5-1 結論
人類利用各式各樣的裝置控制機器,越來越多的輸入介面不斷發展,
而利用體感遙控正是人類夢寐以求的方式,我們創造了一套姿勢系統,
使用此姿勢辨識系統能夠準確地進行辨識。
利用動態扭曲時間演算法,搭配 Kinect 深度感應器的骨架追蹤,將 骨架關節資訊分別以 DTW 演算法運算,將參考資料與輸入資料比對,
以達到姿勢辨識的目標。
本論文第一次提出利用 DTW 動態扭曲時間演算法,搭配 Kinect 的 動態骨架追蹤建構出一套精確的姿勢辨識系統,不受距離以及動作速 度的影響,並且第一次針對辨識系統進行一連串分析,本系統姿勢辨 識準確度高達 70%以上,而較單純的動作,例如左手往左邊揮動,辨 識準確度甚至能達到 90%以上,若辨識者與紀錄者為同一人時,辨識 的成功率幾乎為 100%。
利用高辨識準確度的特性,在本系統上操作許多預設的功能,能夠 輕鬆的進行體感遙控。
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5-2 未來展望
姿勢體感遙控的趨勢已經勢不可擋,利用 3D 的體感遙控與平面顯示 器進行遊戲互動開啟了輸入界面的新視野。
需要高度準確的姿勢辨識,本論文系統提供一個最佳的範例,而未 來體感更可突破與平面顯示器的互動,進一步利用體感控制實體物品,
例如機器手臂、遙控汽車等等,都將帶給使用者全新不同的感受。
有許多領域需要姿勢辨識,舉例來說:運動賽事裁判、領航員等等,
本辨識系統若能建立準確姿勢資料庫,相信能提供莫大的幫助,不但 能降低人員成本支出,更能減少人員判斷錯誤的風險。
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