基于 DTW 姿态匹配算法的武术动作识别系统

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Guosong Wu , Chunhong Wen , Hecai Jiang
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引用次数: 0

摘要

运动识别技术被广泛应用于智能视频监控、人机交互等领域。随着计算机视觉技术的发展,提高运动识别的精度和效率已成为研究的重点。本研究旨在通过改进的动态时间扭曲算法和层次模型来提高武术动作识别的性能。首先,利用人体骨关节的位置、速度和角度变化构建高维特征向量。利用层次模型对动作进行细分,并利用最大最小动态时间正则化模型对动作进行匹配和识别。同时,结合 K 类均值算法,优化树核类型,提高模型性能,减少噪声节点干扰,有效地对武术动作进行分类。在 KTH、奥林匹克体育、Hollywood2 和 HMDB51 四个公共数据集上进行了实验验证。实验结果表明,所提模型在 KTH 数据集中的识别率为 95.2%,在奥林匹克体育数据集中的识别率为 91.4%。Hollywood2数据集的识别率为66.7%,HMDB51数据集的识别率为61.2%。对比不同算法的结果,与长短期记忆网络和门控循环单元相比,所提方法的识别性能提高了 10%。与一维卷积神经网络相比,所提方法的识别时间延长了 15 秒,但识别率提高了 1.6%。结果表明,所提出的方法在多样化和复杂的动作识别任务中具有显著的性能优势。同时,研究结果强调了模型设计中需要考虑的因素,证明了其在武术动作识别应用中的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm
Motion recognition technology is widely used in intelligent video surveillance, human-computer interaction and other fields. With the development of computer vision technology, improving the accuracy and efficiency of motion recognition has become the focus of research. The purpose of this study is to improve the performance of Wushu movement recognition through improved dynamic time warping algorithm and hierarchical model. Firstly, a high-dimensional feature vector is constructed by using the position, velocity and Angle changes of human bone joints. The actions are subdivided by the hierarchical model, and matched and recognized by the max-minimum dynamic time regularization model. Meanwhile, the K-class mean algorithm is combined to optimize the type of tree core, improve the performance of the model, reduce the interference of noise nodes, and effectively classify Wushu actions. Experimental verification was carried out on four public data sets of KTH, Olympic Sports, Hollywood2 and HMDB51. The experimental results showed that the recognition rate of the proposed model in KTH data set was 95.2%, and that in Olympic Sports data set was 91.4%. The Hollywood2 dataset was 66.7%, and the HMDB51 dataset was 61.2%. Comparing the results of different algorithms, the proposed method improved the recognition performance by 10% compared with long short-term memory network and gated cycle unit. Compared with one-dimensional convolutional neural network, the time of the proposed method was 15s longer, but the recognition rate was 1.6% higher. The results showed that the proposed method had significant performance advantages in diverse and complex action recognition tasks. Meanwhile, the results emphasized the factors to be considered in the design of the model, demonstrating its effectiveness in the application of Wushu movement recognition.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
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.
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