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作者:林宇強
作者(英文):Yu-Chiang Lin
論文名稱:使用Kinect之桌球發球辨識
論文名稱(英文):Recognition of Table Tennis Serve using Kinect
指導教授:楊茂村
指導教授(英文):Mau-Tsuen Yang
口試委員:楊茂村
沈祖望
陳旻秀
口試委員(英文):Mau-Tsuen Yang
Tsu-Wang Shen
Min-Xiou Chen
學位類別:碩士
校院名稱:國立東華大學
系所名稱:資訊工程學系
學號:610521203
出版年(民國):107
畢業學年度:106
語文別:中文
論文頁數:32
關鍵詞:Kinect支持向量機桌球發球辨識
關鍵詞(英文):KinectSVMTable tennisBall serve recognition
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  桌球運動與電腦視覺結合的研究近年來蓬勃發展,其中桌球機器人是一套複雜的系統,包含了許多技術,最主要的困難在於如何預判球的路徑與位置。我們利用Kinect取得發球員骨架資訊,進一步考慮球拍與球的動作,以此辨別發球的旋轉方向。並採用支持向量機(SVM)訓練每種發球球路的訓練模型,這些訓練模型用來分類測試集並辨識發球的旋轉類型。為了能夠提升發球辨識率,我們嘗試混和不同的特徵集資料以及調整訓練集大小,比較並探討在不同球員的發球姿勢的發球辨識率。
  Vision-based sport analysis becomes a popular research topic these years. The most challenging problem of a table tennis robot is to analyze and predict the trajectory of the table tennis ball. We utilize Kinect to capture the skeleton of the table tennis player. Combining with the detection and tracking of table tennis ball and racket, we recognize the spin serve type and predict the trajectory of the table tennis ball. An individual Support Vector Machine (SVM) is adopted to train the model of each spin serve type and then all the models are used to classify the test data to identify the type of the spin serve. We try to mix different set of features and adjust the size of the training set to optimize the accuracy of the serve type recognition. The accuracy of the recognition results on different player’s postures is compared and discussed.
致謝 I
摘要 II
Abstract III
目錄 IV
圖目錄 VI
表目錄 VII
第一章 序論 1
1.1 研究動機 1
1.2 研究目的 1
1.3 論文概述 2
第二章 文獻探討 3
2.1 軌跡追蹤相關文獻 3
2.2 球旋轉相關文獻 4
2.3 骨節點動作辨識 4
2.3.1 特徵擷取 5
2.3.2 動作辨識 6
第三章 研究方法 9
3.1 系統架構 9
3.2 前處理 10
3.2.1 背景相減法(Background subtraction) 10
3.2.2 Kinect獲取骨節點 10
3.3 球拍、球偵測 11
3.4 特徵擷取 12
3.5 SVM訓練 14
3.6 預測發球動作 15
第四章 實驗結果 17
4.1 實驗設計 17
4.2 實驗環境 17
4.3 實驗訓練資料 18
4.4 發球辨識 18
4.5 3D軌跡重建 26
第五章 結論與未來展望 29
5.1 論文貢獻 29
5.2 未來研究方向 29
5.3 總結 29
參考文獻 31
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