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排序方式: 共有721条查询结果,搜索用时 15 毫秒
41.
在研究两轮自平衡电动车的平衡控制的基础上,设计了基于MEMS组合模块的姿态测量系统.通过对各MEMS传感器输出信号特征的提取、分析,将离散化低通滤波器模型与互补滤波的思想相结合,巧妙地构造出一种便于本系统实现的数据融合模型.同时,提供了一种基于MEMS组合模块姿态检测的低成本、可行性方案.  相似文献   
42.
As sport becomes more complex, there is potential for ergonomics concepts to help enhance the performance of sports officials. The concept of Situation Awareness (SA) appears pertinent given the requirement for officials to understand what is going on in order to make decisions. Although numerous models exist, none have been applied to examine officials, and only several recent examples have been applied to sport. This paper examines SA models and methods to identify if any have applicability to officials in sport (OiS). Evaluation of the models and methods identified potential applications of individual, team and systems models of SA. The paper further demonstrates that the Distributed Situation Awareness model is suitable for studying officials in fastball sports. It is concluded that the study of SA represents a key area of multidisciplinary research for both ergonomics and sports science in the context of OiS.

Practitioner Summary: Despite obvious synergies, applications of cognitive ergonomics concepts in sport are sparse. This is especially so for Officials in Sport (OiS). This article presents an evaluation of Situation Awareness models and methods, providing practitioners with guidance on which are the most suitable for OiS system design and evaluation.  相似文献   

43.
ABSTRACT

Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.  相似文献   
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45.
Schaeffer's sign language consists of a reduced set of gestures designed to help children with autism or cognitive learning disabilities to develop adequate communication skills. Our automatic recognition system for Schaeffer's gesture language uses the information provided by an RGB‐D camera to capture body motion and recognize gestures using dynamic time warping combined with k‐nearest neighbors methods. The learning process is reinforced by the interaction with the proposed system that accelerates learning itself thus helping both children and educators. To demonstrate the validity of the system, a set of qualitative experiments with children were carried out. As a result, a system which is able to recognize a subset of 11 gestures of Schaeffer's sign language online was achieved.  相似文献   
46.
Performing and composing for interactive audiovisual system presents many challenges to the performer. Working with visual, sonic and gestural components requires new skills and new ways of thinking about performance. However, there are few studies that focus on performer experience with interactive systems. We present the work Blue Space for oboe and interactive audiovisual system, highlighting the evolving process of the collaborative development of the work. We consider how musical and technical demands interact in this process, and outline the challenges of performing with interactive systems. Using the development of Blue Space as a self-reflective case study, we examine the role of gestures in interactive audiovisual works and identify new modes of performance.  相似文献   
47.
利用混合高斯模型进行运动检测,分割出运动前景,采用粒子滤波器结合皮肤椭圆模型进行手势跟踪,获得手势中心点运动轨迹,在此基础上提出利用轨迹模板匹配方法进行动态手势识别.该方法利用基本的几何和三角函数就能完成手势运动轨迹的定义和识别,不需要选择特征或训练样本.实验结果表明,该算法能够实现实时动态手势识别.  相似文献   
48.
姜彪  李荣正 《计算机测量与控制》2017,25(8):203-205, 217
该系统是一个基于手势手套、无线中继控制站、上位机端等部分组成的包含手势采集、传输、识别控制及处理的系统;手势手套主要由弯曲传感器、陀螺仪加速度计、电阻电压转换电路和无线通信模块组成,来实现手势信息的采集、去噪、前压缩、解算等功能,并通过无线通信将实时手势信息交付给上一层;无线中继端将其与多种传感器电路、显示屏、摄像头、通信接口和常用的工业控制接口等集成到一块上,采集其他传感器信息结合前级的手势信息,在短时间深度上对多种信息进行融合并通过控制算法输出给控制器件;上位机主要负责手势信息的建模还原和更长时间序列上和多维度的信息处理;网络云端可以实现手势信息的大数据处理、匹配和远程交互等功能。经实际检测达到了理想的设计要求。  相似文献   
49.
搭载着加速度传感器的智能移动终端为手势识别提供广泛的应用平台,在已有的基于单枚加速度传感器的手势识别研究中,识别正确率、速度和手势集合难以达到良好的平衡。本文以一种基于加速度符号序列的识别算法为基础,改进了其特征提取方法,并设计了基于加权树结构模板库的匹配方法,实现了大手势集、高正确率、速度快的手势识别。实验表明,所述系统在21个手势组成的手势集合上,实现了95.2%的用户依赖识别率和94.6%的用户非依赖识别率,识别时间小于10毫秒,对手势识别研究有一定的借鉴价值。  相似文献   
50.
连续动态手势的时空表观建模及识别   总被引:18,自引:1,他引:17  
论述了复杂背景下连接动态手势的分割、建模及识别;融合手势运动信息和皮肤颜色信息,进行复杂背景下的手势分割;通过结合手势的时序信息、运动表观以及形状表观,提出动态手势的时空表观模型,并提出基于颜色、运动以及形状等多模式信息的分层次融合策略抽取时空表观模型的参数,最后,提出动态时空规整算法用于手势识别,实验表明,利用上述提出的手势分割、建模、特征参数抽取及识别方法识别12种手势,平均识别率高达97%。  相似文献   
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