보고서 정보
주관연구기관 |
한국전자통신연구원 Electronics and Telecommunications Research Institute |
연구책임자 |
김명규
|
참여연구자 |
백성민
,
김종성
,
김우석
,
서상우
,
홍성진
,
지형근
|
보고서유형 | 최종보고서 |
발행국가 | 대한민국 |
언어 |
한국어
|
발행년월 | 2019-08 |
과제시작연도 |
2018 |
주관부처 |
문화체육관광부 Ministry of Culture, Sports and Tourism |
등록번호 |
TRKO201900018364 |
과제고유번호 |
1375026838 |
사업명 |
스포츠산업기술기반조성(R&D) |
DB 구축일자 |
2019-11-30
|
키워드 |
청소년 스포츠.스포츠 실감 체험.통합플랫폼.모션인식.운동분석.가상코칭.Youths Sports.Realistic Sports Experience.Unified Platform.Motion Recognition.Exercise Analysis.Virtual Coaching.
|
초록
▼
4가지 이상 종목을 대상으로 교육/체험/운동/재미를 제공하여 청소년체육의 도전/경쟁/표현/여가 능력을 함양하기 위한 인체/객체 모션인식 기반의 청소년용 실감 체험형 스포츠 통합플랫폼 기술 개발
ㅇ 동작 도전활동 및 표적 도전활동용 스포츠 실감 체험 플랫폼 테스트베드 개발
ㅇ 훈련 도전활동 및 구기 경쟁활동용 스포츠 실감 체험 플랫폼 개발
ㅇ 투기 도전활동, 표현활동 및 뉴스포츠용 스포츠 실감 체험 플랫폼 개발
ㅇ 단체 표현활동 및 여가활동 포함 실감 체험형 스포츠 통합플랫폼 개발
(출처 :
4가지 이상 종목을 대상으로 교육/체험/운동/재미를 제공하여 청소년체육의 도전/경쟁/표현/여가 능력을 함양하기 위한 인체/객체 모션인식 기반의 청소년용 실감 체험형 스포츠 통합플랫폼 기술 개발
ㅇ 동작 도전활동 및 표적 도전활동용 스포츠 실감 체험 플랫폼 테스트베드 개발
ㅇ 훈련 도전활동 및 구기 경쟁활동용 스포츠 실감 체험 플랫폼 개발
ㅇ 투기 도전활동, 표현활동 및 뉴스포츠용 스포츠 실감 체험 플랫폼 개발
ㅇ 단체 표현활동 및 여가활동 포함 실감 체험형 스포츠 통합플랫폼 개발
(출처 : 요약서 3p)
Abstract
▼
Ⅳ. Research Results
▣ Development of Unified Platform for Human Body Motion Tracking and Virtual Coaching
❍ Development of Motion Tracking and Virtual Coaching Platform for Motion Challenge Activities (First Year : Real Taekwon)
- Development of Motion Tracking Technology for Motion Challen
Ⅳ. Research Results
▣ Development of Unified Platform for Human Body Motion Tracking and Virtual Coaching
❍ Development of Motion Tracking and Virtual Coaching Platform for Motion Challenge Activities (First Year : Real Taekwon)
- Development of Motion Tracking Technology for Motion Challenge Activities
. Motion Recognition of One of the User Wearing the General Clothes (19 Joints)
. Real-time (30fps level) Omni-directional Motion Recognition(360-degree) in 3.5m x 3.5m space
. 85% Level of Accuracy Compared to the Commercially Available Motion Capture Device (Xsens)
. Implementation of the Noise Filtering Method for the Motion Data Based on the Time-domain Orientation Filtering Method
. Building the Database of the Coupled Motion Data from Kinect V2 and the High-quality Motion Capture Devide Design of the Motion DB forEffective Searching
. Design of the Searching Method Based on the Selected Joint Positions Including Main End-effecters
. Developing the Method for Recovering the Full-body Motion Data Based-on the Local-linear Statistical Model
. Kinetic Energy Measurement-Based Calorie Computation
- Development of Platform for Realistic Sports Experience for Motion Challenge
. Construction of Two to Eight Unit of the Multi-sensor System
. SQLite3 Save and Management of Quantity of Motion Analysis Data (Maximum Speed, Center of Mass Similarity, Tempo Similarity, Body PartCorrectness)
. Human Physical Information (Step, Center of Mass, Momentum, ZMP, Velocity, Acceleration) Based Expert’s Major Gesture Detection
. Different Length of Expert-user Motion Sequence Mapping
. Feedback of User Motion Correction using Today Coaching
. Decreasing Study Stress and Improving Self Efficacy through Supporting of Sports Activities Through
. Development of Gamification Model Based on Badged and Leaderboard for Enjoyment and Continuity of Taekwondo Contents
. Badge System for Beginner Level Students and Leaderboard System for Intermediate/advanced Level Students
. Dual Leaderboard Systems for Student Levels
. Guideline of Gamification Model for Students and Suggestion of Personal Smartphone Application
- Development of Contents for Motion Challenge Activities
. The development of RealTaekwon 1.0ver was completed successfully, consists of learning Taekwondo moves(kick and basic posture)
. We have completed building the test environment that is the 2 sided display space by utilizing projectors, monitors, kinects
. Through the demonstration project, we has acquired the result of customers satisfaction survey, requirements and feedback to compensate the defect of contents
❍ Development of Motion Tracking and Virtual Coaching Platform for Training Challenge Activities (Second Year : Real Taekwon)
- Development of Motion Tracking Technology for Motion Challenge Activities
. Estimation of Hand poses (Open & Closed) based on hand depth data
. Estimation of the joint positions(foot, ankle, knee) based on the depth data
. DB data of major kicks in Taekwondo
. Motion interpolation module and visualization tool based on example motion DB
. Production and utilization of eight Kiosks
. Foot step analysis with soccer kick (foot position, direction, and time)
- Development of sports experience platform of training
. Smart punching bag based Valid Hitting Recognition
. Kick Position Recognition and Power Measurement using Smart punching bag
- Quad-tree Graph Construction and Geodesic Distance Analysis based Major Joint Estimation
. Principal Component Analysis based Viewing Direction Estimation
. Development of Kick Motion Analysis and Recognition
. Development of Motion Data based Coaching Method for Poomsae 5 to 8 and Basic Posture
. Seoul Sangam Hanuel elementary school selection in the service of after school (2017.9 Established)
- Development of activity contents of training tasks
. Taekwondo training content(pumsae and kick) development (competition and quest)
. Insertion of competition and quest such as promotion examination, band coloring according to level
. Improving of the kick training effect by visualizing the analysis result of kick speed, force, etc. by smart punching bag
. Development of a two-screen system for continuous visualization
. Sangmyung univ. Art Center exhibition and DMC public hall permanent exhibition progress
. User's evaluation on content twice
. Progress of various commercialization
❍ Development of Motion Tracking and Virtual Coaching Platform for Martial Arts Challenge and Expressive Activities (Third Year : Real Taekwon / Real Rope)
- Development of Motion Tracking Technology for Martial Arts & Expressive Activities
. Omnidirectional two people motion & ID tracking
. Development of Hitting Position Detection based on Smart Protective Gear
. Development of seven types of Taekwondo basic motion using multiple IMU sensor and machine learning(CNN)
- Realistic experience platform development of competitive and expressive sport
. Similarity check of posture accuracy evaluation between experts and REALTAEKWON
. Expansion of multiple cameras based major joint tracking module (Head, hands and feet)
. Development of noise reduction technology for major joint tracking
. Development of interpolated feature extraction and machine learning(SVM) based Taekwondo three types of kick motion recognition module
. Taekwondo motion synthesis based on human body depth information analysis
. DMC Promotion Center selection and operation as pilot organization
- Development of contents for speculation and expression
. Development of Representation Activity Music Rope Contents for 2 players. (Includes quest system)
. Development of Taekwondo Training Contents with Smart Protector (with personalizing difficulty)
. Development of 3-face virtual cube space presentation.
. Representation Activity Platform installation in DMC Promotion Center
. Held expert advisory demonstration and conducted user satisfaction survey for Experience Platform.
. Signed MOU with Korean Rope Skipping Federation for music rope consultation and cooperation
❍ Development of Group Expression Activity Motion Recognition and Virtual Coaching Platform (Fourth Year : Real Rope)
- Development of Motion Tracking Technology for 5 persons
. Omnidirectional five people motion & ID tracking
. Integrated two-person motion recognition and coaching program for integrated contents(Real-Taekwon & Real-Rope)
- Development of Unified Realistic Experience Platform for Body-oriented Sports
. Determining rope skipping or caught based on state transition machine
. Pair-wise feature extraction using human skeleton
. SVM based motion recognition for music skipping rope level evaluation(accuracy rate of motion recognition for 2 people : 95.25% )
. Development of IMU sensor based jump landing detection technology
. Virtual coaching 2 people for group expression activity (Add cooperation)
. Exercise effect verification of Real-Taekwon and Real-Rope
▣ Development of Unified Platform for Object-oriented Tracking and Virtual Coaching
❍ Development of Motion Tracking and Motion Analysis Platform for Target Challenge Activities (First Year : Real Ball)
- Development of Motion Tracking Technology for Target Challenge Activities
. Development of Image Acquisition Technology for Target Challenge Objects with 4-Channel Infra-red Cameras
. Development of Motion Recognition Technology for Target Challenge Objects with 3-Channel Infra-red Cameras
. Development of Position Recognition Technology for Target Challenge Objects with 1-Channel Infra-red Cameras
- Development of Platform for Realistic Sports Experience for Target Challenge
. Space design for Realistic Sports Experience for Target Challenge
. Kiosks Supporting Wearable Sensors (2 Sets)
. Self-Assembly Movable Imaging Device Frame (2 Sets)
. 4 Channels/Multi-exposure Imaging Devices based on IR-LED (prototype: 1, final type: 2)
. Triggering Device based on Signal Processing Unit
. IR-LED Lighting Device
- Development of Contents for Target Challenge
. Sports Hitting Fixed and Moving Target using Foot
. Sports Hitting Story Target (Middle Mode)
. Soccer Free Kick based Power and Accuracy Challenge
. Development of Character Animation, Moving Target, Effect of Hitting Motion, Font, Background Music, and Special Effect Sound
. Visualization of Scores (Emphasis of Challenge Area)
. Application of Fun and Interesting elements for Target Challenge Contents
. User Assessment for Target Challenge Contents (Seoul Oksu Elementary School : 248 students)
. Database of Target Challenge Human Motion
- Design and commercialization of Experience Center for Challenge Sports
. Design and commercialization of Experience Center for Challenge Sports
. Demonstration project operation in One Mount (16.06.03~16.06.04)
❍ Development of Motion Tracking and Motion Analysis Platform for Ball Challenge Activities (Second Year : Real Ball)
- Development of Motion Tracking Technology for Ball Challenge Activities
. Development of Motion Recognition Technology for Ball Challenge Objects with Multiple Cameras (4-Channel, Infra-red)
. Development of Motion Recognition Technology for Ball Challenge Objects with a Single Camera (1-Channel, Infra-red)
. Development of Motion Recognition Technology for Ball Challenge Objects with Satellite Cameras (2-Channel, Infra-red)
. Development of Motion Recognition Technology for Ball Challenge Objects with an Extra Camera (1-Channel, Infra-red, Trigger-free)
. Development of Accuracy Improvement Technology using Image-based Camera Auto-calibration
. Development of Accuracy Improvement Technology using Unified Ball Position and Velocity Recognition
- Development of Platform for Realistic Sports Training for Ball Challenge
. Platform H/W for Ball Challenge
. Small-size Triggering and Imaging Equipment
. Space design for Sports Training Platform for Ball Challenge
. Self-assembly Sports Frame for Ball Challenge (1 Set)
. Platform H/W linkable to Wearable Sensors (2 Sets)
. Small-size Triggering and Imaging Equipment with 4-channel Infra-red Illuminators (2 Sets)
. Printed Circuit Boards for Signal Processing of Small-size Triggering Devices
. Printed Circuit Boards for Small-size Always-on Infra-red Illuminators
. Satellite type Triggering and Imaging Equipment with 4-channel Infra-red Illuminators (1 Set)
- Development of Contents for Ball Challenge and Commercialization of Experience Center
. Design of Free-kick Ground (2 Sets)
. Design of Avatar (5 Sets)
. Development of Replay Function
. Design of Soccer Free-kick Ground (2 Sets)
. Development of Trajectory Overlay Function
. Development of Reposition Function for Balls, Goal-keepers, and Defenders
. Development of Member Mode and Line-up Function
. Design of Free-kick Practice Field (2 Sets)
. Development of Edu-sports Contents for Official Curriculum (3 Sets)
. Development of Contents for Archery, Dart, Bursting Balloons, and Defending the Earth
. User Assessment of Ball Challenge for Students, Parents, and Teachers
. Database of Soccer Free-kick Motion (Total Score, Average Speed, Average Spin)
. Upgrade of Ball Collision Recognition System (Seoul Oksu Elementary School)
❍ Development of Motion Tracking and Motion Analysis Platform for New Sports Activities (Third Year : Real Ball)
- Development of Motion Tracking Technology for New Sports Activities
. Development of Region Separation Technology for New Sports Objects(Balls and Tools) with Decision Trees
. Development of Motion Recognition Technology for New Sports Objects(Balls and Tools) with Multiple Cameras
. Development of Motion Tracking Technology for New Sports Objects(Balls) with a High-speed Camera
. Development of State Tracking Technology for New Sports Objects(Balls) with a High-speed Camera
. Development of a Test Tool of Motion Recognition Technology for New Sports Objects
- Development of Real Experience Platforms for New Sports
. Two types of platform hardware for new sports (Proto-type 2 sets)
. Enable demonstration without installation work on various environments
. Two types of integrated high-speed capturing device (Proto-type 3 sets)
. Selectively enable arrangement of capturing device as needed
. Developed 3 types of PCB board with integrated IR lighting device
. Development of integrated triggering device
- Developing New Sports Activity Contents and Commercializing Sports Experience Center
. New-sports game for female students. (T-ball with defence and offence features)
. Different targets for users with different level of proficiency
. Virtual experience for those who are with handicaps
. Add excitement and more fun features for the newsports activity
. Newsports activity user’s review
. Newsports motion data database
❍ Development of leisure activity motion recognition and motion analysis platform (Fourth Year : Real Ball)
- Development of Motion Tracking Technology for Leisure Sports Activities
. Development of Unified Multi-Camera System using Multi-Focus
. Development of Motion Recognition Technology for Leisure Sports Objects with Multiple Cameras
. Development of Unified Motion Recognition Technology for Various Sports Objects with Multiple Cameras
. Development of Unified Motion Recognition Technology for Various Sports Objects with Hig-Speed Cameras
. Development of a Unified Test Tool for Motion Recognition Technology for Leisure and Sports Objects
. Development of Unified Motion Recognition Technology for Sports Objects based on multi chanel sound sensors
. Development of Unified Object Class Recognition using mall microphone
- Development of integrated sports motion analysis technology for leisure activity
. Development of joint recognition and segmentation algorithm for sports motion
. Development of integrated sports motion analysis tool using wearable sensors
. Development of recording S/W for sports motion recognition based on machine learning
. Implementation of integrated sports motion analysis DB for machine learning
- Developed an integrated platform for experience of object-oriented sports
. Integrated platform hardware for Realistic experience sports (Prototype 1 Set)
. Human body information capturing device based on SW trigger method (Prototype 1 Set)
- Developed integrated contents including leisure activities settingup experience centers
. Leisure activities that are difficult to experience in everyday life: Bike simulation and created bike contents, Create Ski simulator and contents for Ski Obstacles Competition
. Apply fun factors for leisure activities: bike content New 6 types of free map and add items
. Set up virtual environment for improved realism: Developed split screen multi-mode. (additional contents (ballon, basketball, Dino Defense, NEW catch the thieves, shooter from the west, Double crack the bucket, Olympic Archery)
. Completed collecting motion data DB
. Integrated scenario content: target challenge, competition, newsports, and leisure contents Operation and category classification and operation through the installation of an integrated operating system (Launcher)
(출처 : SUMMARY 24p)
목차 Contents
- 표지 ... 1
- 제 출 문 ... 2
- 보고서 요약서 ... 3
- 요 약 문 ... 4
- SUMMARY ... 17
- CONTENTS ... 34
- 목차 ... 35
- 제 1 장 기술개발과제의 개요 ... 36
- 제 2 장 국내외 기술개발 현황 ... 38
- 제 3 장 기술개발 내용, 방법 및 결과 ... 42
- 제 1 절 인체 중심 모션 인식 및 가상 코칭 통합플랫폼 개발 (리얼태권/리얼로프) ... 43
- 제 2 절 객체중심 모션 인식 및 가상코칭통합 플랫폼 개발 (리얼볼) ... 161
- 제 4 장 목표달성도 및 관련분야에의 기여도 ... 335
- 제 1 절 전체 목표달성도 ... 335
- 제 2 절 기술별 목표 달성도 및 기여도: 인체중심 모션인식 및 가상코칭 통합 플랫폼 개발 ... 347
- 제 3 절 기술별 목표 달성도 및 기여도: 객체중심 모션인식 및 가상코칭통합 플랫폼 개발 (전체년도) ... 353
- 제 5 장 연구개발결과의 활용계획 ... 371
- 제 1 절 연구개발 결과의 사업화계획 ... 371
- 제 2 절 연구시설·장비 현황 및 활용계획 ... 377
- 제 6 장 기술개발과정에서 수집한 해외과학기술정보 ... 380
- 제 1 절 인체중심 모션인식 및 가상코칭 통합 플랫폼 개발 ... 380
- 제 2 절 객체중심 모션인식 및 가상 코칭 통합 플랫폼 개발 ... 397
- 제 7 장 참고문헌 ... 410
- 끝페이지 ... 419
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