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The Ineractive On Motion Analysis System And Virtual Sports Scenes

Posted on:2013-05-26Degree:MasterType:Thesis
Country:ChinaCandidate:R CaoFull Text:PDF
GTID:2248330374450384Subject:Human Movement Science
Abstract/Summary:PDF Full Text Request
Currently, there are some defects exist in the applying for the most sports motion analysis system. First, the majority of the large-scale precision motion analysis system is placed in the laboratory, which the data collected does not reflect the actual situation for competition is not live. Second, some small motion analysis system can be done on-site collection, but the data accuracy is not high, moreover it is necessary to set up the devices that maybe interfere with competition. Finally, the results of sport motion analysis are lagged, and with simple ways feedback to the athletes such as the language or images contrast and so on, the interactivity, real-time and stimulating intensity all are not enough, so the effect of promote exercise training is not sufficiently.To compensate for these defects, we can introduce virtual reality technology to build interactive sports motion analysis and simulation training systems. For example, we can apply virtual reality technology in the laboratory, which can provide virtual sports scenes to athletes, and feedback real-time data and results of motion analysis to the athletes in visual, auditory and visual way. So athletes can immerse in the virtual compete environment, that we can collect movement data and send the analysis results to athletes directly through virtual scenes at the same time. Such a system would greatly improve the effect of the sport motion analysis to exercise training. However, the core issue to build this integrated system is:how to achieve the information interactive transfer between "Motion Analysis System" and "virtual sports scenes".This study is to solve this core issue. First, this study explores the interactive feasibility between the motion analysis system and the virtual sports scene through the principle of common sports motion analysis system "Motion Analysis", the virtual scene simulation system "Quest3D" and external data interface of two system. Second, this study acquire interactive specific implementation method through three-dimensional human motion data format and associated algorithm. Finally, using Visual C++programming language to achieve the initial interact with human movement data between two systems. This study provides a theoretical foundation and core algorithms for the complex interactive real-time motion analysis and simulation training systems research in the future with a wide application prospect.
Keywords/Search Tags:motion analysis system, virtual sports scenes, interactivity, 3D human motion data, Visual C++
PDF Full Text Request
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