhengli Li , Liantao Wang , Xueqing Wu
{"title":"Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture","authors":"Zhengli Li ,&nbsp;Liantao Wang ,&nbsp;Xueqing Wu","doi":"10.1016/j.entcom.2024.100828","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100828"},"PeriodicalIF":2.8000,"publicationDate":"2024-07-15","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/S1875952124001964","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}
引用次数: 0

Abstract

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.

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
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。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信