Human Action Simulation System based on virtual Reality Technology - Dr. Yitao Liu
2021-08-03
Abstract: In order to improve the science and quality of sports training, the simulation system of sports training based on virtual reality technology was studied. By way of motion capture data acquisition initial motion forms database, an offset correction and design movement in the database movement mapping technology, according to the athlete body parameters, combined with the human body motion equation, examine the rationality of the action after modifying design, standard techniques, motion stitching way choreography to simulate each standard techniques, After getting a new set of standard technical simulated movements, it is compared and analyzed with athletes' training videos in the same screen synchronization mode, so as to improve the quality and training level of sports training movements and realize the simulation of sports training.
Keywords: Virtual reality technology; Actions; Simulation;
I. Introduction:
Competitive sports based on standard technical movements require participants to have skilled technical movements. To achieve this goal, athletes should not only keep training hard, but more importantly, coaches should be provided with scientific and effective training methods to improve the level of sports training [1]. The scientific and technological level of competitive sports training in China has always been relatively low. Most coaches teach sports training through experience and subjective consciousness, and only rely on experience and naked eyes to judge and guide athletes' technical movements. As a result, athletes need to repeat several times to master the key techniques. Therefore, the quality of competitive sports training in China is low and the level of technical action is slowly improved. To this end, domestic and foreign researchers have concluded through research and practical verification that the addition of digital graphics and image technology to sports training can improve the efficiency of athletes in mastering the key technical points in sports training, effectively reduce the chance of injury in the process of sports training, and improve the overall effect of sports training [2-3].
Virtual reality technology can also be referred to as VR technology, has many characteristics, such as interactivity, conception and immersion, through the integrated use of artificial intelligence technology, multimedia technology, digital image technology, computer network technology and multimedia sensing technology to simulation of human sensory function, make the users immersed in its rendering in virtual environment, Real-time interaction can be realized through gestures, language and other ways to build an adaptive multi-dimensional information space, which has a very broad application prospect [4]. Nowadays, virtual reality technology has entered into many fields such as architectural design, culture and entertainment, and industrial education and training. Among them, virtual reality technology in the field of sports is mostly used in sports training and teaching. Based on this technology, the optimization and improvement of training scientific level, training process and technical movements are realized [5]. Therefore, this paper studies the simulation system of sports training based on virtual reality technology, which provides help for effectively improving the scientific training of coaches and the technical movements of athletes.
2. Sports training simulation system
2.1 Overview of the system
Through the data of physical movement and biomechanics of human body and the virtual reality technology of digital three-dimensional human movement, the purpose of simulating, modifying and designing sports training movements with virtual reality technology is realized [6].
At the same time, by the analysis of the dynamic theory of human movement, inspection design technique, and the standard after inspection technology action choreography simulation for the complete sequence of actions, through the way of sync, with the screen contrast the simulation sequence and athletes training video, enhancing the significance and application value of simulation. The overall architecture of sports training simulation system based on virtual reality technology is shown in Figure 1.
Figure 1 overall system architecture
The two key parts of the system are the comparison of simulation action and exercise training action and the simulation of standard technique action. Among them, standard technical movements of sports training refer to the ideal technical movements recognized in the mind of the referee or coach, which can improve the level of sports training and score in sports competitions [7-8]. In order to better assist sports training, the prior knowledge of referees and coaches can be quantified and graphically. Based on this, referees or coaches need to be provided with a way to simulate the standard technical movements of sports training. Correction in migration mapping way, design capture action in the database action in sports training, the athletes' body parameters as a starting point, according to the posture parameters characteristics of complete forecast on the human body inertia parameters, at the same time, the parameters through the human body movement equation, the result of the simulation to achieve the purpose of reduce the simulation error, After the test, the standard technical movements are edited and simulated, and a complete set of standard technical movements are obtained, which constitute a three-dimensional standard simulation movement library. The process of simulating standard technical movements of sports training is shown in Figure 2. In real sports training, in order to improve the level of sports training, the simulation results of standard technical movements and athletes' real sports training movements can be compared and analyzed, so as to improve athletes' cognition of the shortcomings of their own technical movements in sports training [9]. Through the orthogonal projection model of the camera, the camera parameters were calculated from the motion training video, so as to determine the control parameters of the 3d virtual scene with the same viewpoint in the motion training video, and compare the simulation of standard technical action with the real motion training action, so as to provide effective help for the coach to guide the motion training.
FIG. 2 Simulation process of standard technical action
Iii. Simulation test
The system is applied to the sports training of the diving team and the volleyball team in a certain area, and the athletes' movements in the training process of the two teams are simulated. The training effect of the gymnastics team is presented systematically through the simulation effect, and the application performance of the system is tested. PC/Windows/VC5.9 software environment is used to realize the development of the system in the paper. In the application, the system simulates the take-off technical action of a diver and the serving technical action of a male volleyball player. Euler Angle in the y direction is used to represent the two movements respectively. The simulation effect of the system in this paper is tested by comparing the similarity between the simulation effect of technical action and the expression of euler Angle in y direction. The technical action effect and euler Angle are shown in 3. You can see in figure 3, the system of two techniques of simulation results with the y direction is very consistent, euler Angle said that the system simulation effect is good, the simulation results can be used in actual exercise training, and easier to realized in the system based on the results of simulation of motion changes, and easy to use simulation results after comparison and analysis with the training video.
(a) Diving action presentation
(b) Euler Angle of diving action
(c) The effect of serve action
Four, conclusion
Aiming at the sports training simulation system based on virtual reality technology study, virtual reality technology including computer network, multimedia, multimedia sensing and digital image technology, with characteristics immersion and interactivity, and other functions, can realize the simulation, the characteristics of the human body and make the users immersed in the virtual environment and realize the interaction, In this paper, we build the movement and the sports training contains the contrast simulation movement and standard technical movement simulation two parts of the whole system, and by adopting the technology of virtual reality technology in various graphics simulation exercise training actions related characteristics, and achieve the function of system simulation, the system is verified by practical application to improve effectiveness and efficiency in sports training, It has high practical application value.
reference
[1] Tian Yu, Xu Ming. Development of collision free curling trajectory simulation system [J]. Journal of system simulation,2019,31(3):494-501.
[2] Yu Sumei. Physical education,2019,26(6):1-7.
[3] Li Xiaobo, DONG Fangfen, Song Wenfang, et al. [J]. Journal of radiation oncology,2018,27(12):1093-1096.
[4] Wang Dahu, Chen Xia, Gao Huizheng. Application of virtual reality technology in PLC gas boiler training system [J]. Journal of system simulation,2017,29(12):3010-3015.
[5] Qiu Shao-yang, Ren Hong-xiang, Yin Jin-gang. Marine science and technology,2018,41(2):68-72,96.
[6] Gao Fengxi, LI Juanli, Xie Jiancheng. Design of Panoramic Virtual Reality Roaming System for Fully Mechanized Mining Face Based on Unity3D [J]. Mining research and development,2017,37(12):68-72.
[7] Tan Liheng, MA Qiang, Jiang Bingchuan, et al. OsgEarth Stereo vision Generation Method for helmet-mounted Virtual Reality [J]. Journal of system simulation,2019,31(7):1290-1299.
[8] ZHU Genrui, WANG Zhifeng, Yuan Chengjie, et al. Simulation Verification of Foot and Ankle Gait Simulator and Its Application in Biomechanics Research [J]. Chinese journal of orthopaedics,2019,39(17):1068-1074.
[9] Liu Yuhan, Jia Jiangkai, TANG Yong, et al. Real-time simulation of fabric tearing under tension and collision [J]. Journal of small and micro computer systems,2019,40(11):2471-2474.