{"title":"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","authors":"Zhengli Li , Liantao Wang , 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":"{\"title\":\"Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture\",\"authors\":\"Zhengli Li , Liantao Wang , 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}","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}
Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture
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.
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.