Wii保龄球的动作表示:分类

M. Kostic, D. Popović
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引用次数: 3

摘要

我们提出了一种对上肢康复机器人控制所需的运动学数据进行分类的方法。采用贝叶斯估计和人工神经网络(ANN)两种方法对成功和不成功两种情况进行分类分析。结果提出了一个正在设想的康复的例子:用特殊构造的受电弓玩Wii保龄球。受电弓将类似指针的运动转化为WiiMote (Wii游戏的手持控制器)的适当运动;因此,用户在玩Wii保龄球时,手的动作(范围和速度)大大简化了。数据分析将信息简化为区分成功与不成功的两个关键参数:1)WiiMote的最大加速度和2)WiiMote在球释放时的加速度。贝叶斯估计的分类正确率为82%,而人工神经网络的分类正确率为90%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Action representation for Wii bowling: Classification
We present the method for classifying kinematical data required for control of a rehabilitation robot for upper extremities. The classification to two cases (success, no-success) was analyzed by two methods: Bayes estimation and artificial neural network (ANN). The results are presented for an example being envisioned for rehabilitation: playing the Wii bowling with the specially constructed pantograph. The pantograph transforms the pointing-like movement into the appropriate motion of the WiiMote (hand held controller for Wii game); thereby, the user is playing Wii bowling with greatly simplified movement of the hand (range and speed) compared with normal play. The data analysis reduced the information to two key parameters for distinction of success vs. no-success: 1) maximal acceleration of WiiMote and 2) the acceleration of the WiiMote at the ball release time. The Bayes estimation resulted with 82% of correct classification, while the ANN reached the level of 90%.
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