基于多媒体信息处理技术的运动训练动作可视化

3区 计算机科学 Q1 Computer Science
Yanle Li
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引用次数: 0

摘要

多媒体信息处理技术的飞速发展为体育数字化提供了发展契机,其中动作捕捉技术作为多媒体信息处理技术的最新成果,逐渐受到学者们的关注,并开始应用于体育动作的可视化。因此,本文介绍了一种单目视频动作捕捉方法,并针对浮体、穿地、滑步等人体动作的重构问题对其进行了优化,为动作捕捉技术在体育训练领域的具体应用提供了技术路径,也为体育训练动作的可视化提供了技术保障。引入新的动作捕捉优化方法。该方法从单目视频中捕捉人体运动轨迹,轨迹运算结合了人体姿态估计和物理约束。该方法利用脚接触判断来获取每个运动帧的脚接触事件。然后,根据获得的接触条件优化关键点的整体身体运动轨迹,使生成的运动在视觉上更接近现实。本文提出了推理速度高达 22FPS 的 LiteHumanPose Net,并从帧率和平均精度的角度对 Sim pleBaseline、HRNet 和 Hourglass Net 等几种流行的姿势估计方法进行了实验分析和比较。结果表明,LiteHumanPose 网络在帧率和准确率方面都优于 Hourglass Net,而 HRNet 因其多参数而具有较高的准确率,但帧率较低。本文提出的 LiteHumanPose 网络在精度和帧速率之间取得了良好的平衡,具有明显的着陆优势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Visualization of movements in sports training based on multimedia information processing technology

Visualization of movements in sports training based on multimedia information processing technology

The rapid development of multimedia information processing technology provides development opportunities for digitization in sports, among which motion capture technology, as the latest achievement of multimedia information processing technology, has gradually gained the attention of scholars and started to be used for visualization of sports movements. Therefore, this paper introduces a monocular video motion capture method and optimizes it for the problems of reconstructing human movements such as floating, ground penetration and sliding, which provides a technical path for the specific application of motion capture technology in the field of sports training and also provides a technical guarantee for the visualization of sports training movements. Introduced a new motion capture optimization method. This method captures human motion trajectories from monocular videos, and trajectory operations combine human pose estimation and physical constraints. The proposed method uses foot contact judgment to obtain foot contact events for each motion frame. Then, it optimizes the overall body motion trajectory of the key points based on the obtained contact conditions, making the generated motion visually closer to reality. This article proposes LiteHumanPose Net with a inference speed of up to 22FPS, and conducts experimental analysis and comparison of several popular pose estimation methods from the perspectives of frame rate and average accuracy, such as Sim pleBaseline, HRNet, and Hourglass Net. LiteHumanPose Net outperforms Hourglass Net in terms of frame rate and accuracy, while HRNet has high accuracy due to its multiple parameters but low frame rate. The LiteHumanPose network proposed in this article has a good balance between accuracy and frame rate, and has obvious landing advantages.

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来源期刊
Journal of Ambient Intelligence and Humanized Computing
Journal of Ambient Intelligence and Humanized Computing COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCEC-COMPUTER SCIENCE, INFORMATION SYSTEMS
CiteScore
9.60
自引率
0.00%
发文量
854
期刊介绍: The purpose of JAIHC is to provide a high profile, leading edge forum for academics, industrial professionals, educators and policy makers involved in the field to contribute, to disseminate the most innovative researches and developments of all aspects of ambient intelligence and humanized computing, such as intelligent/smart objects, environments/spaces, and systems. The journal discusses various technical, safety, personal, social, physical, political, artistic and economic issues. The research topics covered by the journal are (but not limited to): Pervasive/Ubiquitous Computing and Applications Cognitive wireless sensor network Embedded Systems and Software Mobile Computing and Wireless Communications Next Generation Multimedia Systems Security, Privacy and Trust Service and Semantic Computing Advanced Networking Architectures Dependable, Reliable and Autonomic Computing Embedded Smart Agents Context awareness, social sensing and inference Multi modal interaction design Ergonomics and product prototyping Intelligent and self-organizing transportation networks & services Healthcare Systems Virtual Humans & Virtual Worlds Wearables sensors and actuators
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