The International Arab Journal of Information Technology (IAJIT)

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VR-Motion Capture Method Design for the Teaching of Spinning Fitness Games in Universities

As a part of physical education in colleges and universities, fitness game teaching is more and more applied to modern electronic equipment for auxiliary teaching. In order to improve the teaching quality and interestingness of college spinning teaching, a kind of teaching assistant technology of spinning fitness games combined with motion capture was proposed. In the process, kinect 3D depth camera is used for human motion capture, matrix operation is used for coordinate conversion, softmax layer is used for action classification and output classification results, integrated learning is used to supplement and reconstruct motion capture data, and the purpose of multi-person learning is achieved through photon server. The experimental results show that the loss value drops to 0.14 after 100 iterations in the test set. In the calculation accuracy test, the research method maintains 95.1% after 100s in Carnegie Mellon University (CMU) data set, which is higher than other methods. In the round-trip delay test, only 5 wave delay fluctuations occurred in the research method within 60s, and only 1 wave delay fluctuation exceeded 150ms. During the bone extraction test, the study method completed the restoration of 40 joints, and no bone loss occurred. The results show that the research method can more accurately capture the motion of spinning, and can effectively help improve the teaching quality of spinning games.

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