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Classification of Wing Chun Basic Hand Movement using Virtual Reality for Wing Chun Training Simulation System

机译:翼春的分类基本手机使用虚拟现实翼春训练仿真系统

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To create a Virtual Reality (VR) system for Wing Chun’s basic hand movement training, capturing, and classifying movement data is an important step. The main goal of this paper is to find the best possible method of classifying hand movement, particularly Wing Chun’s basic hand movements, to be used in the VR training system. This paper uses Oculus Quest VR gear and Unreal Engine 4 to capture features of the movement such as location, rotation, angular acceleration, linear acceleration, angular velocity, and linear velocity. RapidMiner Studio is used to pre-process the captured data, apply algorithms, and optimize the generated model. Algorithms such as Support Vector Machine (SVM), Decision Tree, and k-Nearest Neighbor (kNN) are applied, optimized, and compared. By classifying 10 movements, the result shows that the optimized kNN algorithm obtained the highest averaged performance indicators: Accuracy of 99.94%, precision of 99.70%, recall of 99.70%, and specificity of 99.97%. The overall accuracy of the optimized kNN is 99.71%.
机译:为翼春的基本手动训练,捕获和分类运动数据创建虚拟现实(VR)系统是一个重要的一步。本文的主要目的是找到在VR培训系统中使用手机,特别是永春的基本手动运动的最佳方法。本文使用Oculus Quest VR齿轮和虚幻发动机4来捕获运动的特征,例如位置,旋转,角加置,线性加速度,角速度和线性速度。 RapidMiner Studio用于预处理捕获的数据,应用算法,并优化生成的模型。诸如支持向量机(SVM),决策树和K最近邻(KNN)之类的算法被应用,优化和比较。通过分类10个运动,结果表明优化的KNN算法获得了最高平均性能指标:精度为99.94%,精度为99.70%,召回的召回量为99.70%,特异性为99.97%。优化KNN的总体精度为99.71%。

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