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The Application of Human–Computer Interaction Technology Fused With Artificial Intelligence in Sports Moving Target Detection Education for College Athlete

The purposes are to digitalize and intellectualize current professional sports training and enrich the application scenarios of motion capture technology of moving targets based on artificial intelligence (AI) and human–computer interaction (HCI) in sports training. From an educational psychology pe...

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Autores principales: Liu, Jie, Wang, Le, Zhou, Hang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8339562/
https://www.ncbi.nlm.nih.gov/pubmed/34366996
http://dx.doi.org/10.3389/fpsyg.2021.677590
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author Liu, Jie
Wang, Le
Zhou, Hang
author_facet Liu, Jie
Wang, Le
Zhou, Hang
author_sort Liu, Jie
collection PubMed
description The purposes are to digitalize and intellectualize current professional sports training and enrich the application scenarios of motion capture technology of moving targets based on artificial intelligence (AI) and human–computer interaction (HCI) in sports training. From an educational psychology perspective, sport techniques are a cognitive ability of sports, and a tacit knowledge. However, sports technology, language, image, and other methods play an auxiliary role in sports training. Here, a General Framework of Knowledge-Based Coaching System (KBCS) is proposed using the HCI technology and sports knowledge to accomplish autonomous and intelligent sports training. Then, the KBCS is applied to table tennis training. The athletic performance is evaluated quantitatively through the calculation of the sports features, motion recognition, and the hitting stage division in table tennis. Results demonstrate that the speed calculated by the position after mosaicking has better continuity after the initial frame of the unmarked segment is compared with the end frame of the market segment. The typical serve and return trajectories in three serving modes of slight-spin, top-spin, and back-spin, as well as the trajectories of common services and return errors, are obtained through the judgment of the serving and receiving of table tennis. Comparison results prove that the serving accuracy of slight-spin and back-spin is better than that of top-spin, and a lower serve speed has higher accuracy. Experimental results show that the level distribution of the three participants calculated by the system is consistent with the actual situation in terms of the quality of the ball returned and the standard of the motion, proving that the proposed KBCS and algorithm are useful in a small sample, thereby further improving the accuracy of pose restoration of athletes in sports training.
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spelling pubmed-83395622021-08-06 The Application of Human–Computer Interaction Technology Fused With Artificial Intelligence in Sports Moving Target Detection Education for College Athlete Liu, Jie Wang, Le Zhou, Hang Front Psychol Psychology The purposes are to digitalize and intellectualize current professional sports training and enrich the application scenarios of motion capture technology of moving targets based on artificial intelligence (AI) and human–computer interaction (HCI) in sports training. From an educational psychology perspective, sport techniques are a cognitive ability of sports, and a tacit knowledge. However, sports technology, language, image, and other methods play an auxiliary role in sports training. Here, a General Framework of Knowledge-Based Coaching System (KBCS) is proposed using the HCI technology and sports knowledge to accomplish autonomous and intelligent sports training. Then, the KBCS is applied to table tennis training. The athletic performance is evaluated quantitatively through the calculation of the sports features, motion recognition, and the hitting stage division in table tennis. Results demonstrate that the speed calculated by the position after mosaicking has better continuity after the initial frame of the unmarked segment is compared with the end frame of the market segment. The typical serve and return trajectories in three serving modes of slight-spin, top-spin, and back-spin, as well as the trajectories of common services and return errors, are obtained through the judgment of the serving and receiving of table tennis. Comparison results prove that the serving accuracy of slight-spin and back-spin is better than that of top-spin, and a lower serve speed has higher accuracy. Experimental results show that the level distribution of the three participants calculated by the system is consistent with the actual situation in terms of the quality of the ball returned and the standard of the motion, proving that the proposed KBCS and algorithm are useful in a small sample, thereby further improving the accuracy of pose restoration of athletes in sports training. Frontiers Media S.A. 2021-07-22 /pmc/articles/PMC8339562/ /pubmed/34366996 http://dx.doi.org/10.3389/fpsyg.2021.677590 Text en Copyright © 2021 Liu, Wang and Zhou. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Liu, Jie
Wang, Le
Zhou, Hang
The Application of Human–Computer Interaction Technology Fused With Artificial Intelligence in Sports Moving Target Detection Education for College Athlete
title The Application of Human–Computer Interaction Technology Fused With Artificial Intelligence in Sports Moving Target Detection Education for College Athlete
title_full The Application of Human–Computer Interaction Technology Fused With Artificial Intelligence in Sports Moving Target Detection Education for College Athlete
title_fullStr The Application of Human–Computer Interaction Technology Fused With Artificial Intelligence in Sports Moving Target Detection Education for College Athlete
title_full_unstemmed The Application of Human–Computer Interaction Technology Fused With Artificial Intelligence in Sports Moving Target Detection Education for College Athlete
title_short The Application of Human–Computer Interaction Technology Fused With Artificial Intelligence in Sports Moving Target Detection Education for College Athlete
title_sort application of human–computer interaction technology fused with artificial intelligence in sports moving target detection education for college athlete
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8339562/
https://www.ncbi.nlm.nih.gov/pubmed/34366996
http://dx.doi.org/10.3389/fpsyg.2021.677590
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