研究生: |
蔡怡娟 I-Chuan Tsai |
---|---|
論文名稱: |
基於手機APP的互動式羽球訓練輔助系統 Interactive Badminton Training Auxiliary System Based on a Mobile APP |
指導教授: |
林淵翔
Yuan-Hsiang Lin |
口試委員: |
陳儷今
Li-Chin Chen 陳維美 Wei-Mei Chen 阮聖彰 Shanq-Jang Ruan |
學位類別: |
碩士 Master |
系所名稱: |
電資學院 - 電子工程系 Department of Electronic and Computer Engineering |
論文出版年: | 2021 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 84 |
中文關鍵詞: | 互動式 、羽球訓練 、手機APP 、發球機 、球種辨識 |
外文關鍵詞: | Interactive, Badminton Training, Mobile APP, Service Machine, Stroke Type Recognition |
相關次數: | 點閱:358 下載:0 |
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隨著羽球好手戴資穎和周天成等人在國際賽事嶄露頭角,羽球運動在台灣逐漸成為熱門的國民運動。為了解決傳統羽球訓練需要有人協助的缺點,本論文以物聯網的概念透過手機APP,整合了羽球發球機和球拍感測器,提出一個能和使用者互動的羽球訓練系統。
本系統由三個部分組成,分別是物聯網發球機、球拍感測器和智慧型手機。首先是物聯網發球機,將多台發球機經由Wi-Fi由手機控制發球,改善了傳統發球機發球時間間隔較長的問題。接著是搭載三軸加速度計和陀螺儀的球拍感測器,可以擷取使用者的揮拍動作,並透過藍牙傳至手機做球種辨識。在手機上,除了實現以序列最小優化演算法(SMO)為主的球種辨識演算法來即時地辨識出選手的擊球點和四個羽球球種之外,還能記錄選手揮拍的連續動作數據,作為日後離線分析的使用。本系統使用手機APP作為主要的控制工具與管理平台,開發的人機介面包括單台發球、隨機落點發球、排程發球、殺球訓練和防守訓練等預設的練習模式外,在互動功能中也能根據使用者球種辨識演算法的結果讓發球機做出適當的回擊。
在3位受試者中,離線分析的4種球種(長球、挑球、小球和殺球)辨識的個人模型和通用模型的平均準確度分別為98.33%和97.50%。在即時驗證的實驗中,辨識4種球種(長球、挑球、小球和殺球)的個人模型和通用模型的平均準確度分別為94.17%和97.08%。本論文建置的互動式羽球訓練系統,讓使用者得以借助數據化的資訊獲得訓練的結果分析,希望透過本系統的輔助可以提升訓練效率。
關鍵字:互動式、羽球訓練、手機APP、發球機、球種辨識
With the badminton players Tai Tzu Ying and Chou Tien Chen achieving good results in international competitions, badminton gradually becomes a popular sport in Taiwan. This thesis used the IoT concept to integrate the multiple IoT-based badminton service machines (BSMs) and a wireless racket sensor through the Mobile APP. It proposed a badminton training system that can interact with the user.
The system architecture includes three parts, IoT-based BSMs, a wireless racket sensor, and a Mobile APP. The multiple IoT-based BSMs can be controlled by our Mobile APP via Wi-Fi to serve shuttlecocks. The racket sensor can capture the user's swing motion by two inertial sensors and transmit it to the Mobile APP via Bluetooth Low Energy (BLE). The Mobile APP includes a stroke type recognition algorithm based on Sequential Minimal Optimization (SMO), which can detect the player's hitting point and recognize four kind of stroke types. This APP can also control multiple IoT-based BSMs with the preset practice modes. Besides, the IoT-based BSMs can also response and serve a shuttlecock appropriately based on the user's stroke type recognition algorithm.
Among the three subjects, the average accuracy of the personal model and the general model of 4 kind of stroke types (Clear, Lift, Net Shot, Smash) by offline analysis was 98.33% and 97.50%, respectively. In the real-time verification experiment, the average accuracy of the personal model and the general model of 4 kind of stroke types (Clear, Lift, Net Shot, Smash) was 94.17% and 97.08%, respectively. The proposed system allows users to obtain training results analysis with the help of digitized information, hoping to improve training efficiency through the assistance of this system.
Keywords: Interactive, Badminton Training, Mobile APP, Service Machine, Stroke Type Recognition
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