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Recognition of Tennis Serve Performed by a Digital Player: Comparison among Polygon, Shadow, and Stick-Figure Models

机译:数字球员对网球发球的识别:多边形,阴影和棒形模型之间的比较

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摘要

The objective of this study was to assess the cognitive effect of human character models on the observer's ability to extract relevant information from computer graphics animation of tennis serve motions. Three digital human models (polygon, shadow, and stick-figure) were used to display the computationally simulated serve motions, which were perturbed at the racket-arm by modulating the speed (slower or faster) of one of the joint rotations (wrist, elbow, or shoulder). Twenty-one experienced tennis players and 21 novices made discrimination responses about the modulated joint and also specified the perceived swing speeds on a visual analogue scale. The result showed that the discrimination accuracies of the experienced players were both above and below chance level depending on the modulated joint whereas those of the novices mostly remained at chance or guessing levels. As far as the experienced players were concerned, the polygon model decreased the discrimination accuracy as compared with the stick-figure model. This suggests that the complicated pictorial information may have a distracting effect on the recognition of the observed action. On the other hand, the perceived swing speed of the perturbed motion relative to the control was lower for the stick-figure model than for the polygon model regardless of the skill level. This result suggests that the simplified visual information can bias the perception of the motion speed toward slower. It was also shown that the increasing the joint rotation speed increased the perceived swing speed, although the resulting racket velocity had little correlation with this speed sensation. Collectively, observer's recognition of the motion pattern and perception of the motion speed can be affected by the pictorial information of the human model as well as by the perturbation processing applied to the observed motion.
机译:这项研究的目的是评估人类角色模型对观察者从网球发球动作的计算机图形动画中提取相关信息的能力的认知效果。三种数字人体模型(多边形,阴影和棍子形图)用于显示通过计算机模拟的发球动作,通过调节关节旋转速度(手腕,手腕,肘部或肩膀)。 21名经验丰富的网球运动员和21名新手对调制后的关节做出了歧视反应,并在视觉模拟量表上指定了感知的挥杆速度。结果表明,有经验的玩家的辨别准确性高于或低于机会水平,具体取决于调制后的关节,而新手的辨别准确性大多保持在机会或猜测水平。就经验丰富的玩家而言,与棒形图模型相比,多边形模型降低了判别精度。这表明,复杂的图形信息可能会对所观察到的动作的识别产生干扰。另一方面,无论技术水平如何,棒形图模型的感知运动相对于控件的摆动速度都比多边形模型低。该结果表明,简化的视觉信息可以使运动速度的感知偏向缓慢。还显示出增加关节旋转速度会增加感知的挥杆速度,尽管所得的球拍速度与该速度感觉几乎没有相关性。集体地,观察者对运动模式的识别和运动速度的感知会受到人体模型的图像信息以及应用于观察到的运动的扰动处理的影响。

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