{"title":"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","authors":"Shutao Tong , Weiguo Liao","doi":"10.1016/j.entcom.2024.100788","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":null,"pages":null},"PeriodicalIF":2.8000,"publicationDate":"2024-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Entertainment robot based on IoT and VR interaction for motion training posture monitoring\",\"authors\":\"Shutao Tong , Weiguo Liao\",\"doi\":\"10.1016/j.entcom.2024.100788\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2024-06-23\",\"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/S1875952124001563\",\"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}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124001563","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}
Entertainment robot based on IoT and VR interaction for motion training posture monitoring
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.
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.