基于隐马尔可夫模型的反运动学和手势模式识别项目:传统舞蹈数字化

Zahrotul Aisyah Ulfah, A. I. Wuryandari, Y. Priyana
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引用次数: 5

摘要

印尼传统舞蹈的保护工作,如今日益受到外国文化的侵蚀,需要改进和适应技术的进步。为了回答这个问题,打败我!为满足娱乐和传统舞蹈学习媒体的需求而开发的项目,通过集成3D动作捕捉,数据处理和可视化。本文将阐述处理数据的细节实现,其中包括大数据汇总,如将关节的XYZ坐标汇总为两个关节之间的角度。此外,本文还详细阐述了HMM学习系统在手势模式学习和识别中的具体实现。使用的环境是Kinect, Visual Studio和MATLAB。结果表明,关节角度之间的离散值的汇总数据,学习曲线作为学习过程的输出,趋于上升并收敛于700,000个符号范围内的一个值,新的手势模式识别在1度关节上表现良好,因为它的位置最接近主躯干,而在2度关节上表现不佳,因为身体位置与Kinect不对齐时出现随机值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Inverse kinematics and gesture pattern recognition using Hidden Markov Model on BeatMe! project: Traditional dance digitalization
Indonesian traditional dance preservation efforts that nowadays increasingly eroded by foreign culture needs to be improved and adapted to technological improvement. To answer that, BeatMe! Project developed for fulfil the needs of entertainment and traditional dance learning media by integrate 3D motion capture, processing data and visualization. This paper will explain the processing data detail implementation which include big data summarizing as in summarizing XYZ coordinate of joint to be angle between two joints. In addition, this paper also explain detail implementation of HMM learning system for gesture pattern learning and recognizing. Environment used is Kinect, Visual Studio and MATLAB. Result show summarized data of discrete value between joints angle, learning curve as the learning process output that tends to rise and converge on a value within limits of 700.000 symbols, new gesture pattern recognition show a good performance in one degree joint because its position nearest the main torso, and not to good performance in two degree joint because of randomized value that happen when the body position isn't aligned with Kinect.
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