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1.
Sensors (Basel) ; 23(5)2023 Feb 22.
Article in English | MEDLINE | ID: mdl-36904626

ABSTRACT

Human Action Recognition is a challenging task used in many applications. It interacts with many aspects of Computer Vision, Machine Learning, Deep Learning and Image Processing in order to understand human behaviours as well as identify them. It makes a significant contribution to sport analysis, by indicating players' performance level and training evaluation. The main purpose of this study is to investigate how the content of three-dimensional data influences on classification accuracy of four basic tennis strokes: forehand, backhand, volley forehand, and volley backhand. An entire player's silhouette and its combination with a tennis racket were taken into consideration as input to the classifier. Three-dimensional data were recorded using the motion capture system (Vicon Oxford, UK). The Plug-in Gait model consisting of 39 retro-reflective markers was used for the player's body acquisition. A seven-marker model was created for tennis racket capturing. The racket is represented in the form of a rigid body; therefore, all points associated with it changed their coordinates simultaneously. The Attention Temporal Graph Convolutional Network was applied for these sophisticated data. The highest accuracy, up to 93%, was achieved for the data of the whole player's silhouette together with a tennis racket. The obtained results indicated that for dynamic movements, such as tennis strokes, it is necessary to analyze the position of the whole body of the player as well as the racket position.


Subject(s)
Tennis , Humans , Time Factors , Biomechanical Phenomena , Hand , Attention
2.
Herit Sci ; 10(1): 3, 2022.
Article in English | MEDLINE | ID: mdl-35003750

ABSTRACT

Conservation of cultural heritage is nowadays a very important aspect of our lives. Thanks to such legacy we gain knowledge about our ancestors, methods of production and ways of their life. The rapid development of 3D technology allows for more and more faithful reflection of this area of life. The rich cultural heritage, both tangible and intangible, can be preserved for future generations due to the use of advanced 3d technologies. They provide the means of documenting, recovering and presenting items of cultural heritage. Not only buildings or monuments are taken into account. An important aspect of our culture is intangible cultural heritage (ICH), including acting, crafting or storytelling, passed down from generation to generation. Due to the rapid development of civilisation and the migration of people, this type of culture is often forgotten. That is why the preservation of ICH is an important element of today world. The main aim of this study, on the basis of the gathered papers, is to identify: (1) the general state of use of 3D digital technologies in ICH; (2) the topics and themes discussed; (3) the technologies used in the study; (4) locations of research centres conducting such studies; and (5) the types of research carried out. The methodology consists of the following main steps: defining study questions, searching query development, selection of publications in Scopus, Web of Knowledge and IEEE Xplore, finally the study execution and the analysis of the obtained results. The results show that for ICH the most often used technologies are: 3D visualisation, 3D modelling, Augmented Reality, Virtual Reality and motion capture systems.

3.
Sensors (Basel) ; 20(21)2020 Oct 27.
Article in English | MEDLINE | ID: mdl-33120904

ABSTRACT

Human movement analysis is very often applied to sport, which has seen great achievements in assessing an athlete's progress, giving further training tips and in movement recognition. In tennis, there are two basic shots: forehand and backhand, which are performed during all matches and training sessions. Recognition of these movements is important in the quantitative analysis of a tennis game. In this paper, the authors propose using Spatial-Temporal Graph Neural Networks (ST-GCN) to challenge the above task. Recognition of the shots is performed on the basis of images obtained from 3D tennis movements (forehands and backhands) recorded by the Vicon motion capture system (Oxford Metrics Ltd, Oxford, UK), where both the player and the racket were recorded. Two methods of putting data into the ST-GCN network were compared: with and without fuzzying of data. The obtained results confirm that the use of fuzzy input graphs for ST-GCNs is a better tool for recognition of forehand and backhand tennis shots relative to graphs without fuzzy input.


Subject(s)
Machine Learning , Movement , Neural Networks, Computer , Tennis , Biomechanical Phenomena , Humans
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