The Construction of Basketball Training System Based on Motion Capture Technology

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Image right: Marshall engineer Peter Ma, in the Marshall Virtual Environment Laboratory, wears a suit covered with spherical reflectors. This gear enables his body positions to be captured by a motion-tracking system, creating a model that is performing the same tasks in the virtual world that he is performing in the physical world. The human model in red on the screen represents the system-generated image of Ma's position, while the human model in light blue is a system-generated image of Kennedy Space Center engineer Jim Bolton, who is in Kennedy's Human Engineering Modeling and Performance laboratory. In this simulation, the two virtual humans picked up the models of the boxes shown on the floor and passed them back and forth. (NASA/MSFC/Emmett Given)
Image right: Marshall engineer Peter Ma, in the Marshall Virtual Environment Laboratory, wears a suit covered with spherical reflectors. This gear enables his body positions to be captured by a motion-tracking system, creating a model that is performing the same tasks in the virtual world that he is performing in the physical world. The human model in red on the screen represents the system-generated image of Ma's position, while the human model in light blue is a system-generated image of Kennedy Space Center engineer Jim Bolton, who is in Kennedy's Human Engineering Modeling and Performance laboratory. In this simulation, the two virtual humans picked up the models of the boxes shown on the floor and passed them back and forth. (NASA/MSFC/Emmett Given)

October 13, 2021 | Originally published by National Center for Biotechnology Information on September 15, 2021

Motion capture is a cross-cutting application field developed in recent years, which comprises electronics, communications, control, computer graphics, ergonomics, navigation, and other disciplines. The accurate application of basketball technical movements in the basketball game is very important. Therefore, it is of great significance to capture and standardize athletes’ movements and improve their training. Unfortunately, there are numerous issues in traditional classroom teaching that largely helps to train the athletes. To solve the issues of traditional basketball classroom teaching, a virtual simulation system for students’ sports training is designed in this paper. Firstly, the information of basketball dribbling movement is captured and simulated in three dimensions. Secondly, we compare it with the standard database to judge the irregularities of athletes’ movements and carry out digital processing on athletes’ movements and skill improvements statistics in combination with system functions. Thirdly, we set up a gradual training cycle. Finally, the Kinect-based capture technology is adopted to obtain the activity information of different joints of the human body. Through processing the motion data, relevant motion analysis data are fed to the established motion model to realize the comparative analysis of motion pictures. In our experiments, we observed better training of the physical education.

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