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Applying Deep Learning-Based Human Motion Recognition System in Sports Competition

The exploration here intends to compensate for the traditional human motion recognition (HMR) systems' poor performance on large-scale datasets and micromotions. To this end, improvement is designed for the HMR in sports competition based on the deep learning (DL) algorithm. First, the backgrou...

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Autor principal: Zhang, Liangliang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9163436/
https://www.ncbi.nlm.nih.gov/pubmed/35669937
http://dx.doi.org/10.3389/fnbot.2022.860981
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author Zhang, Liangliang
author_facet Zhang, Liangliang
author_sort Zhang, Liangliang
collection PubMed
description The exploration here intends to compensate for the traditional human motion recognition (HMR) systems' poor performance on large-scale datasets and micromotions. To this end, improvement is designed for the HMR in sports competition based on the deep learning (DL) algorithm. First, the background and research status of HMR are introduced. Then, a new HMR algorithm is proposed based on kernel extreme learning machine (KELM) multidimensional feature fusion (MFF). Afterward, a simulation experiment is designed to evaluate the performance of the proposed KELM-MFF-based HMR algorithm. The results showed that the recognition rate of the proposed KELM-MFF-based HMR is higher than other algorithms. The recognition rate at 10 video frame sampling points is ranked from high to low: the proposed KELM-MFF-based HMR, support vector machine (SVM)-MFF-based HMR, convolutional neural network (CNN) + optical flow (CNN-T)-based HMR, improved dense trajectory (IDT)-based HMR, converse3D (C3D)-based HMR, and CNN-based HMR. Meanwhile, the feature recognition rate of the proposed KELM-MFF-based HMR for the color dimension is higher than the time dimension, by up to 24%. Besides, the proposed KELM-MFF-based HMR algorithm's recognition rate is 92.4% under early feature fusion and 92.1% under late feature fusion, higher than 91.8 and 90.5% of the SVM-MFF-based HMR. Finally, the proposed KELM-MFF-based HMR algorithm takes 30 and 15 s for training and testing. Therefore, the algorithm designed here can be used to deal with large-scale datasets and capture and recognize micromotions. The research content provides a reference for applying extreme learning machine algorithms in sports competitions.
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spelling pubmed-91634362022-06-05 Applying Deep Learning-Based Human Motion Recognition System in Sports Competition Zhang, Liangliang Front Neurorobot Neuroscience The exploration here intends to compensate for the traditional human motion recognition (HMR) systems' poor performance on large-scale datasets and micromotions. To this end, improvement is designed for the HMR in sports competition based on the deep learning (DL) algorithm. First, the background and research status of HMR are introduced. Then, a new HMR algorithm is proposed based on kernel extreme learning machine (KELM) multidimensional feature fusion (MFF). Afterward, a simulation experiment is designed to evaluate the performance of the proposed KELM-MFF-based HMR algorithm. The results showed that the recognition rate of the proposed KELM-MFF-based HMR is higher than other algorithms. The recognition rate at 10 video frame sampling points is ranked from high to low: the proposed KELM-MFF-based HMR, support vector machine (SVM)-MFF-based HMR, convolutional neural network (CNN) + optical flow (CNN-T)-based HMR, improved dense trajectory (IDT)-based HMR, converse3D (C3D)-based HMR, and CNN-based HMR. Meanwhile, the feature recognition rate of the proposed KELM-MFF-based HMR for the color dimension is higher than the time dimension, by up to 24%. Besides, the proposed KELM-MFF-based HMR algorithm's recognition rate is 92.4% under early feature fusion and 92.1% under late feature fusion, higher than 91.8 and 90.5% of the SVM-MFF-based HMR. Finally, the proposed KELM-MFF-based HMR algorithm takes 30 and 15 s for training and testing. Therefore, the algorithm designed here can be used to deal with large-scale datasets and capture and recognize micromotions. The research content provides a reference for applying extreme learning machine algorithms in sports competitions. Frontiers Media S.A. 2022-05-20 /pmc/articles/PMC9163436/ /pubmed/35669937 http://dx.doi.org/10.3389/fnbot.2022.860981 Text en Copyright © 2022 Zhang. 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 Neuroscience
Zhang, Liangliang
Applying Deep Learning-Based Human Motion Recognition System in Sports Competition
title Applying Deep Learning-Based Human Motion Recognition System in Sports Competition
title_full Applying Deep Learning-Based Human Motion Recognition System in Sports Competition
title_fullStr Applying Deep Learning-Based Human Motion Recognition System in Sports Competition
title_full_unstemmed Applying Deep Learning-Based Human Motion Recognition System in Sports Competition
title_short Applying Deep Learning-Based Human Motion Recognition System in Sports Competition
title_sort applying deep learning-based human motion recognition system in sports competition
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9163436/
https://www.ncbi.nlm.nih.gov/pubmed/35669937
http://dx.doi.org/10.3389/fnbot.2022.860981
work_keys_str_mv AT zhangliangliang applyingdeeplearningbasedhumanmotionrecognitionsysteminsportscompetition