CN115999135B - A bobsleigh and snowmobile simulator control method and system based on somatosensory control - Google Patents
A bobsleigh and snowmobile simulator control method and system based on somatosensory control Download PDFInfo
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Abstract
本发明属于模拟器控制领域,并具体公开了一种基于体感控制的雪车雪橇模拟器控制方法及系统,其包括:S1、在使用雪车雪橇过程中,获取人体骨骼关节点的三维坐标数据;S2、将人体划分为数个部分,根据关节点的三维坐标数据确定人体各部分的重心坐标,进而计算得到人体各部分对模拟器产生的速度;S3、确定人体各部分对模拟器的影响系数,进而结合人体各部分对模拟器产生的速度,计算合速度,从而实现对雪车雪橇模拟器的运行控制。本发明为雪车雪橇仿真运动系统提供了一种实时、高效的设计及优化方法,实现运动员的虚拟训练和面向大众的体验。
The present invention belongs to the field of simulator control, and specifically discloses a bobsleigh and skeleton simulator control method and system based on somatosensory control, which includes: S1, obtaining the three-dimensional coordinate data of the human skeleton joints during the use of the bobsleigh and skeleton; S2, dividing the human body into several parts, determining the center of gravity coordinates of each part of the human body according to the three-dimensional coordinate data of the joints, and then calculating the speed of each part of the human body on the simulator; S3, determining the influence coefficient of each part of the human body on the simulator, and then calculating the combined speed in combination with the speed of each part of the human body on the simulator, thereby realizing the operation control of the bobsleigh and skeleton simulator. The present invention provides a real-time and efficient design and optimization method for the bobsleigh and skeleton simulation motion system, realizing the virtual training of athletes and the experience for the public.
Description
技术领域Technical Field
本发明属于模拟器控制领域,更具体地,涉及一种基于体感控制的雪车雪橇模拟器控制方法及系统。The present invention belongs to the field of simulator control, and more specifically, to a bobsleigh and snowmobile simulator control method and system based on somatosensory control.
背景技术Background technique
雪车、雪橇、钢架雪车是冬奥会中必不可少的运动项目,目前,受到季节以及训练设备的影响,专业运动员的训练时间非常有限,运动员必须在每天仅有的几次训练过程中优化速度和策略。同时,由于其运动的危险性,大众难以亲身体验,无法促进相关运动的普及。Bobsleigh, luge, and skeleton are essential sports in the Winter Olympics. Currently, due to the influence of seasons and training equipment, professional athletes have very limited training time, and athletes must optimize their speed and strategy during the few training sessions each day. At the same time, due to the danger of the sport, it is difficult for the general public to experience it in person, which cannot promote the popularization of related sports.
针对这一问题,如何提供一个高灵敏度的雪车雪橇高速滑行仿真体验装备,从而支持对雪车、雪橇和钢架雪车的运动模拟,实现运动员的虚拟训练和面向大众的体验,是一个亟待解决的技术问题。To address this issue, how to provide a highly sensitive bobsleigh and luge high-speed sliding simulation experience equipment to support the motion simulation of bobsleigh, luge and skeleton, and realize virtual training of athletes and experience for the general public is a technical problem that needs to be solved urgently.
发明内容Summary of the invention
针对现有技术的以上缺陷或改进需求,本发明提供了一种基于体感控制的雪车雪橇模拟器控制方法及系统,其目的在于,对雪车雪橇运动进行准确模拟,实现雪车雪橇运动员的虚拟训练和面向大众的体验。In view of the above defects or improvement needs of the prior art, the present invention provides a bobsleigh and luge simulator control method and system based on somatosensory control, the purpose of which is to accurately simulate the bobsleigh and luge sports and realize virtual training of bobsleigh and luge athletes and experience for the general public.
为实现上述目的,按照本发明的一方面,提出了一种基于体感控制的雪车雪橇模拟器控制方法,包括如下步骤:To achieve the above object, according to one aspect of the present invention, a method for controlling a snowmobile and sled simulator based on somatosensory control is proposed, comprising the following steps:
S1、在使用雪车雪橇过程中,获取人体骨骼关节点的三维坐标数据;S1. Acquire the three-dimensional coordinate data of the joint points of the human skeleton during the use of the bobsleigh;
S2、将人体划分为数个部分,根据关节点的三维坐标数据确定人体各部分的重心坐标,进而计算得到人体各部分对模拟器产生的速度;S2, dividing the human body into several parts, determining the coordinates of the center of gravity of each part of the human body according to the three-dimensional coordinate data of the joint points, and then calculating the speed of each part of the human body on the simulator;
S3、确定人体各部分对模拟器的影响系数,进而结合人体各部分对模拟器产生的速度,计算合速度,从而实现对雪车雪橇模拟器的运行控制。S3. Determine the influence coefficient of each part of the human body on the simulator, and then calculate the combined speed based on the speed of the simulator generated by each part of the human body, so as to realize the operation control of the bobsleigh and skeleton simulator.
作为进一步优选的,步骤S2具体包括:As further preferred, step S2 specifically includes:
S21、将人体划分为数个部分,将获取的关节点划分到对应部分中,进而根据关节点的三维坐标数据计算得到人体各部分的重心;S21, dividing the human body into several parts, dividing the acquired joint points into corresponding parts, and then calculating the center of gravity of each part of the human body according to the three-dimensional coordinate data of the joint points;
S22、确定人体各部分对模拟器产生的法向力N,进而计算人体各部分对模拟器产生的作用力F1,计算式为:S22, determine the normal force N generated by each part of the human body on the simulator, and then calculate the force F 1 generated by each part of the human body on the simulator, the calculation formula is:
N=m×(X+Y+Z)×nt-m×g×nt N=m×(X+Y+Z)×n t -m×g×n t
F1=μ×NF 1 = μ × N
其中,m为人体各部分质量,X、Y、Z分别为在x、y、z轴方向的加速度,nt为人体运动时法线的方向,g为重力加速度,μ为预设参数;Where m is the mass of each part of the human body, X, Y, and Z are the accelerations in the x, y, and z axes respectively, n t is the direction of the normal line when the human body is moving, g is the acceleration due to gravity, and μ is a preset parameter;
S23、根据作用力F1和重心位置确定优化后人体各部分对模拟器的作用力F2;S23, determining the optimized force F2 of each part of the human body on the simulator according to the force F1 and the center of gravity position;
S24、根据作用力F2计算人体各部分对模拟器产生速度的大小及方向。S24. Calculate the magnitude and direction of the velocity generated by various parts of the human body on the simulator based on the force F2 .
作为进一步优选的,步骤S23,优化后人体各部分对模拟器的作用力F2具体为:As a further preferred step, in step S23, the optimized force F2 exerted by each part of the human body on the simulator is specifically:
F2=β×F1 F2 = β × F1
其中,β为系数,其根据重心位置确定;具体当人体部分重心在模拟器左端时,取β=-1,重心在模拟器右端时,取β=1,重心在模拟器中间时,取β=0;其余部分的系数β按照线性比例求得。Among them, β is a coefficient, which is determined according to the position of the center of gravity; specifically, when the center of gravity of the human body is at the left end of the simulator, β=-1, when the center of gravity is at the right end of the simulator, β=1, and when the center of gravity is in the middle of the simulator, β=0; the coefficient β of the remaining part is obtained according to the linear proportion.
作为进一步优选的,步骤S24具体为:As a further preferred embodiment, step S24 is specifically as follows:
根据作用力F2求得左右方向的加速度a,则当前左右方向的速度v=v0+at,其中v0为前一帧的速度,t为每帧的时间;According to the force F 2 , the acceleration a in the left and right directions is obtained, and the current left and right speed v = v 0 + at, where v 0 is the speed of the previous frame and t is the time of each frame;
进而得到对模拟器产生的速度该速度方向与水平方向的夹角γ,tanγ=v1/v,其中v1为前后方向的速度。Then we get the speed generated by the simulator The angle γ between the velocity direction and the horizontal direction is tanγ=v 1 /v, where v 1 is the velocity in the front-rear direction.
作为进一步优选的,取参数μ=0.01。As a further preference, the parameter μ=0.01.
作为进一步优选的,步骤S3,确定人体各部分对模拟器的影响系数,具体为:As a further preferred step, step S3, determining the influence coefficient of each part of the human body on the simulator, specifically:
测试人员使用雪车雪橇进行n次滑行,n等于划分的人体部分数量;每次滑行时仅采用某一部分进行方向调整,检测滑行过程;The tester uses a bobsleigh to slide n times, where n is equal to the number of divided human body parts; each time only one part is used to adjust the direction to test the sliding process;
对于第i次滑行,根据公式ΔX1=ki*ΔX2,计算得到第i次滑行的系数ki;其中,ΔX1表示相邻两帧的重心坐标变化,ΔX2表示相邻两帧的雪车雪橇位移轨迹变化;For the i-th slide, the coefficient k i of the i-th slide is calculated according to the formula ΔX 1 = k i *ΔX 2 ; wherein ΔX 1 represents the change of the center of gravity coordinates between two adjacent frames, and ΔX 2 represents the change of the displacement trajectory of the bobsleigh between two adjacent frames;
进而得到第i次滑行对应的身体部分的影响系数其中K为n次滑行所得系数ki的总和。Then we get the influence coefficient of the body part corresponding to the i-th slide Where K is the sum of the coefficients ki obtained from n gliding operations.
作为进一步优选的,步骤S3,合速度大小计算方法:将人体各部分速度vt与相应的影响系数相乘,然后求和得到合速度;合速度方向计算方法:人体各部分产生的速度方向与影响系数相乘,采用矢量运算定则计算最终运行方向;As a further preferred step, step S3, a method for calculating the magnitude of the resultant velocity: multiplying the velocity vt of each part of the human body by the corresponding influence coefficient, and then summing them to obtain the resultant velocity; a method for calculating the direction of the resultant velocity: multiplying the velocity direction generated by each part of the human body by the influence coefficient, and using the vector operation rule to calculate the final running direction;
进而将合速度大小及方向实时反馈至模拟器的控制台中,控制台根据获取的数据实时调控雪车雪橇模拟器的运行速度及方向。The magnitude and direction of the combined speed are then fed back to the simulator's console in real time, and the console adjusts the running speed and direction of the bobsleigh and skeleton simulator in real time based on the acquired data.
作为进一步优选的,获取的人体骨骼关节点包括:头、颈、左肩、右肩、左肘、右肘、臀部、左大腿根、右大腿根、左膝、右膝。As further preferred, the acquired human skeleton joints include: head, neck, left shoulder, right shoulder, left elbow, right elbow, buttocks, left thigh root, right thigh root, left knee, and right knee.
作为进一步优选的,身体各部分包括:头颈、躯干、手臂、腿部。As a further preference, the body parts include: head and neck, torso, arms, and legs.
按照本发明的另一方面,提供了一种基于体感控制的雪车雪橇模拟器控制系统,包括处理器,所述处理器用于执行上述的基于体感控制的雪车雪橇模拟器控制方法。According to another aspect of the present invention, a snowmobile and luge simulator control system based on somatosensory control is provided, comprising a processor, wherein the processor is used to execute the above-mentioned snowmobile and luge simulator control method based on somatosensory control.
总体而言,通过本发明所构思的以上技术方案与现有技术相比,主要具备以下的技术优点:In general, the above technical solution conceived by the present invention has the following technical advantages compared with the prior art:
1.本发明获取人体骨骼关节点的三维坐标数据,并通过人体节段法计算人体各部分重心的位置坐标,进而通过人体各部分产生的作用力、速度大小和方向、影响系数,确定人体对雪车雪橇模拟器产生的速度,从而控制雪车雪橇模拟器运行。本发明为雪车雪橇仿真运动系统提供了一种实时、高效的设计及优化方法。1. The present invention obtains the three-dimensional coordinate data of the human skeleton joint points, and calculates the position coordinates of the center of gravity of each part of the human body through the human body segment method, and then determines the speed of the human body on the snowmobile and luge simulator through the force, speed magnitude and direction, and influence coefficient generated by each part of the human body, thereby controlling the operation of the snowmobile and luge simulator. The present invention provides a real-time and efficient design and optimization method for the snowmobile and luge simulation motion system.
2.本发明提供的基于体感控制的雪车雪橇模拟器控制方法,将很好的辅助雪车雪橇项目的高速滑行仿真训练,推进雪车雪橇项目竞技能力的提升,可以实现运动员在安全环境下的可控训练,有助于专业运动员自主训练,减少练习和比赛中严重受伤的数量;可以不受天气条件的干扰,减少环境对训练的客观影响。同时,通过大众体验的方式,促进相关运动的普及,支持大众在安全环境下的可控体验。2. The bobsleigh and skeleton simulator control method based on somatosensory control provided by the present invention will well assist the high-speed sliding simulation training of bobsleigh and skeleton events, promote the improvement of competitive ability of bobsleigh and skeleton events, realize the controllable training of athletes in a safe environment, help professional athletes to train independently, and reduce the number of serious injuries in practice and competition; it can be unaffected by weather conditions and reduce the objective impact of the environment on training. At the same time, through the way of public experience, it promotes the popularization of related sports and supports the public's controllable experience in a safe environment.
3.本发明研究了身体各部分对雪车雪橇模拟器的影响程度,确定相关系数并计算雪车雪橇模拟器由此产生的速度大小及方向,从而控制雪车雪橇模拟器运行,提高模拟准确性。3. The present invention studies the influence of various parts of the body on the snowmobile and luge simulator, determines the correlation coefficient and calculates the speed and direction generated by the snowmobile and luge simulator, thereby controlling the operation of the snowmobile and luge simulator and improving the simulation accuracy.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
图1为本发明实施例基于体感控制的雪车雪橇模拟器控制方法流程图;FIG1 is a flow chart of a method for controlling a snowmobile and sled simulator based on somatosensory control according to an embodiment of the present invention;
图2为本发明实施例人体骨骼空间示意图;FIG2 is a schematic diagram of a human skeleton space according to an embodiment of the present invention;
图3为本发明实施例人体各部分近、远端定标点对应的骨骼节点;FIG3 is a diagram showing the skeletal nodes corresponding to the proximal and distal calibration points of various parts of the human body according to an embodiment of the present invention;
图4为本发明实施例人体重心位置对应系数β的值。FIG. 4 shows the value of the coefficient β corresponding to the center of gravity position of the human body according to an embodiment of the present invention.
具体实施方式Detailed ways
为了使本发明的目的、技术方案及优点更加清楚明白,以下结合附图及实施例,对本发明进行进一步详细说明。应当理解,此处所描述的具体实施例仅仅用以解释本发明,并不用于限定本发明。此外,下面所描述的本发明各个实施方式中所涉及到的技术特征只要彼此之间未构成冲突就可以相互组合。In order to make the purpose, technical solutions and advantages of the present invention more clearly understood, the present invention is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention. In addition, the technical features involved in the various embodiments of the present invention described below can be combined with each other as long as they do not conflict with each other.
本发明实施例提供的一种基于体感控制的雪车雪橇模拟器控制方法,如图1所示,包括如下步骤:A method for controlling a snowmobile and sled simulator based on somatosensory control provided by an embodiment of the present invention, as shown in FIG1 , comprises the following steps:
S1、使用动作捕捉设备,获取运动过程中人体骨骼关节点的三维坐标数据。S1. Use motion capture equipment to obtain the three-dimensional coordinate data of human skeletal joints during movement.
优选地,根据雪车雪橇的特殊性,选取人体11个关键骨骼关节点,即提取人体头、颈、左肩、右肩、左肘、右肘、臀部、左大腿根、右大腿根、左膝、右膝的三维坐标数据,如图2所示。Preferably, according to the particularity of bobsleigh and luge, 11 key skeletal joints of the human body are selected, that is, the three-dimensional coordinate data of the human head, neck, left shoulder, right shoulder, left elbow, right elbow, buttocks, left thigh root, right thigh root, left knee and right knee are extracted, as shown in FIG2.
S2、对人体进行划分,根据关节点的三维坐标数据确定人体各部分的重心坐标;基于人体各部分的重心坐标,计算人体各部分对雪车雪橇模拟器产生的速度大小及方向。S2. Divide the human body and determine the center of gravity coordinates of various parts of the human body according to the three-dimensional coordinate data of the joint points; based on the center of gravity coordinates of various parts of the human body, calculate the speed and direction of each part of the human body on the bobsleigh simulator.
优选地,使用人体节段法,结合雪车雪橇滑行特点,将人体划分为4个人体节段,包括头颈、躯干、手臂、腿部。Preferably, the human body segment method is used, combined with the sliding characteristics of bobsleigh and luge, to divide the human body into four segments, including the head and neck, torso, arms, and legs.
具体地,计算人体各部分对雪车雪橇模拟器产生的速度大小及方向的具体步骤如下:Specifically, the specific steps for calculating the magnitude and direction of the speed generated by various parts of the human body on the bobsleigh simulator are as follows:
S21、对人体进行划分,采用经典算法,计算各部分重心的三维坐标数据。S21. Divide the human body and use a classical algorithm to calculate the three-dimensional coordinate data of the center of gravity of each part.
经典算法表达式为:The classic algorithm expression is:
其中,Xcomi、Ycomi、Zcomi表示节段i的质心坐标,Xp、Yp、Zp表示节段i近端关节点沿X、Y、Z轴方向的坐标,Xd、Yd、Zd表示节段i远端关节点沿X、Y、Z轴方向的坐标;lp表示节段近端关节点的节段长度百分比,ld表示节段远端关节点的节段长度百分比,本实施例中lp、ld具体取值参见表1,具体标定点见图3。Among them, Xcomi , Ycomi , Zcomi represent the coordinates of the center of mass of segment i, Xp , Yp , Zp represent the coordinates of the proximal joint point of segment i along the X, Y, and Z axes, Xd , Yd , and Zd represent the coordinates of the distal joint point of segment i along the X, Y, and Z axes; lp represents the percentage of the segment length of the proximal joint point of the segment, and ld represents the percentage of the segment length of the distal joint point of the segment. For the specific values of lp and ld in this embodiment, see Table 1, and for the specific calibration points, see Figure 3.
表1lp、ld取值Table 1 l p , l d values
S22、根据力学原理,求出人体对雪车雪橇模拟器产生的法向力N;设置参数μ,计算人体对雪车雪橇模拟器产生的作用力F1,法向力N和作用力F1的表达式为:S22. According to the principle of mechanics, calculate the normal force N generated by the human body on the snowmobile and sled simulator; set the parameter μ, calculate the force F 1 generated by the human body on the snowmobile and sled simulator, and the expressions of the normal force N and the force F 1 are:
N=m×(X+Y+Z)×nt-m×g×nt N=m×(X+Y+Z)×n t -m×g×n t
F1=μ×NF 1 = μ × N
其中,m指人体各部分质量,X、Y、Z分别指在x轴、y轴、z轴的加速度(x轴指水平方向,y轴指竖直方向,z轴指垂直方向,此处的xyz轴加速度信息通过绑定在雪车上的传感器获得);nt指人体运动时法线的方向,g为重力加速度;本实施例中取μ=0.01。Wherein, m refers to the mass of each part of the human body, X, Y, and Z refer to the acceleration on the x-axis, y-axis, and z-axis respectively (the x-axis refers to the horizontal direction, the y-axis refers to the vertical direction, and the z-axis refers to the vertical direction. The xyz-axis acceleration information here is obtained through the sensor bound to the snowmobile); n t refers to the direction of the normal when the human body moves, and g is the gravitational acceleration; in this embodiment, μ=0.01.
S23、根据重心位置确定人体各部分对雪车雪橇模拟器的作用力F2。S23. Determine the force F 2 exerted by various parts of the human body on the bobsleigh simulator according to the position of the center of gravity.
先根据线性方程,确定重心不同位置的系数β;然后确定人体各部分对雪车雪橇模拟器的作用力F2。计算公式为:First, determine the coefficient β of different positions of the center of gravity according to the linear equation; then determine the force F 2 of each part of the human body on the bobsleigh simulator. The calculation formula is:
F2=β×F1 F2 = β × F1
运动过程中,当某部分的重心在雪车雪橇模拟器最左端时,设置β=-1,重心在雪车雪橇模拟器最右端时,设置β=1,重心在雪车雪橇模拟器中间时,设置β=0,其余点的系数按照线性比例求得,如图4所示。During the movement, when the center of gravity of a certain part is at the leftmost end of the bobsleigh simulator, set β = -1, when the center of gravity is at the rightmost end of the bobsleigh simulator, set β = 1, when the center of gravity is in the middle of the bobsleigh simulator, set β = 0, and the coefficients of the remaining points are obtained according to the linear proportion, as shown in Figure 4.
S24、根据作用力F2计算人体各部分对雪车雪橇模拟器产生的速度大小及方向。S24. Calculate the magnitude and direction of the speed of the bobsleigh simulator generated by various parts of the human body based on the force F2 .
先计算左右方向的加速度、速度;然后结合前后方向(即y轴方向)的速度,计算合速度和合速度方向。First calculate the acceleration and velocity in the left and right directions; then combine the velocity in the front and back directions (i.e., the y-axis direction) to calculate the resultant velocity and the direction of the resultant velocity.
具体地,根据牛顿第二定律:F=ma,求得左右方向的加速度,即:a=F/m,其中F指S23中计算的作用力F2;将运动近似为匀加速运动,根据匀加速运动公式,求得左右方向的速度v=v0+at,其中,v0指的是前一帧的速度,t指的是每帧的时间。Specifically, according to Newton's second law: F=ma, the acceleration in the left and right directions is obtained, that is: a=F/m, where F refers to the force F2 calculated in S23; the motion is approximated as uniformly accelerated motion, and according to the uniformly accelerated motion formula, the speed in the left and right directions v= v0 +at is obtained, where v0 refers to the speed of the previous frame, and t refers to the time of each frame.
进而根据左右方向的速度v,结合已知的前后方向的速度v1,求得对模拟器产生的速度同时根据左右方向的速度v,结合前后方向的速度v1,求得速度方向与水平方向的夹角γ,tanγ=v1/v。Then, based on the left-right speed v and the known front-back speed v 1 , the speed generated by the simulator is obtained. At the same time, according to the velocity v in the left-right direction and the velocity v 1 in the front-back direction, the angle γ between the velocity direction and the horizontal direction is obtained: tanγ=v 1 /v.
S3、基于人体各部分对雪车雪橇的影响系数,计算合速度大小及方向,实现控制雪车雪橇模拟器的运行速度及方向。S3. Based on the influence coefficients of various parts of the human body on the bobsleigh and luge, the magnitude and direction of the combined speed are calculated to control the running speed and direction of the bobsleigh and luge simulator.
具体地,确定影响系数后,通过将人体各部分影响系数与速度、方向分别相乘并加和求得合速度大小及方向,将速度大小及方向实时反馈至雪车雪橇模拟器的控制台中,控制台根据获取的数据实时调控雪车雪橇模拟器的运行速度及方向。Specifically, after determining the influence coefficient, the magnitude and direction of the combined speed are obtained by multiplying the influence coefficient of each part of the human body with the speed and direction respectively, and then adding the sum. The speed magnitude and direction are fed back to the control console of the bobsleigh and luge simulator in real time. The console adjusts the running speed and direction of the bobsleigh and luge simulator in real time according to the acquired data.
运行速度计算公式为:v总=∑(vt(i)×Wi),其中,vt(i)、Wi分别表示人体第i个部分对应的速度vt和影响系数。运行方向计算方法:各部分产生的速度方向与影响系数相乘,采用矢量运算定则计算最终运行方向。The running speed calculation formula is: vtotal = ∑( vt(i) × Wi ), where vt (i) and Wi represent the speed vt and influence coefficient corresponding to the i-th part of the human body, respectively. The running direction calculation method is: the speed direction generated by each part is multiplied by the influence coefficient, and the final running direction is calculated using the vector operation rule.
优选地,本实施例中,确定雪车雪橇影响系数的方法如下:Preferably, in this embodiment, the method for determining the snowmobile and sled influence coefficient is as follows:
S31、测试准备:检查测试实验器材,包括:钢架雪车、动作捕捉设备、传感器、摄像机、三脚架。测试开始前,测试人员正确穿戴好动捕设备并进行零点定位,相关工作人员准确安置电脑及摄像机的位置及传感器在钢架雪车上的位置。S31. Test preparation: Check the test equipment, including skeleton, motion capture equipment, sensors, cameras, and tripods. Before the test begins, the tester should wear the motion capture equipment correctly and perform zero-point positioning. The relevant staff should accurately place the computer and camera and the sensor on the skeleton.
S32、依据雪车雪橇发力特点,共设四轮实验,包括:S32. Based on the power characteristics of bobsleigh and luge, four rounds of experiments are set up, including:
A.滑行时主要用头部进行方向调整。A. When gliding, the head is mainly used to adjust the direction.
B.滑行时主要用颈部进行方向调整。B. When gliding, the neck is mainly used to adjust the direction.
C.滑行时主要用手部进行方向调整。C. When skating, use your hands mainly to adjust the direction.
D.滑行时主要用腿部进行方向调整。D. When gliding, the legs are mainly used to adjust the direction.
需要说明的是,手部包括左臂和右臂,腿部包括左腿和右腿,也可以将其分开实验。It should be noted that the hand includes the left arm and the right arm, and the leg includes the left leg and the right leg, and they can also be experimented separately.
S33、每位测试人员依次完成四次测试。通过动作捕捉设备获取每帧身体关键部位的三维坐标数据,通过传感器获取钢架雪车每帧的加速度,通过摄像机获取滑行全过程视频。S33. Each tester completes four tests in turn. The motion capture device is used to obtain the three-dimensional coordinate data of key parts of the body in each frame, the sensor is used to obtain the acceleration of the skeleton in each frame, and the camera is used to obtain the video of the entire sliding process.
S34、通过每帧身体各关键部位的三维坐标数据,计算每帧身体主要发力部分的重心坐标,并将每帧的重心坐标连接起来。S34. Calculate the center of gravity coordinates of the main force-generating part of the body in each frame through the three-dimensional coordinate data of each key part of the body in each frame, and connect the center of gravity coordinates of each frame.
S35、基于钢架雪车每帧的加速度,采用频域积分,获取钢架雪车位移轨迹。S35. Based on the acceleration of each frame of the skeleton, the displacement trajectory of the skeleton is obtained by frequency domain integration.
S36、将身体主要发力部位的重心轨迹与钢架雪车位移轨迹绘制在同一坐标系中,初步除去误差明显的部分。计算相邻两帧重心坐标变化对钢架雪车位移轨迹变化的影响,进而确定身体主要发力部位对滑行的影响。S36. Draw the center of gravity trajectory of the main force-generating part of the body and the displacement trajectory of the skeleton in the same coordinate system, and preliminarily remove the part with obvious error. Calculate the influence of the change of the center of gravity coordinates of two adjacent frames on the change of the displacement trajectory of the skeleton, and then determine the influence of the main force-generating part of the body on sliding.
具体地,依据公式:ΔX1=k*ΔX2,计算相邻两帧的系数k。其中,ΔX1表示相邻两帧的重心坐标变化,ΔX2表示相邻两帧的钢架雪车位移轨迹变化。将各相邻两帧系数加和求平均值得出最终系数k。Specifically, the coefficient k of two adjacent frames is calculated according to the formula: ΔX 1 = k*ΔX 2 , where ΔX 1 represents the change in the coordinates of the center of gravity of two adjacent frames, and ΔX 2 represents the change in the displacement trajectory of the skeleton of two adjacent frames. The coefficients of each adjacent frame are added and averaged to obtain the final coefficient k.
S37、四轮所求的系数按照总和为1的原则重新分配比例,公式为 Ki表示第i轮的系数,Wi表示第i轮重新分配后的系数。多个测试人员的计算结果会有所区别,可根据多个实验结果设定区间范围,将各系数设置在区间范围内。S37, the coefficients of the four rounds are redistributed in proportion according to the principle that the sum is 1, the formula is Ki represents the coefficient of the i-th round, and Wi represents the coefficient after redistribution in the i-th round. The calculation results of multiple testers will be different. The interval range can be set according to multiple experimental results, and each coefficient can be set within the interval range.
S38、为检测实验的准确度,基于滑行视频,将各轮滑行轨迹绘制在同一坐标系中进行对比,判断影响系数的选取是否符合真实情况。S38. To test the accuracy of the experiment, based on the sliding video, the sliding trajectories of each wheel are plotted in the same coordinate system for comparison to determine whether the selection of the influence coefficient is consistent with the actual situation.
具体地,通过滑行视频,采用视频识别相关技术,获取钢架雪车每帧的三维坐标数据,并将每帧测试人员的滑行轨迹连接起来,最终将四轮滑行轨迹绘制在同一坐标系中。Specifically, through the sliding video, video recognition related technology is used to obtain the three-dimensional coordinate data of each frame of the skeleton, and the sliding trajectory of the tester in each frame is connected, and finally the four-wheel sliding trajectory is drawn in the same coordinate system.
具体地,视频识别采用背景分离技术。通过滑行视频将测试人员单独提取出来,并显示为白色区域。而后,通过侵蚀技术,使前景尽量保持白色,助于去除小的白色噪声。再采用阈值技术,将图像中灰色区域进行分类,使得图像中仅存在黑色、白色区域。最后,将白色区域用长方形框选出来,将方框的中心位置标记为测试人员的位置。采用可视化技术,将每一帧运动员的运行轨迹连接起来。Specifically, video recognition uses background separation technology. The tester is extracted from the gliding video and displayed as a white area. Then, the foreground is kept white as much as possible through erosion technology, which helps to remove small white noise. Then, the threshold technology is used to classify the gray area in the image so that only black and white areas exist in the image. Finally, the white area is selected with a rectangular frame, and the center of the box is marked as the position of the tester. Visualization technology is used to connect the running trajectory of each frame of the athlete.
S39、验证四轮滑行轨迹与对应的Wi是否匹配。经验证,滑行轨迹与影响系数相符合,即该实验设定的影响系数是可行的。本实施例中得到的影响系数Wi范围如表2所示。S39, verify whether the four-wheel sliding trajectory matches the corresponding Wi . It is verified that the sliding trajectory is consistent with the influence coefficient, that is, the influence coefficient set in the experiment is feasible. The range of the influence coefficient Wi obtained in this embodiment is shown in Table 2.
表2影响系数Wi取值范围Table 2 Value range of influence coefficient Wi
本领域的技术人员容易理解,以上所述仅为本发明的较佳实施例而已,并不用以限制本发明,凡在本发明的精神和原则之内所作的任何修改、等同替换和改进等,均应包含在本发明的保护范围之内。It will be easily understood by those skilled in the art that the above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions and improvements made within the spirit and principles of the present invention should be included in the protection scope of the present invention.
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