Javascript must be enabled to continue!
Computational Intelligence and Applications of Virtual Reality Technology in Martial Arts Teaching System
View through CrossRef
Conventional martial arts teaching system has the problem that the interactive teaching mode is not three-dimensional enough, which leads to the slow byte sending speed of the system. In this study, a martial arts teaching system based on virtual reality technology is designed. In the hardware part, 5 V and 3.3 V DC regulated power supply is selected and Ethernet interface and USB for network connection are used. For the software part, according to the different degrees of muscle participation in the completion of the action, the technical characteristics of martial arts action are identified, virtual reality technology is used to build interactive teaching mode, the feedback of proprioceptors is used to adjust martial arts action, the software priority processing function is designed, and the priority of martial arts action frame is improved. The average sending byte speed of the martial arts teaching system in this paper and the other two martial arts teaching systems is 81.391 kb/s, 93.465 kb/s, and 94.557 kb/s, respectively, indicating that the performance of the martial arts teaching system has been improved after the combination of virtual reality technology.
Title: Computational Intelligence and Applications of Virtual Reality Technology in Martial Arts Teaching System
Description:
Conventional martial arts teaching system has the problem that the interactive teaching mode is not three-dimensional enough, which leads to the slow byte sending speed of the system.
In this study, a martial arts teaching system based on virtual reality technology is designed.
In the hardware part, 5 V and 3.
3 V DC regulated power supply is selected and Ethernet interface and USB for network connection are used.
For the software part, according to the different degrees of muscle participation in the completion of the action, the technical characteristics of martial arts action are identified, virtual reality technology is used to build interactive teaching mode, the feedback of proprioceptors is used to adjust martial arts action, the software priority processing function is designed, and the priority of martial arts action frame is improved.
The average sending byte speed of the martial arts teaching system in this paper and the other two martial arts teaching systems is 81.
391 kb/s, 93.
465 kb/s, and 94.
557 kb/s, respectively, indicating that the performance of the martial arts teaching system has been improved after the combination of virtual reality technology.
Related Results
Measurable Progress? Teaching Artsworkers to Assess and Articulate the Impact of Their Work
Measurable Progress? Teaching Artsworkers to Assess and Articulate the Impact of Their Work
The National Cultural Policy Discussion Paper—drafted to assist the Australian Government in developing the first national Cultural Policy since Creative Nation nearly two decades ...
Attitude of schoolchildren towards martial arts
Attitude of schoolchildren towards martial arts
Purpose: to determine modern aspects of schoolchildren's interest in martial arts classes. Material and methods. The following research methods were used in the work: analysis of s...
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Introduction: Defence Research and Development Canada is developing guidance on the use of Mixed Reality head-mounted displays for naval operations in the Royal Canadian Navy. Virt...
Non-Martial and Martial Methods to an Ultimate Political Goal of the Tiger Movement in Sri Lanka
Non-Martial and Martial Methods to an Ultimate Political Goal of the Tiger Movement in Sri Lanka
The Tiger Movement had one ultimate political goal, and two main alternating methods to reach this goal, which was to obtain recognition by world community for the right of self-de...
The Meaning of Martial Arts
The Meaning of Martial Arts
Abstract
Having taken the time to identify several discursive regularities and recurring motifs in martial arts imagery, Chapter 6 moves further into ‘delineating a ...
Exploration of rehabilitation through the use of virtual reality interventions for patients with upper limb conditions: protocol for scoping review. v1
Exploration of rehabilitation through the use of virtual reality interventions for patients with upper limb conditions: protocol for scoping review. v1
Background The use of virtual reality to aid rehabilitation of upper-limb conditions has been an emerging field over the past decade. The majority of research seems to focus on po...
Developing Residents as Teachers: Process and Content
Developing Residents as Teachers: Process and Content
These data characterize and illuminate an analysis of experiences about teaching during each year of a pediatric residency training program in a tertiary care center. The curriculu...

