On Automatic Actions Retrieval Of Martial Arts
Enviado por alex360.8 • 12 de Diciembre de 2013 • 2.200 Palabras (9 Páginas) • 216 Visitas
2004 IEEE International Conference on Multimedia and Expo (ICME)
On Automatic Actions Retrieval of Martial Arts
Timothy K. Shih', Ching-Sheng Wang', Yuan-Kai Chiul, Yi-Tsou Hsin', and Chun-Hong Huang'
'Department of Computer Science and Information Engineering
Tamkang University, Taiwan, R.O.C.
tshih@cs.tku.edu.tw
2Department of Computer and Information Science
Aletheia University, Taiwan, R.O.C.
cswanetdemail .au.edu.hv
ABSTRACT
Martial art actions can he represented via VRML
animations or extracted by video tracking. We propose an
action retrieval method, which allows users to retrieve
similar actions of martial arts. The mechanism is based on
a similarity function that compares animation uacks. A
representation of human skeleton includes head, knee,
elbow, wrist, etc further aggregates important features in
martial art actions. Different weights are dynamically
calculated according to motion sensitivity of feature points.
As a result, the system can automatically retrieve similar
martial art actions. The results are tested by professional
kung fu master with a good satisfaction.
Key words: VRML, animation, automatic action
retrieval, virtual reality, martial art
1. INTRODUCTION
Automatic retrieval of actions in 3D space is a challenge
but useful technique. Examples of behavior understanding
of video can be found in [I, 21. Motion tracking and
recognition of human interactions by a multi-layer finite
state machine is presented in [l]. By using body pose
vectors, human action recognition is presented in [2].
With recent Virtual Reality technologies, movies can he
made my VR-based or Augmented Reality-based actors.
Retrieval of actors in a 3D scene become a useful
technology [3,5], if animated actors in a scene datahase is
to be reused [4]. In stead of using user pre-defined
metadata [4], 3D animations should be retrieved based on
the existing animation models. We look at one particular
domain as an example showing our contribution and its
possible extensions. Martial arts can be represented as
VRML animations. A particular martial art, known as the
Bar-Chi Spar, is our target application. Bar-Chi Spar was
originated in Ho-Bai, China, in around 1368. The unique
basic action of Bar-Chi Spar is clear, fast, powerful, and
smooth. According to our Bar-Chi Spar guru, the use of
head, shoulder, elbow, pud, tail, crotch, knee, and foot are
the features which represent different sets of spar actions.
Assuming that these features can be extmcted from a
VRML model, which teaches Bar-Chi Spar, it is possible
to record the animation tracks of these important portions
of a human body and tn save it for comparison. Thus, an
automatic retrieval system tells the user which set of spar
actions is similar to the one heishe is learning.
In order to compare the animation tracks of different
feature points, a normalization technique is required since
different VRML actors may have different highs and
weights. Also, animation tracks may have different
lengths. We present the normalization of action tracks in
section 2. A skeleton is required to represent human body,
which is presented in section 3. A distance function which
aggregates feature points in Bar-Chi Spar is presented in
section 4. Our system is implemented using the 3D Studio
Max and the Cortona VR Player. We compare the
retrieval outcome with the reviews from three kung fu
masters in section 5, before our conclusion section is
presented.
2. NORMALIZATION OF ACTION TRACKS
Object animation tracks are not necessary represented
with the same amount of tracking points. It is necessary to
normalize animation tracks before we use these tracks in a
similarity function. One way to normalize number of
tracking points in two tracks is to add interpolation points.
According to 3D geometric, three feature points form a
circle in the three dimensional space. With a limited
granularity, it is reasonable to use interpolated points on
the circle as an approximation of an animation track.
Assuming that we have three points Pl=(xl,yl,zl),
P2=(x2,y2,z2), and P3=(x3,y3,z3). Also, let point (X, Y, 2)
represents. the center of the circle. We can form the
following three equations:
QI=XI-XZ, PI=YI-YZ~. I = Z I - Z Z ,a 2=XZ-x3, P2'yZ-y3.
h2= z 2-23
al* X+ p,* Y+bl* Z = CI ................................................ (1)
a2* X+ p2* Y+ b2* Z = C2 (2)
(pI*b2-? .,* pz)*X+( &*a2a- ,*h2)*Y+(a I*p2-f3,*a2)*Z=
(3)
................................................
..............
where C,, C2, and C, are constants. The fmt two
equations represent two plans based on lines {PI, PZ},
and {P2, P3}, respectively. Equation (3) represents a plan
kom the three points, P1, P2, and P3. By substituting
0-7803-8603-5/04/$20.00 02004 IEEE 281
(xl+x2)/2, (yr+y2)/2, and (z1+z,)/2 for X, Y, and ,Z,
res ectively,in equation (l), we have C~=[(x?+y,*+ 213-
(x2 +y: + ~ ~ 3 1 1S2i.m ilarly, we have C*=[(x?+y: ):2+ -
(X? +Y+~ ~2, 2)]/2. Substituting xl, yI, zI for X, Y, and Z in
(3)yields C,=(P,* h*-hl* PI) * XI +@.I* a*- al'hz)
* y l + ( a l * p l - P l * a 2 ) * z,, WiththevaluesofCI,C2,
and C3, we use Gauss elimination to solve the above three
equations.
P
Figure 1: Adding an Interpolation Point w'.
To find an interpolated point on the circle, as illustrated in
figure 1, we find the value of point w first. Since w is on a
line constructed by points Q and R, we have w=(l-A)*Q +
A V , where 1 = [0..1]. Assuming that r is the radius of the
circle (i.e., r = IIPQlI, or the distance between P and Q),
we have Pw'= Pw / llPw[l r. Thus, the interpolated point
w' is obtained. Note that, the interpolated points can be
multiple. The number of interpolated points depends on
the length between two tracking points, as well as the
length of track. The normalization procedure takes two
steps. The fust step add interpolated points among
tracking poink such that two tracks to be compared result
in the same number of points
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