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The Exergame for Tae-Bo Learning with Virtual Reality

机译:与虚拟现实的跆拳道学习的Exergame

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In recent years, human beings begin to pay more attention to exercise, and along with the development of technology, many people tend to exercise by exergames. However, most of exergames do not present enough information on the user action for correctly adjusting their movements. In this paper, we provide an exergame for Tae-Bo learning and focus on the adjustment of the user action. Moreover, we apply virtual reality and motion input device to build a virtual aerobic room which contains a virtual coach, a virtual first-personal character and visualization objects of skeleton data to build an environment for one-on-one situated learning. In order to test our game system, we select twelve Tae-Bo actions for Tae-Bo instruction, samples of data filtering strategy and the building of standard action database. In the game procedure, after the user finishes an action, the system will carry out the necessary action adjustment through two subsystems, namely the human action analysis (HAA) and interactive physical adjustment (IPA). The HAA subsystem collects the user's motion data such as postures and joint movements Then, the IPA subsystem utilizes these datasets to evaluate and adjust the user's movements by the coach animation, voice message or visual objects. After a working prototyping system developed, it was tested thoroughly to get feedback and make suitable adjustments. In the end, a refined system then was deployed for more extensive user evaluation.
机译:近年来,人类开始更加注重运动,随着技术的发展,许多人倾向于通过外消旋别行使。但是,大多数Exergams都没有足够的信息有关用户操作的正确信息,以便正确调整它们的运动。在本文中,我们为Tae-Bo学习提供了一个Exergame,并专注于调整用户动作。此外,我们应用虚拟现实和运动输入设备来构建一个虚拟的有氧气氛,其中包含虚拟管理教练,虚拟第一个人字符和骨架数据的可视化对象,以构建一个一对一的学习的环境。为了测试我们的游戏系统,我们为Tae-Bo指令选择12个Tae-Bo动作,数据过滤策略的样本以及标准操作数据库的构建。在游戏过程中,在用户完成动作之后,系统将通过两个子系统进行必要的动作调整,即人类动作分析(HAA)和交互式物理调整(IPA)。 Haa子系统收集用户的运动数据,例如姿势和关节运动,然后,IPA子系统利用这些数据集来评估和调整用户的动画,语音消息或视觉对象的移动。在开发工作原型制作系统之后,它彻底测试以获得反馈并进行适当的调整。最后,部署了一种精细系统以进行更广泛的用户评估。

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