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CN116271757A - Auxiliary system and method for basketball practice based on AI technology - Google Patents

Auxiliary system and method for basketball practice based on AI technology Download PDF

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CN116271757A
CN116271757A CN202310223139.1A CN202310223139A CN116271757A CN 116271757 A CN116271757 A CN 116271757A CN 202310223139 A CN202310223139 A CN 202310223139A CN 116271757 A CN116271757 A CN 116271757A
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唐义平
祖慈
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Anhui Yishi Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/0071Training appliances or apparatus for special sports for basketball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2243/00Specific ball sports not provided for in A63B2102/00 - A63B2102/38
    • A63B2243/0037Basketball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0003Analysing the course of a movement or motion sequences during an exercise or trainings sequence, e.g. swing for golf or tennis
    • A63B24/0006Computerised comparison for qualitative assessment of motion sequences or the course of a movement

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Abstract

本发明公开了一种基于AI技术的篮球练习的辅助系统和方法,包括AI数据采集部、显示查询终端和设置于后台的分析处理部;AI数据采集部采集运动员面部信息和运动视频数据;AI识别处理服务器用于分析处理运动视频数据生成运动员三维骨架数据;虚拟仿真服务器用于对场馆建模和角色建模、运动员三维骨架数据与角色建模的绑定和生成渲染模型供查询;场地显示屏用于显示查询渲染模型;本发明通过运动员三维骨架数据与虚拟人物建模的绑定,生成渲染模型供查询;运动员可从三维角度回看自身训练动作,降低教练员重复教学强度;运动员可以直观查看训练情况,查找动作缺陷,采取针对性措施,提高训练效率。

Figure 202310223139

The invention discloses an auxiliary system and method for basketball practice based on AI technology, including an AI data acquisition unit, a display query terminal and an analysis and processing unit arranged in the background; the AI data acquisition unit collects player facial information and motion video data; The recognition processing server is used to analyze and process sports video data to generate 3D skeleton data of athletes; the virtual simulation server is used to model stadiums and roles, bind athletes 3D skeleton data and role modeling, and generate rendering models for query; venue display The screen is used to display the query rendering model; the present invention generates a rendering model for query through the binding of the three-dimensional skeleton data of the athlete and the modeling of the virtual character; the athlete can look back at his own training actions from a three-dimensional perspective, reducing the intensity of repeated teaching by the coach; the athlete can Visually view the training situation, find movement defects, and take targeted measures to improve training efficiency.

Figure 202310223139

Description

一种基于AI技术的篮球练习的辅助系统和方法An auxiliary system and method for basketball practice based on AI technology

技术领域technical field

本发明涉及篮球辅助练习器材技术领域,尤其涉及一种基于AI技术的篮球练习的辅助系统和方法。The invention relates to the technical field of basketball auxiliary practice equipment, in particular to an auxiliary system and method for basketball practice based on AI technology.

背景技术Background technique

篮球运动练习主要通过模仿具体动作的形式,训练自身的操作技能,运动员需要频繁的进行动作模仿、观察和修正,目前的篮球教学多通过观察教练的示范动作来学习关于篮球的技术,教练在多次的运动训练示范后由于体力大量消耗,教学动作的准确度会有所下降,对学生的篮球训练效果造成影响,同时运动员不能实时通过显示设备回看自己的运动图像,直观的看清双脚的着力点、起跳高度、起跳角度、控球运动时瞬间爆发力的大小、控球运动过程中的肢体动作是否保持为技术动作等,进一步了解自己动作缺陷,与规范动作进行比较,查找动作的差距,教练员不能形象掌握篮球运动员的训练进度。Basketball exercises mainly train their own operational skills by imitating the form of specific actions. Athletes need to frequently imitate, observe and correct actions. The current basketball teaching mostly learns basketball skills by observing the coach's demonstration actions. After the first sports training demonstration, the accuracy of the teaching movements will decrease due to the large amount of physical exertion, which will affect the basketball training effect of the students. At the same time, the athletes cannot review their own sports images through the display device in real time, so that they can see their feet intuitively. The point of focus, take-off height, take-off angle, the size of the instantaneous explosive force during the ball control movement, whether the body movements during the ball control movement are kept as technical movements, etc., to further understand the shortcomings of your movements, compare them with standard movements, and find the gaps in movements Therefore, the coaches cannot visually grasp the training progress of the basketball players.

文献号为CN110052002A的专利文献公开一种篮球投篮训练辅助系统,包括控制器、无线信号接收单元、篮板、手环和第一摄像机,所述篮板上面安装有篮筐,所述手环内设置有倾角传感器、加速度传感器和无线信号发送单元,所述加速度传感器和倾角传感器与无线信号发送单元电路连接,所述无线信号发送单元与控制器连接,所述篮板的板面由透光材料制成,所述篮板的背面设置有一条横向LED灯带和一条竖向LED灯带。The patent document whose document number is CN110052002A discloses a basketball shooting training auxiliary system, including a controller, a wireless signal receiving unit, a backboard, a bracelet and a first camera, a basket is installed on the backboard, and a An inclination sensor, an acceleration sensor and a wireless signal sending unit, the acceleration sensor and the inclination sensor are connected to the wireless signal sending unit circuit, the wireless signal sending unit is connected to the controller, the board surface of the backboard is made of light-transmitting material, A horizontal LED light strip and a vertical LED light strip are arranged on the back of the backboard.

该专利通过该篮球投篮训练辅助系统可以快速培养球员的投篮手感、提高投篮准确度。但运动员不能三维角度回看自身训练动作;不能自动生成训练进度分析报告和运动员个人动作分析报告,进行针对性训练。According to the patent, the basketball shooting training auxiliary system can quickly cultivate a player's shooting feel and improve shooting accuracy. However, athletes cannot look back at their own training actions from a three-dimensional perspective; they cannot automatically generate training progress analysis reports and individual athlete movement analysis reports for targeted training.

文献号为CN111724414A的专利文献公开一种基于3D姿态估计的篮球运动分析方法,公开了一种基于姿态估计和动作识别对分析的篮球训练辅助系统方法。The patent document whose document number is CN111724414A discloses a basketball motion analysis method based on 3D posture estimation, and discloses a basketball training auxiliary system method based on posture estimation and action recognition pair analysis.

系统对篮球比赛和训练视频进行分析,教练员通过系统分析结果发现比赛中的弱点,提升竞技水平,并对未来对比赛提前进行针对性对准备,根据对手的特点安排队员和比赛策略,并将分析结果反馈给运动员,帮助运动员减少受伤的风险。系统采用多视角的立体姿态检测方法,通过多个含深度信息的视频摄像头获取球员在球场上的3D姿态和位置信息,识别球员的动作并进行球员轨迹跟踪,最终对球员的动作进行预测和分析,构建球员运动姿态和轨迹模型,系统将赛场上的运动姿态进行识别。The system analyzes basketball games and training videos. The coaches find weaknesses in the game through the system analysis results, improve the level of competition, and make targeted preparations for future games in advance, arrange players and game strategies according to the opponent's characteristics, and The results of the analysis are fed back to the athletes to help them reduce the risk of injury. The system adopts the multi-view stereo posture detection method, obtains the 3D posture and position information of the players on the court through multiple video cameras with depth information, recognizes the players' movements and tracks the player's trajectory, and finally predicts and analyzes the players' movements , to build the player's motion posture and trajectory model, and the system will recognize the motion posture on the field.

但其存在以下问题,1、注重球员轨迹跟踪,对球员的动作进行预测和分析,适用于篮球战术教学,对篮球训练应用性不强;2、无形象的三维动态输出,运动员无法形象的三维角度回看自身训练动作;3、无辅助篮球训练的进度分析报告。But it has the following problems: 1. Pay attention to player trajectory tracking, predict and analyze the player's movements, which is suitable for basketball tactics teaching, but not very applicable to basketball training; 2. There is no three-dimensional dynamic output without image, and athletes cannot visualize three-dimensional Look back at your own training actions from an angle; 3. Progress analysis report on unassisted basketball training.

发明内容Contents of the invention

针对上述问题,本发明的目的在于提供一种基于AI技术的篮球练习的辅助系统和方法,辅助教练员降低重复教学强度;帮助运动员可三维角度回看自身训练动作,查找动作缺陷,采取针对性措施,提高训练效率。In response to the above problems, the purpose of the present invention is to provide an auxiliary system and method for basketball practice based on AI technology, which can assist coaches to reduce the intensity of repeated teaching; help athletes to look back at their own training actions from a three-dimensional angle, find action defects, and take targeted actions. Measures to improve training efficiency.

本发明的目的可以通过以下技术方案实现:一种基于AI技术的篮球练习的辅助系统,包括设置于实体篮球场的AI数据采集部、显示查询终端和设置于后台的分析处理部;The object of the present invention can be achieved through the following technical solutions: an auxiliary system for basketball practice based on AI technology, including an AI data collection unit arranged on a physical basketball court, a display query terminal and an analysis and processing unit arranged at the background;

所述AI数据采集部包括面部识别采集设备和运动视频采集设备,用于采集运动员面部信息和运动视频数据;The AI data collection unit includes facial recognition collection equipment and motion video collection equipment for collecting athlete facial information and motion video data;

所述分析处理部包括AI识别处理服务器、虚拟仿真服务器和数据存储服务器;The analysis and processing unit includes an AI recognition processing server, a virtual simulation server and a data storage server;

所述显示查询终端包括场地显示屏;The display query terminal includes a venue display screen;

所述包括AI识别处理服务器用于分析处理运动视频数据生成运动员三维骨架数据;The AI recognition processing server is used to analyze and process motion video data to generate three-dimensional skeleton data of athletes;

所述虚拟仿真服务器用于对场馆建模和角色建模、运动员三维骨架数据与角色建模的绑定和生成渲染模型供查询;The virtual simulation server is used to bind and generate rendering models for venue modeling and role modeling, athlete three-dimensional skeleton data and role modeling for query;

所述场地显示屏用于显示查询渲染模型。The site display screen is used to display the query rendering model.

一种基于AI技术的篮球练习的辅助方法,包括以下步骤:An auxiliary method for basketball practice based on AI technology, comprising the following steps:

S1、虚拟仿真服务器对篮球场馆建模和运动员角色建模,实现数字化模拟篮球场和真实篮球场绑定;S1. The virtual simulation server models the basketball venue and the player's role, realizing the binding of the digitally simulated basketball court and the real basketball court;

S2、面部识别采集设备收集运动员信息,建立运动员训练档案;S2. Facial recognition collection equipment collects athlete information and establishes athlete training files;

S3、运动视频采集设备采集运动员运动视频,并传送到AI识别处理服务器;S3. The motion video collection device collects the athlete's motion video and transmits it to the AI recognition processing server;

S4、AI识别处理服务器识别分析运动视频,生成运动员三维骨架数据;S4. The AI recognition processing server recognizes and analyzes sports videos, and generates three-dimensional skeleton data of athletes;

S5、虚拟仿真服务器实现运动员三维骨架数据与角色建模的绑定,生成渲染模型数据,并将渲染模型数据传送到数据存储服务器和显示查询终端;S5. The virtual simulation server realizes the binding of the athlete's three-dimensional skeleton data and role modeling, generates rendering model data, and transmits the rendering model data to the data storage server and the display query terminal;

S6、显示查询终端显示查询动态渲染模型。S6. The display query terminal displays the query dynamic rendering model.

进一步的:所述步骤S4中,AI识别处理服务器识别分析运动视频,生成运动员三维骨架数据,包括以下步骤:Further: in the step S4, the AI recognition processing server recognizes and analyzes the motion video to generate three-dimensional skeleton data of the athlete, including the following steps:

S41、建立数据集;S41. Establishing a data set;

S42、提取二维骨架数据,对比数据集,获取运动员二维姿态坐标;S42. Extract two-dimensional skeleton data, compare the data sets, and obtain the athlete's two-dimensional posture coordinates;

S43、转换二维姿态坐标为三维姿态坐标,得到三维骨架数据。S43. Convert the two-dimensional attitude coordinates into three-dimensional attitude coordinates to obtain three-dimensional skeleton data.

根据权利要求3所述的一种基于AI技术的篮球练习的辅助方法,其特征在于:所述S42中提取二维骨架数据包括以下步骤:A kind of auxiliary method of basketball practice based on AI technology according to claim 3, it is characterized in that: extracting two-dimensional skeleton data in the described S42 comprises the following steps:

S421、对输入图像进行归一化,建立检测框,检测人体在检测框中的位置;S421. Normalize the input image, establish a detection frame, and detect the position of the human body in the detection frame;

S422、将归一化图像输入到姿态估计模块,生成姿态估计建议,将姿态估计建议与数据集实际姿势进行比较,生成姿态估计结果;S422. Input the normalized image into the pose estimation module, generate a pose estimation suggestion, compare the pose estimation suggestion with the actual pose of the data set, and generate a pose estimation result;

S423、为姿态估计结果赋值生成二维骨架数据。S423. Generate two-dimensional skeleton data for assigning a pose estimation result.

进一步的:所述步骤S5中,虚拟仿真服务器实现运动员三维骨架数据与角色建模的绑定,生成渲染模型数据,并将渲染模型数据传送到显示查询终端,包括以下步骤:Further: in the step S5, the virtual simulation server realizes the binding of the athlete's three-dimensional skeleton data and role modeling, generates rendering model data, and transmits the rendering model data to the display query terminal, including the following steps:

S51、场馆建模,构建虚拟篮球场;S51, stadium modeling, constructing a virtual basketball court;

S52、角色建模,构建虚拟人物,确定虚拟人物关键骨架点,将关键骨架点的运动轨迹放置于构建出的虚拟人物上;S52. Character modeling, constructing a virtual character, determining the key skeleton points of the virtual character, and placing the movement trajectory of the key skeleton points on the constructed virtual character;

S53、绑定运动员三维骨架数据和虚拟人物关键骨架点;S53. Binding the three-dimensional skeleton data of the athlete and the key skeleton points of the virtual character;

S54、对虚拟人物的骨架和蒙皮进行渲染,形成渲染模型;得到运动员渲染模型动画。S54. Render the skeleton and skin of the avatar to form a rendered model; obtain an animation of the athlete's rendered model.

进一步的:所述S54中,对虚拟人物的骨架和蒙皮进行渲染,其中对虚拟人物面部蒙皮渲染采用面部识别采集设备采集的面部信息数据。Further: in the step S54, the skeleton and skin of the avatar are rendered, wherein the face skin rendering of the avatar adopts facial information data collected by a facial recognition collection device.

进一步的:所述S5虚拟仿真平台服务器还生成训练进度分析报告、运动员个人动作分析报告。Further: the S5 virtual simulation platform server also generates a training progress analysis report and an athlete's individual movement analysis report.

进一步的:所述显示查询终端还包括移动手持终端,所述手持终端用于查询渲染模型动画、训练进度分析报告和运动员个人动作分析报告。Further: the display query terminal also includes a mobile handheld terminal, and the handheld terminal is used for querying rendering model animations, training progress analysis reports, and athlete individual movement analysis reports.

本发明的有益效果:Beneficial effects of the present invention:

1、本发明通过运动员三维骨架数据与虚拟人物建模的绑定,生成渲染模型供查询;运动员可三维角度回看自身训练动作,对比规范动作,查找动作不足,降低教练员重复教学强度;运动员可以直观查看训练中双脚的着力点、起跳高度、起跳角度的情况,查找控球运动中肢体动作协调性的不足,查找动作缺陷,采取针对性措施,提高训练效率。1. The present invention generates a rendering model for query through the binding of the three-dimensional skeleton data of the athlete and the modeling of the virtual character; the athlete can look back at his own training actions from a three-dimensional angle, compare the standard actions, find insufficient actions, and reduce the intensity of repeated teaching by the coaches; You can visually check the focus point, take-off height, and take-off angle of your feet during training, find out the lack of coordination of body movements in ball-handling sports, find out movement defects, and take targeted measures to improve training efficiency.

2、通过生成训练进度分析报告、运动员个人动作分析报告,帮助教练员掌握运动员训练情况和训练进度,采取针对性训练收到,利于提高篮球训练的针对性,提高训练效率。2. By generating training progress analysis reports and athletes' individual movement analysis reports, it helps coaches to grasp the athletes' training situation and training progress, and adopts targeted training receipts, which will help improve the pertinence of basketball training and improve training efficiency.

3、通过移动手持终端,辅助教练员教学,灵活查看运动员训练情况,查看运动进程和运动报告,也方便运动员查看渲染模型动画。3. Through the mobile handheld terminal, it assists the coaches in teaching, flexibly checks the training situation of the athletes, checks the exercise progress and exercise reports, and also facilitates the athletes to view the rendering model animation.

4、通过对虚拟人物面部蒙皮渲染采用面部识别采集设备采集的面部信息数据,使虚拟人物的面部特征与运动员对应,运动员观看回放时,可以更形象直观感受自己训练过程,可以三维角度查看自身动作,可以使动作的还原更真实。4. By rendering the virtual character's face skin and using the facial information data collected by the facial recognition acquisition device, the facial features of the virtual character correspond to the athletes. When the athletes watch the playback, they can feel their training process more vividly and intuitively, and can view themselves from a three-dimensional perspective Actions can make the restoration of actions more realistic.

附图说明Description of drawings

图1为本发明一种基于AI技术的篮球练习的辅助系统的结构示意图;Fig. 1 is a kind of structural representation of the assistant system of the basketball practice based on AI technology of the present invention;

图2为本发明采用RMPE算法生成二维骨架数据流程图;Fig. 2 adopts RMPE algorithm to generate two-dimensional skeleton data flowchart for the present invention;

图3为本发明采用VideoPose3D生成三维骨架数据流程图;Fig. 3 is that the present invention adopts VideoPose3D to generate three-dimensional skeleton data flowchart;

图4为本发明运动员三维骨架数据与虚拟人物关键骨架点进行绑定流程图。Fig. 4 is a flow chart of binding the athlete's three-dimensional skeleton data and the key skeleton points of the avatar according to the present invention.

100、AI数据采集部;110、面部识别采集设备;120、运动视频采集设备;100. AI data collection department; 110. Facial recognition collection equipment; 120. Sports video collection equipment;

200、显示查询终端;210、场地显示屏;200. Display query terminal; 210. Site display screen;

300、分析处理部;310、AI识别处理服务器;320、虚拟仿真服务器;330、数据存储服务器。300. Analysis and processing unit; 310. AI recognition processing server; 320. Virtual simulation server; 330. Data storage server.

具体实施方式Detailed ways

下面详细描述本发明的实施例,所述实施例的示例在附图中表示,其中自始至终相同或类似的符号表示相同或类似的元件或具有相同或类似功能的元件。下面通过参考附图描述的实施例是示例性的,仅用于解释本发明,而不能理解对本发明的限制。Embodiments of the present invention are described in detail below, examples of which are shown in the drawings, wherein the same or similar symbols designate the same or similar elements or elements having the same or similar functions throughout. The embodiments described below by referring to the figures are exemplary only for explaining the present invention and should not be understood as limiting the present invention.

如图1-4所示,本发明公开一种基于AI技术的篮球练习的辅助系统包括一种基于AI技术的篮球练习的辅助系统,其特征在于:包括设置于实体篮球场的AI数据采集部100、显示查询终端200和设置于后台的分析处理部300;AI数据采集部100包括面部识别采集设备110和运动视频采集设备120,用于采集运动员面部信息和运动视频数据;分析处理部300包括AI识别处理服务器310、虚拟仿真服务器320和数据存储服务器330;包括AI识别处理服务器310用于分析处理运动视频数据生成运动员三维骨架数据;虚拟仿真服务器320用于对场馆建模和角色建模、运动员三维骨架数据与角色建模的绑定和生成渲染模型供查询;场地显示屏210用于显示查询渲染模型。As shown in Figures 1-4, the present invention discloses an auxiliary system for basketball practice based on AI technology, including an auxiliary system for basketball practice based on AI technology, which is characterized in that it includes an AI data collection unit set on a physical basketball court 100. Display the query terminal 200 and the analysis processing unit 300 arranged in the background; the AI data collection unit 100 includes a facial recognition collection device 110 and a motion video collection device 120 for collecting athlete facial information and motion video data; the analysis processing portion 300 includes AI recognition processing server 310, virtual simulation server 320 and data storage server 330; including AI recognition processing server 310 for analyzing and processing motion video data to generate three-dimensional skeleton data of athletes; virtual simulation server 320 for venue modeling and role modeling, The player's three-dimensional skeleton data and role modeling are bound and a rendering model is generated for query; the field display screen 210 is used to display the query rendering model.

一种基于AI技术的篮球练习的辅助方法,包括以下步骤:An auxiliary method for basketball practice based on AI technology, comprising the following steps:

S1、虚拟仿真服务器320对篮球场馆建模和运动员角色建模,实现数字化模拟篮球场和真实篮球场绑定;S1. The virtual simulation server 320 models the basketball venue and the player's role, realizing the binding of the digitally simulated basketball court and the real basketball court;

S2、面部识别采集设备110收集运动员信息,建立运动员训练档案;S2. The facial recognition collection device 110 collects athlete information, and establishes athlete training files;

S3、运动视频采集设备120采集运动员运动视频,并传送到AI识别处理服务器310;S3. The sports video collection device 120 collects the athlete's sports video, and transmits it to the AI recognition processing server 310;

S4、AI识别处理服务器310识别分析运动视频,生成运动员三维骨架数据;S4, the AI recognition processing server 310 recognizes and analyzes the sports video, and generates three-dimensional skeleton data of the athlete;

S5、虚拟仿真服务器320实现运动员三维骨架数据与角色建模的绑定,生成渲染模型数据,并将渲染模型数据传送到显示查询终端200;S5. The virtual simulation server 320 realizes the binding of the athlete's three-dimensional skeleton data and the character modeling, generates rendering model data, and transmits the rendering model data to the display query terminal 200;

S6、显示查询终端200显示查询动态渲染模型。S6. The display query terminal 200 displays and queries the dynamic rendering model.

面部识别采集设备110用于采集运动员面部图像,认证运动员信息,调用数据库运动员信息档案,认证后的运动员和教练员可以查看运动员训练数据,完成球员的基本信息收集以及对比分析,档案包括多项数据,例如运动员姓名、生日、身高体重、前期训练动作分析报告等。The facial recognition collection device 110 is used to collect facial images of athletes, authenticate athlete information, and call database athlete information files. After authentication, athletes and coaches can view athlete training data, complete basic information collection and comparative analysis of players, and the files include multiple data , such as athlete name, date of birth, height and weight, pre-training movement analysis report, etc.

运动视频采集设备120采集实体篮球场运动视频,并实时传送到AI识别处理服务器310,运动视频采集设备120采用高清摄像头,例如海康威视(DS-2CD5A24EFWD-IZS)摄像头,采集视频分辨率满足高清要求,可以进行高清晰的视频采集,可以多维度采集记录球员的动作、跑动距离、位置视频,便于AI识别处理服务器310进行分析球员的动作、速度、角度等信息,建立准确的三维骨架信息,摄像头可以采用一台或多台。The sports video collection device 120 collects the sports video of the physical basketball court, and transmits it to the AI recognition processing server 310 in real time. The sports video collection device 120 adopts a high-definition camera, such as a Hikvision (DS-2CD5A24EFWD-IZS) camera, and the resolution of the collected video meets High-definition requirements, high-definition video collection can be carried out, and multi-dimensional collection and recording of players' movements, running distances, and position videos can be recorded, which is convenient for AI recognition processing server 310 to analyze players' movements, speeds, angles and other information to establish an accurate 3D skeleton Information, one or more cameras can be used.

AI识别处理服务器310设置于场地后台,其采用有线网络通信、无线网络通信或5G通信模块与运动视频采集设备、面部识别采集设备110、虚拟仿真服务器320和存储服务器连接。The AI recognition processing server 310 is set in the backstage of the venue, and it uses wired network communication, wireless network communication or 5G communication module to connect with motion video collection equipment, facial recognition collection equipment 110, virtual simulation server 320 and storage server.

AI识别处理服务器310首先建立数据集,包括篮球训练标准视频,数据集包括单人、多人基本训练动作,例如:投篮、上篮、原地运球、跑动运球、扣篮、无球跑动等单人动作,运球突破、防守等多人基本动作,数据集通过外部设备导入,可以利用现有数据集或自行制作导入,作为标准比对数据。The AI recognition processing server 310 first establishes a data set, including basketball training standard videos, and the data set includes basic training actions of single and multiple people, such as: shooting, layup, dribbling in situ, running dribble, dunk, running without the ball Single-player actions such as dribble breakthrough and defense, etc., the data set is imported through an external device, and the existing data set can be used or self-made and imported as standard comparison data.

AI识别处理服务器310分析处理采集视频,采用二维姿态估计算法提取运动员二维骨架数据,采取的二维姿态估计算法可以为OpenPose、RMPE等算法。The AI recognition processing server 310 analyzes and processes the collected video, and extracts the athlete's two-dimensional skeleton data using a two-dimensional pose estimation algorithm. The two-dimensional pose estimation algorithm adopted can be OpenPose, RMPE and other algorithms.

以RMPE算法为例过程如图2所示,首先使用YOLOv3算法对输入图像进行归一化,将图像尺寸分为几个网格,建立检测框,检测人体在检测框中的位置。Taking the RMPE algorithm as an example, the process is shown in Figure 2. First, use the YOLOv3 algorithm to normalize the input image, divide the image size into several grids, establish a detection frame, and detect the position of the human body in the detection frame.

然后人体边框输入到SymmetricSTN+SPPE模块中,RMPE算法使用对称STN和并行SPPE,其中SPPE对单人图像进行训练,通过并行SPPE,训练STN将人体移动到提取区域的中心,进而通过SPPE进行精确的姿态估计,自动生成姿态建议;将姿态估计建议与数据集实际姿势进行比较,生成姿态估计结果。Then the human body frame is input into the SymmetricSTN+SPPE module. The RMPE algorithm uses symmetric STN and parallel SPPE, where SPPE trains a single person image. Through parallel SPPE, the STN is trained to move the human body to the center of the extraction area, and then through SPPE for accurate Pose estimation, which automatically generates pose proposals; compares the pose estimation proposals with the actual poses of the dataset to generate pose estimation results.

采用PoseNMS模块为姿态估计结果赋值生成二维骨架数据。The PoseNMS module is used to assign values to the pose estimation results to generate two-dimensional skeleton data.

RMPE算法和RMPE算法中的YOLOv3算法、SymmetricSTN+SPPE模块和PoseNMS模块均为现有技术,可通过公开文献进行查询。The RMPE algorithm and the YOLOv3 algorithm in the RMPE algorithm, the SymmetricSTN+SPPE module and the PoseNMS module are all existing technologies, which can be queried through open literature.

对二维骨架数据转换成3D骨架姿态数据,可以使用VideoPose3D算法,如图3所示,VideoPose3D算法使用全积网络对输入的二维骨架数据的关键点序列进行时域卷积云处理,获得三维骨架数据。To convert two-dimensional skeleton data into 3D skeleton pose data, the VideoPose3D algorithm can be used. As shown in Figure 3, the VideoPose3D algorithm uses the full-product network to process the key point sequence of the input two-dimensional skeleton data in the time domain to obtain a three-dimensional skeleton data.

VideoPose3D算法和全积网络均为现有技术,可通过公开文献进行查询。Both the VideoPose3D algorithm and the full product network are existing technologies, which can be queried through open literature.

三维骨架数据对应运动员的各部位,例如:头部、躯干,上臂,下臂,大腿和小腿、肩部,肘部,腕部,膝部、踝部等,将三维骨架数据与虚拟人物关键骨架点进行绑定,实现虚拟人物与运动员的绑定。The three-dimensional skeleton data corresponds to each part of the athlete, such as: head, torso, upper arm, lower arm, thigh and calf, shoulder, elbow, wrist, knee, ankle, etc., and the three-dimensional skeleton data is combined with the key skeleton of the virtual character point to bind to realize the binding of virtual characters and athletes.

对虚拟人物的构建可以采用PoseStudio软件,对虚拟人物的骨骼结构以及一些关节等的具体功能进行有效固定,再采用Maya软件构建虚拟的篮球运动场馆,导入PoseStudio软件生成的虚拟人物模型,对虚拟人物技术动作虚拟仿真。将关键骨骼的运动轨迹放置于构建出的虚拟人物上,通过控制这些关键骨骼的运动轨迹来控制虚拟运动员的训练过程,便于掌握篮球运动员的技术特征。For the construction of virtual characters, PoseStudio software can be used to effectively fix the specific functions of the virtual character’s bone structure and some joints, etc., and then use Maya software to build a virtual basketball stadium, import the virtual character model generated by PoseStudio software, and adjust the virtual character. Technical action virtual simulation. Place the movement trajectory of the key bones on the virtual character constructed, and control the training process of the virtual athlete by controlling the movement trajectory of these key bones, so as to facilitate the grasp of the technical characteristics of the basketball player.

采用Maya软件对虚拟的篮球场馆实施构建,首要工作是根据场馆的比例尺寸将建筑以最大的可能进行还原,削减模型中存在的各种不可视面,虚拟人物模型能否精确地进行三维动画展示是判断场馆模型构建好坏的评定标准。Using Maya software to build a virtual basketball stadium, the primary task is to restore the building to the greatest possible extent according to the scale of the stadium, reduce various invisible surfaces in the model, and whether the virtual character model can be accurately displayed in 3D animation It is the evaluation standard for judging the quality of venue model construction.

如图4所示,采用Maya软件对篮球运动员的任务骨架和蒙皮进行模型构建,采用UV纹理贴图、简化模型面数以及合并组织等手段,得到一个流畅的虚拟人物模型,将三维骨架数据与虚拟人物关键骨架点进行绑定,实现虚拟人物与运动员的绑定。As shown in Figure 4, the Maya software is used to model the basketball player's task skeleton and skin, and a smooth virtual character model is obtained by using UV texture mapping, simplifying the number of model faces, and merging organizations. The key skeleton points of the avatar are bound to realize the binding between the avatar and the athlete.

利用Mava软件对后期的人物、环境和音效等内容进行处理,得到运动员篮球训练的三维动画。Use Mava software to process the characters, environment and sound effects in the later stage, and get the 3D animation of the athletes' basketball training.

采用Maya软件对篮球角色建模渲染时,对虚拟人物面部蒙皮渲染采用面部识别采集设备110采集的面部信息数据,从而使虚拟人物的面部特征与运动员对应,运动员观看回放时,可以更形象直观感受自己训练过程,可以三维角度查看自身动作,可以使动作的还原更真实。When using Maya software to model and render basketball characters, use the facial information data collected by the facial recognition collection device 110 to render the virtual character's face skin, so that the facial features of the virtual character correspond to the athletes, and the athletes can be more vivid and intuitive when watching the playback Feel your own training process, and you can view your own movements from a three-dimensional perspective, which can make the restoration of movements more realistic.

进一步的,显示查询终端200还包括移动手持终端,手持终端220通过网络连接数据存储服务器330,手持终端220可以用于查询渲染模型动画、训练进度分析报告、运动员个人动作分析报告,方便使用。Further, the display query terminal 200 also includes a mobile handheld terminal. The handheld terminal 220 is connected to the data storage server 330 through the network. The handheld terminal 220 can be used for querying rendering model animations, training progress analysis reports, and athlete individual movement analysis reports, which is convenient to use.

手持终端220作为运动辅助设备,可以采用手机、平板电脑或其他便于携带的电子终端设备,手持终端220可以辅助教练员掌握运动员情况,可以查看运动进程、运动报告,方便运动员查看渲染模型动画。The handheld terminal 220 can be used as a sports auxiliary device, and can use a mobile phone, a tablet computer or other portable electronic terminal equipment. The handheld terminal 220 can assist the coach to grasp the athlete's situation, and can check the exercise progress and exercise report, which is convenient for the athlete to view the rendering model animation.

进一步的,通过虚拟仿真平台服务器数据分析,可以得出运动员运动时间、弹跳高度、动作角度、与标准动作的主要区别点位,并生成运动报告,供运动员和教练员查看分析。Further, through the data analysis of the server of the virtual simulation platform, the athlete's exercise time, jump height, action angle, and the main difference points from the standard action can be obtained, and a sports report can be generated for athletes and coaches to view and analyze.

运动报告包括,训练进度分析报告、运动员个人动作分析报告等多方面。下面以训练进度报告进行举例说明:Sports reports include training progress analysis reports, athlete individual movement analysis reports and many other aspects. The following is an example of a training progress report:

篮球训练的科目为5.8mX5次折返跑和全场3/4加速跑,在2022年9月1日、2022年10月1日、2022年11月1日和2022年12月1日分别对篮球训练中15名运动员进行速度测试,结果见表1。The subjects of basketball training are 5.8mX5 turn-back running and full-court 3/4 acceleration running. On September 1, 2022, October 1, 2022, November 1, 2022 and December 1, 2022, the basketball During the training, 15 athletes were tested for speed, and the results are shown in Table 1.

表1速度训练测试结果Table 1 Speed training test results

Figure BDA0004117541960000101
Figure BDA0004117541960000101

由表1的运动报告可以得知,9月1日前运动员的5.8mX5次折返跑用时和全场3/4加速跑的平均用时分别为11.2s和4.52s,整体用时较长;在10月1日、11月1日和12月1日分别再进行测试,测试数据结果数据可以自动生成,运动员和教练员能够掌握篮球训练进度情况,更利于提高篮球训练的针对性,采取训练措施。From the sports report in Table 1, it can be known that before September 1, the average running time of the athletes’ 5.8mX5 turn-back runs and the 3/4 acceleration running of the whole field were 11.2s and 4.52s respectively, and the overall time was longer; Tests will be conducted on Sunday, November 1, and December 1 respectively. The test data and result data can be automatically generated. Athletes and coaches can grasp the progress of basketball training, which is more conducive to improving the pertinence of basketball training and taking training measures.

以上所述,仅为本发明较佳的具体实施方式,但本发明的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本发明揭露的技术范围内,根据本发明的技术方案及其发明构思加以等同替换或改变,都应涵盖在本发明的保护范围之内。The above is only a preferred embodiment of the present invention, but the scope of protection of the present invention is not limited thereto, any person familiar with the technical field within the technical scope disclosed in the present invention, according to the technical solution of the present invention Any equivalent replacement or change of the inventive concepts thereof shall fall within the protection scope of the present invention.

Claims (8)

1.一种基于AI技术的篮球练习的辅助系统,其特征在于:包括设置于实体篮球场的AI数据采集部(100)、显示查询终端(200)和设置于后台的分析处理部(300);1. An auxiliary system for basketball practice based on AI technology, characterized in that: comprising an AI data acquisition unit (100) arranged on a physical basketball court, a display query terminal (200) and an analysis and processing unit (300) arranged at the background ; 所述AI数据采集部(100)包括面部识别采集设备(110)和运动视频采集设备(120),用于采集运动员面部信息和运动视频数据;The AI data collection unit (100) includes a facial recognition collection device (110) and a sports video collection device (120), which are used to collect player facial information and sports video data; 所述分析处理部(300)包括AI识别处理服务器(310)、虚拟仿真服务器(320)和数据存储服务器(330);The analysis processing unit (300) includes an AI recognition processing server (310), a virtual simulation server (320) and a data storage server (330); 所述显示查询终端(200)包括场地显示屏(210);The display query terminal (200) includes a site display screen (210); 所述包括AI识别处理服务器(310)用于分析处理运动视频数据生成运动员三维骨架数据;The AI recognition processing server (310) is used to analyze and process motion video data to generate three-dimensional skeleton data of athletes; 所述虚拟仿真服务器(320)用于对场馆建模和角色建模、运动员三维骨架数据与角色建模的绑定和生成渲染模型供查询;The virtual simulation server (320) is used to bind and generate rendering models for venue modeling and role modeling, athlete three-dimensional skeleton data and role modeling for query; 所述场地显示屏(210)用于显示查询渲染模型。The field display screen (210) is used to display the query rendering model. 2.一种基于AI技术的篮球练习的辅助方法,其特征在于:包括以下步骤:2. An auxiliary method for basketball practice based on AI technology, characterized in that: comprising the following steps: S1、虚拟仿真服务器(320)对篮球场馆建模和运动员角色建模,实现数字化模拟篮球场和真实篮球场绑定;S1, the virtual simulation server (320) models the basketball stadium and the player's role, and realizes the binding of the digitally simulated basketball court and the real basketball court; S2、面部识别采集设备(110)收集运动员信息,建立运动员训练档案;S2. The facial recognition acquisition device (110) collects athlete information and establishes athlete training files; S3、运动视频采集设备(120)采集运动员运动视频,并传送到AI识别处理服务器(310);S3. The sports video collection device (120) collects the athlete's sports video, and transmits it to the AI recognition processing server (310); S4、AI识别处理服务器(310)识别分析运动视频,生成运动员三维骨架数据;S4, AI recognition processing server (310) recognizes and analyzes motion video, generates three-dimensional skeleton data of athlete; S5、虚拟仿真服务器(320)实现运动员三维骨架数据与角色建模的绑定,生成渲染模型数据,并将渲染模型数据传送到数据存储服务器(330)和显示查询终端(200);S5, the virtual simulation server (320) realizes the binding of the athlete's three-dimensional skeleton data and role modeling, generates the rendering model data, and transmits the rendering model data to the data storage server (330) and the display query terminal (200); S6、显示查询终端(200)显示查询动态渲染模型。S6. The display query terminal (200) displays and queries the dynamic rendering model. 3.根据权利要求2所述的一种基于AI技术的篮球练习的辅助方法,其特征在于:所述步骤S4中,AI识别处理服务器(310)识别分析运动视频,生成运动员三维骨架数据,包括以下步骤:3. the auxiliary method of a kind of basketball practice based on AI technology according to claim 2, it is characterized in that: in described step S4, AI recognition processing server (310) recognizes and analyzes motion video, generates three-dimensional skeleton data of athlete, comprises The following steps: S41、建立数据集;S41. Establishing a data set; S42、提取二维骨架数据,对比数据集,获取运动员二维姿态坐标;S42. Extract two-dimensional skeleton data, compare the data sets, and obtain the athlete's two-dimensional posture coordinates; S43、转换二维姿态坐标为三维姿态坐标,得到三维骨架数据。S43. Convert the two-dimensional attitude coordinates into three-dimensional attitude coordinates to obtain three-dimensional skeleton data. 4.根据权利要求3所述的一种基于AI技术的篮球练习的辅助方法,其特征在于:所述S42中提取二维骨架数据包括以下步骤:4. the auxiliary method of a kind of basketball practice based on AI technology according to claim 3, is characterized in that: extracting two-dimensional skeleton data comprises the following steps in the described S42: S421、对输入图像进行归一化,建立检测框,检测人体在检测框中的位置;S421. Normalize the input image, establish a detection frame, and detect the position of the human body in the detection frame; S422、将归一化图像输入到姿态估计模块,生成姿态估计建议,将姿态估计建议与数据集实际姿势进行比较,生成姿态估计结果;S422. Input the normalized image into the pose estimation module, generate a pose estimation suggestion, compare the pose estimation suggestion with the actual pose of the data set, and generate a pose estimation result; S423、为姿态估计结果赋值生成二维骨架数据。S423. Generate two-dimensional skeleton data for assigning a pose estimation result. 5.根据权利要求2所述的一种基于AI技术的篮球练习的辅助方法,其特征在于:所述步骤S5中,虚拟仿真服务器(320)实现运动员三维骨架数据与角色建模的绑定,生成渲染模型数据,并将渲染模型数据传送到显示查询终端(200),包括以下步骤:5. the auxiliary method of a kind of basketball practice based on AI technology according to claim 2, it is characterized in that: in described step S5, virtual simulation server (320) realizes the binding of athlete's three-dimensional skeleton data and character modeling, Generate rendering model data, and transmit the rendering model data to the display query terminal (200), including the following steps: S51、场馆建模,构建虚拟篮球场;S51, stadium modeling, constructing a virtual basketball court; S52、角色建模,构建虚拟人物,确定虚拟人物关键骨架点,将关键骨架点的运动轨迹放置于构建出的虚拟人物上;S52. Character modeling, constructing a virtual character, determining the key skeleton points of the virtual character, and placing the movement trajectory of the key skeleton points on the constructed virtual character; S53、绑定运动员三维骨架数据和虚拟人物关键骨架点;S53. Binding the three-dimensional skeleton data of the athlete and the key skeleton points of the virtual character; S54、对虚拟人物的骨架和蒙皮进行渲染,形成渲染模型;得到运动员渲染模型动画。S54. Render the skeleton and skin of the avatar to form a rendered model; obtain an animation of the athlete's rendered model. 6.根据权利要求5所述的一种基于AI技术的篮球练习的辅助方法,其特征在于:所述S54中,对虚拟人物的骨架和蒙皮进行渲染,其中对虚拟人物面部蒙皮渲染采用面部识别采集设备(110)采集的面部信息数据。6. A kind of auxiliary method for basketball practice based on AI technology according to claim 5, characterized in that: in said S54, the skeleton and skin of the virtual character are rendered, wherein the facial skin rendering of the virtual character adopts Facial information data collected by the facial recognition collection device (110). 7.根据权利要求2所述的一种基于AI技术的篮球练习的辅助方法,其特征在于:所述S5虚拟仿真平台服务器还生成训练进度分析报告、运动员个人动作分析报告。7. The auxiliary method of basketball practice based on AI technology according to claim 2, characterized in that: the S5 virtual simulation platform server also generates training progress analysis reports and athlete individual action analysis reports. 8.根据权利要求2所述的一种基于AI技术的智慧操场训练方法,其特征在于:所述显示查询终端(200)还包括移动手持终端,所述手持终端(220)用于查询渲染模型动画、训练进度分析报告和运动员个人动作分析报告。8. A smart playground training method based on AI technology according to claim 2, characterized in that: the display query terminal (200) also includes a mobile handheld terminal, and the handheld terminal (220) is used to query the rendering model Animation, training progress analysis report and athlete individual movement analysis report.
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