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A study of student movement characteristics in college soccer teaching based on motion capture technology

  
24. März 2025

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COVER HERUNTERLADEN

Introduction

Soccer is an important learning content in college physical education class, and it is also one of the sports that college students like very much. However, in today’s general college soccer class teaching, often only pay attention to the students’ course results, ignoring the teaching of students’ technology, tactical practice and other aspects, which is extremely unfavorable to the overall development of students’ soccer [1-4]. In recent years, the characteristics of students’ movements in college soccer teaching based on motion capture technology have gradually received attention and have been applied in college soccer teaching.

Motion capture technology plays an important role in kinesiology research as a tool for real-time monitoring and recording of human movement data. Motion capture technology can be used in sports biomechanics research, sports technology improvement and sports injury prevention, which is important for improving athletes’ training effect, competitive ability and sports health [5-8]. As the most common and popular physical performance in sports training, every action can be framed and dissected for sports. For example, why some high jumpers can jump very high, and some can not reach the standard no matter how hard the training, most people will say it is because of the talent of high jump, and with the help of motion capture technology, these problems can be solved [9-12]. College soccer teaching is also the same, through the capture of the student’s movement trajectory, the collection of data quantitative analysis of each action points and force points, the excellent students and training results of the poor relative comparison, combined with the principles of human movement physiology [13-16], to find out the key points of the movement problems, research to improve the method, to help their training, completely get rid of purely rely on the experience of training, teaching, into the state of the data, scientific training era [17-19].

In this paper, motion capture technology and related equipment and systems are applied to the study of student movement characteristics in college soccer teaching to improve the accuracy and effectiveness of college soccer teaching. Wearable inertial sensors and SVM algorithms are used to identify students’ soccer movements, collect students’ soccer movement data, establish a 3D human posture model, and analyze students’ movement behaviors, and the accuracy of the 3D human posture model and SVM algorithm-based soccer movement recognition is verified through tests and experiments.

Application of Motion Capture Technology in Collegiate Soccer Teaching

College soccer teaching exists in students’ movements are difficult to identify and correct with the naked eye and other problems, with the help of modern motion capture technology and corresponding equipment, systems, etc., can improve the effectiveness of college soccer teaching. The following section will analyze and elaborate the application of motion capture technology in college soccer teaching.

Motion data acquisition and decomposition based on wearable inertial sensors

The application of motion capture technology needs to be combined with devices such as wearable inertial sensors to collect behavioral data generated by students’ movements and process the data so that students’ movement behaviors can be visualized on electronic devices. Wearable sensors and related data collection and decomposition methods are analyzed next.

Wearable Inertial Sensor Based Motion Capture System

Motion analysis solutions based on inertial motion capture technology is a popular research direction recently, among which the more representative brands of inertial sensors are Xsens MVN motion capture system and Noitom’s Perception Neuron motion capture system. Inertial motion capture technology has the following advantages: simple installation and operation, good portability of the equipment; it can collect attitude data with high sampling rate and capture richer detail information; and with the continuous development of microelectromechanical technology, the cost of the capture equipment is gradually reduced. In the experiments of this paper, we used the Perception Neuron inertial motion capture system developed by Beijing Noiton Technology Company as the motion capture sensor device in the experiments, which is able to acquire accurate and effective human motion and posture data, and provide a reliable data base for the subsequent bone modeling and motion analysis.

Perception Neuron is a motion capture system based on inertial sensors, which consists of sensors, signal collection and transmission devices, and a signal processing system. Perception Neuron is a motion capture system based on inertial sensors, which consists of sensors, signal collection and transmission devices, and a signal processing system, which uses the Perception Neuron software on the PC to process the signals from the sensors and calculate the relative offset positions of the human body’s joints, thus obtaining and reconstructing three-dimensional motion data. Neuron system combines navigation and orientation system, which has the advantages of simple operation and high accuracy of data acquisition.

The Perception Neuron motion capture system utilizes wearable IMU sensors, including accelerometers, gyroscopes, and magnetometers, to measure data such as body acceleration, angular velocity, and magnetic field strength. The system can collect data from multiple sensors simultaneously to obtain more accurate data on the body’s movements and posture. During data acquisition, the sensors are placed at key areas of the body, such as the head, arms, waist, and feet. As the human body moves, the sensors measure a number of movement-related information, such as acceleration, angular velocity, and the strength of the geomagnetic field, which is then transmitted wirelessly to a computer for processing and storage.The Perception Neuron system uses high-precision data-processing algorithms to filter out noise and calibrate the data, ensuring that it is accurate. The Perception Neuron system uses highly accurate data processing algorithms to filter out noise and calibrate the collected data to ensure the accuracy and reliability of the collected data. The data that is obtained can be saved in either raw data format or standard motion capture format for later signal processing and 3D reconstruction applications.

Data acquisition based on motion capture devices

Data acquisition based on inertial motion capture devices is a fully automated process that automatically senses the rotation angle and offset information of human motion through motion capture sensors and transmits this information to a computer for processing. When measuring different types of motion postures of the experimenter, the Perception Neuron device is equipped with lightweight IMU sensors that sense and capture the motion data of the experimenter. The data is transferred to the PC via wireless transmission technology or USB interface, and then relevant processing is carried out on the PC. Finally, it is displayed in real-time.

The operation process of data acquisition is as follows:

Installation of hardware equipment. Wear a full set of IMU sensors of Perception Neuron device on the subject, tightly fix each IMU sensor in each specific part of the subject according to the standard position, and turn on the power of each sensor one by one.

Installation of the software Axis Neuron Pro. The data collected by the IMU sensor devices during motion capture needs to be analyzed and processed by the official software Axis Neuron Pro on the PC.

Recording of animation. After the hardware device wearable IMU sensor and the software platform Axis Ncuron Pro are ready, the subject needs to calibrate the posture of the visualized 3D skeleton through specific pre-motion, and after ensuring the accuracy and robustness of the motion posture, the recording and saving of the animation can begin.

Data export: Axis Ncuron Pro software usually supports two file formats for recording and saving: raw format and bvh format. Among them, bvh format is a common animation file format, which is widely supported by various animation software, and it can store the animation data of human body features. Therefore, users can easily export the data to other animation software and platforms for further research and application.

Data structure and data decomposition of BVH files

The BVH (Bounding Volume Hierarchy) data structure, a generalized human feature animation file format, uses a tree structure for representing the hierarchical structure and relative positional data of the human skeleton, including the rotation data of the experimenter’s skeleton and limb joints. The motion of each joint node is represented by the joint nodes, which combine offset and rotation information.

The BVH file contains two parts: the definition of the human joint tree and the human motion data. In the definition of the joint tree, it includes the name of each joint point, the number of channels, the relative position between the connected joints, and the length of each part, and this part defines the skeletal relationship connectivity between each part of the human body. And the human motion data section records the duration of the human motion data in that experiment, i.e., the number of frames and the time interval between each frame. According to the joint order in the joint tree definition, the rotation data and translation data of each joint node in each frame are recorded, which can be used to create and animate a 3D human model or as input data for human movement recognition and analysis tasks.

The data in BVH format allows for reproducing the movements performed by the subject during motion capture. For this purpose, it is necessary to model the corresponding skeletal nodes and read the BVH spatial data so that the 3D human model can render the movements as close as possible to those of the actual subject.

Posture estimation and modeling based on human motion data

Combined with the previous section, the human body movement data is collected by motion capture devices and systems, and the data in BVH format is exported for organizing and building 3D human body models. The following section analyzes and models how to reduce captured data to a real movement posture that is more in line with the 3D human body.

Problem Analysis of 3D Human Posture Estimation

The 3D human pose estimation problem can be formulated using probabilistic reasoning. First, we denote the 3D pose, the 2D pose, and the corresponding image as XR3 × J, yR2 × J, and I, respectively.The 3D pose estimation problem can be formulated in the following joint probabilistic form: P(X,Y,I)=P(X|Y,I)P(Y|I)P(I)

In other words, to estimate the 3D pose from a picture, the 2D pose is first estimated from the picture to obtain P(Y|I). P(Y|I) denotes the likelihood function of the observed image and the 2D pose. Many 2D pose estimation methods can be used to solve this problem. However, the P(X|Y, I) term in Eq. (1) is difficult to obtain. The reason is that reconstruction dichotomy leads to the relationship that 2D pose and 3D pose are not one-to-one correspondence, i.e., the 3D pose is not independent of the image condition under the given 2D pose condition, i.e., P(X|Y, I) ≠ P(X|Y). Although the human brain can solve the dichotomy problem by the local visual cues provided by the image and combined with the visual experience, it is difficult for computers to extract and interpret the local visual cues of the image. Therefore, in this paper, we adopt another strategy, i.e., using temporal cues to solve the sequential pose estimation problem: P(Xt,Yt,Xt1)=P(Yt|Xt,Xt1)P(Xt|Xt1)P(Xt1)

Equation (2) illustrates that the attitude Xt at the t moment can be estimated from the attitude Xt−1 at the t − 1 moment and the observation Yt at the t moment. In contrast to P(X|Y, I) indivisibility, in Eq. (2), P(Yt|Xt,Xt1) can be simplified to P(Yt|Xt) . Thus, 3D attitude estimation is transformed into solving the attitude transfer problem P(Xt|Xt1) . i.e., if it can be accurately modeled P(Xl|Xt1) , it is possible to infer the 3D attitude at any moment given the initial conditions based on the chain rule.

3D Human Posture Modeling

The Riemannian Popper human skeletal pose model is shown in Figure 1.

Figure 1.

Riemann Pop represents human posture

As shown in Fig. 1(a), the rigid skeletal parts in the human skeleton model are connected over the joints, and the kinematic equations of the human kinematic chain can be used to represent the relative motion between two joints. In this paper, it is assumed that the upper limb trunk is divided into rigid bodies, so the root node in each frame can be accurately estimated by the method of Rigid Structure from Motion (Rigid Structure from Motion). As shown in Fig. 1(b), the relative motions of adjacent joints in the human skeleton can be expressed as a series of vectors normalized to the unit sphere xtij=x1ix1jx1xx122S2 . Similarly, the relative motions of 2D joints can be expressed as vectors on the unit circumference ytij=y1iy1jyty2l2S1 , as shown in Fig. 1(c) and Fig. 1(d).

The next state xtij of the manifold can be obtained by an exponential mapping if the initial value of the tangent plexus (xt1ij,vt1ij)TS2 is given: xtij=expxt1(vt1ij)

However, during human motion, there are difficult to estimate time-varying accelerations between neighboring frames, resulting in an inability to accurately estimate the current joint motion velocity. Simply moving the tangent vector vt−1 of the previous moment in parallel to the tangent space of the next state xt will lead to deformation of the estimation result. The human body is affected by external forces and other physical and other factors (e.g., weight, gravity, contact with the ground, friction, etc.) during motion. Therefore, a single kinematic model is not able to simulate complex human motion processes. However, for short-period motion with high frame rate, it can be simulated by a second-order stochastic dynamic model. Based on this, this paper proposes to use the following nonlinear stochastic differential equation to estimate the joint motion state: (xt+1ij,vt+1ij)=f(xtij,vtij)+qti

where qti~N(0,Qti) is additive process noise with zero mean. The nonlinear function f in Eq. (4) can be expressed in the following form: { xt+1ij = expxiij(xtij) vt+1ij = Pxiijt+t+t(vtij)

Based on the skeletal constants and the following measurement model, we can establish a nonlinear relationship between the 2D observation and the 3D hidden state: yt+1i=H(xt+1i,vt+1i)+rt+1i

where the standard perspective function H is the observation matrix in the measurement model and rt+1i~N(0,Rt+1i) is the measurement noise.

Recognition and Evaluation of Soccer Moves Based on SVM Algorithm

Combined with the content of sports equipment, system and three-dimensional human posture modeling based on motion capture technology elaborated in the previous section, it can be seen that this kind of technology has a large application advantage and application space in the field of sports. Applying it to the study of students’ movement characteristics in college soccer teaching can scientifically and effectively analyze and correct students’ soccer movement techniques. The following section will analyze the steps for recognising soccer actions and the assessment model.

Step-by-step analysis of soccer action recognition and modeling operations

As shown in Fig. 2, the computing process of the model in the soccer action recognition and evaluation system can be divided into five steps: data preprocessing, attitude angle modeling, feature extraction and selection, downscaling and classification.

Figure 2.

Flow of football action recognition and evaluation system

Soccer is more complex than other sports (e.g., badminton, tennis, and volleyball): the completion of the action mainly relies on the lower limbs and the pattern of the action is variable, and there are more invalid actions in the lower limbs during the process of the movement, and the similarity between the actions is higher. Therefore, the posture angle feature based on the ankle area plays a key role in improving the accuracy of action classification, and more implicit action feature information can be obtained through the posture angle model solving to reflect the differences between the actions, which helps the model learning. The model uses PCA to balance complexity and accuracy, followed by an SVM-based classification algorithm to recognize soccer movements. In data preprocessing, a 3-point moving average filter is used to reduce the noise interference of the raw data, and then the motion signal is automatically segmented by locating the peaks of the signal.

Application of SVM Algorithm in Soccer Motion Recognition

SVM algorithm is used to recognize soccer movements and improve the accuracy of sports data analysis after differential movements are obtained through the pose angle model.

SVM algorithm is widely used in the field of machine learning and pattern recognition.The basic model of SVM algorithm aims to maximize the distance between the samples called support vectors and the hyperplane on the feature space. The generalization ability of the learning machine can be improved by the SVM algorithm, which reduces the empirical risk and confidence interval with small samples. The training points are mapped to points in the space and the width of the gap between two or more classes is maximized by the SVM algorithm. Compared with other supervised algorithms such as LR algorithm or Naive Bayes algorithm, SVM algorithm is more suitable to deal with high-dimensional and linearly indivisible problems, it is free to choose the parameter model and use the support vectors as the basis of classification in the hyperplane, the problem in this study belongs to a small-sample linearly indivisible problem, so the SVM algorithm model is chosen for solving.

Let the training dataset be T={(Xk,yk)|XRm,yk{0,1}nk1} , which contains n samples, X represents a m-dimensional matrix, the classification label yk has a value of 0 or 1, and the current sample is Xk. Therefore, the optimization objective function is represented as Equation (7): minω,b12ω2 s.t.yk(ωxk+b)10,k=1,2,,N

Here, ω is a vector on the hyperplane and the offset b of the hyperplane is along ω from the origin. Equation (7) is a convex quadratic programming problem. According to the theory of convex optimization, Eq. (7) is transformed into an unconstrained problem. The optimization function can be expressed as Eq. (8): L(ω,b,α)=12ω2k=1Nαkyk(ωxk+b)+k=1Nαk

where αk is the Lagrange multiplier and αk0(k=1,2,3,,n) . The original problem can be expressed as equation (9): maxαminωbL(ω,b,α)

Solving ω and b as a minimal problem gives the values of ω and b, i.e., there is equation (10): { ω=k=1Nαkykxk k=1Nαkyk=0

The obtained solution is substituted into the Lagrangian function of the minimization problem and the substitution leads to the optimization function (11): minα12k=1Nj=1Nαiαjykyj(xkxj)k=1Nαk s.t.k=1Nαkyk=0 αk0,k=1,2,,N

Then some anomalous sample points with a slack variable ζk of (xk,yk) are introduced to make the training set linearly inseparable, with a penalty parameter C ≥ 0. The original problem is described as Equation (12): minω,b,ζ12ω2+Ck=1Nζk s.t.yk(ωxk+b)1ζk,k=1,2,,N ζk0,k=1,2,,N

The final function is Eq. (13) obtained after the transformation: minα12k=1Nj=1Nαkαjykyj(xkxj)k=1Nαk s.t.k=1Nαkyk=0 0αkC,k=1,2,,N

As a result, the relevant motion recognition data can be processed using Eq. (13) obtained after the conversion to reduce the interference of abnormal data on the conclusion and improve the accuracy of motion recognition.

3D Human Posture Reconstruction Results and Soccer Motion Recognition Tests

On the basis of the content described in the previous section, in order to verify the effectiveness of the selected techniques and algorithms in this paper, the 3D posture reconstruction result test and soccer action recognition and data acquisition experiments are purposely set up. The tests and experiments will be analyzed in the following.

Test of 3D attitude reconstruction results

Randomly select an image of a soccer ball front foot back shot action, and reconstruct its 3D attitude using this paper’s method, Fourier’s method and Kalman’s method, respectively, and compare the obtained results with the real position, as shown in Fig. 3.

Figure 3.

Results of 3D pose reconstruction of the target

Analyzing Figure 3, it can be seen that, compared with Kalman and Fourier methods, the reconstruction of the soccer ball’s forefoot shooting action using this paper’s method is the closest to the real position of the target, indicating that the reconstruction accuracy of this paper’s method is the highest.

In order to quantitatively test the reconstruction accuracy, this section introduces the attitude difference index, given the reconstruction results and the real attitude of the two 3D attitude data, then the attitude difference between them can be derived by Equation (14): D(T,I)=Ni=1di

In Equation (14), T is used to describe the reconstruction result; I is used to describe the corresponding real pose; di is used to describe the Euclidean distance between the positions of each feature point between two poses.

For the five images of soccer back-foot shooting action, the 3D pose reconstruction is carried out using this paper’s method, Fourier’s method and Kalman’s method, respectively, and the pose differences between the reconstruction results of the three methods and the real poses are shown in Table 1. Here, the pose difference threshold is set to 7 cm, as long as it is lower than 7 cm, the reconstruction result is considered to meet the requirements, on the basis of meeting the threshold requirements, the smaller the value of the pose difference is, the higher the reconstruction accuracy is considered to be.

Three method attitude difference value comparison results

Graphics Textual method/cm Kalman method/cm Fourier method/cm
1 2.36 6.51 7.43
2 1.89 7.57 8.58
3 2.31 6.29 6.35
4 3.24 7.89 7.82
5 2.27 6.76 8.14

Analyzing Table 1, it can be seen that for the five images of soccer forefoot shooting action, the pose difference value of this paper’s method is always below the threshold, while the pose difference value of Kalman method and Fourier method are not all in compliance with the requirements, and the pose difference value of this paper’s method is always lower than that of Kalman and Fourier methods, which verifies the reconstruction accuracy of this paper’s method. In order to objectively describe the reconstruction accuracy of this paper’s method, the reconstruction results of the right foot by this paper’s method, Kalman method and Fourier method are compared with the real position, and the results are shown in Fig. 4.

Figure 4.

3D posture reconstruction results compared with real data

Analyzing Fig. 4, it can be seen that for each component of the soccer player’s right foot orientation, the reconstruction results of this paper’s method are the closest to the actual results compared with the Kalman method and the Fourier method, which further verifies that this paper’s method has a high reconstruction accuracy.

Soccer action recognition and data acquisition experiments

On the basis that the 3D human posture modeling and reconstruction maintains a high degree of accuracy, the reliability of the collected and recognized soccer action data needs to be further verified. The following section sets up experiments related to soccer action recognition and acquisition to confirm the effectiveness of the SVM algorithm selected in this paper for soccer motion recognition applications.

Experimental design

In order to make the collected data of soccer movements more accurate and to ensure a reliable and effective data base for subsequent movement recognition, this paper designs a scheme for soccer experiments. Firstly, the inertial sensor was worn on the ankle of the commonly used kicking side, and the action information of the foot during the movement was collected. In the process of experimental data collection, the same person in a fixed 7 meters away from the use of the same force to the athlete pass the ball, the athlete is passed to the ball stopping action, the whole process of the motion camera is used to record the tester’s movements, as the basis of the later data analysis.

Data Acquisition and Motion Segmentation

A male tester (height 175cm, weight 71Kg, non-physical education major) was invited for data collection in this experiment, and the sensor was worn on the athlete’s right leg at the ankle because the invited tester was accustomed to using his right foot to perform stopping maneuvers. The triaxial acceleration and triaxial angular velocity data of the athlete’s leg were collected throughout the experiment. Meanwhile, in order to ensure the quality of each stopping motion, the athletes were required to warm up for 10 minutes before the experiment, and take a 5-minute rest after every 10 stopping motions during the experiment in order to maintain sufficient physical strength to ensure the quality of the experiment.

After the collection of raw data, in order to facilitate the subsequent data processing, this paper manually split the continuous data of multiple actions into single stopping actions. In the experimental process, the athlete consciously took a short rest after each stopping action, and this paper relied on this basis to segment the data. Through the analysis of the three-axis acceleration and three-axis angular velocity data, it was found that the difference between the three-axis acceleration data and the angular acceleration data of the X-axis and the Y-axis was relatively small, so in order to ensure the accuracy of the recognition of the differences in the later movements, the Z-axis angular velocity data was chosen as the basis for segmentation. The segmented Z-axis angular velocity data is shown in Figure 5. According to Figure 5, it can be seen that the stopped ball and the unstopped ball have more significant data feature differences.

Figure 5.

Z-axis angular velocity data of football stopping action

Recognition results of soccer stop motion

Five traditional machine models were used for recognition in soccer stop motion recognition, namely SVM, NBC, DA, K-NN and CART.In the soccer stop motion experiment, a total of 60 sets of data were selected for analysis, including 30 sets of stopped data and 30 sets of unstopped data, so 50 sets of data were randomly selected for training on the model, and the remaining 10 sets of data were used for testing. Because of the relatively small amount of data, random selection was used for classification model training, and a total of five sets of experiments were conducted, and the average of the results of the five sets of experiments was taken as the final results. Table 2 shows the results of the soccer stoppage experiments.

Experimental results of football stop recognition

Football experiment 1 2 3 4 5
K-NN 100% 100% 80% 100% 90%
NBC 100% 90% 100% 100% 100%
CART 90% 100% 100% 80% 100%
SVM 100% 100% 100% 100% 100%
DA 80% 70% 50% 40% 50%

It can be seen that the classifier SVM performs best in recognizing stops and non-stops with 100% accuracy. This shows that we can accurately recognize differences in movements not only at the wrist but also at the legs.

Conclusion

This paper focuses on the application of motion capture technology in college soccer teaching, identifying and analyzing students’ soccer movement characteristics, and establishing a three-dimensional human posture model. The motion capture system based on wearable inertial sensors combines the navigation and orientation systems, which have the advantages of simple operation and high data acquisition accuracy. The 3D human posture model based on students’ movement data can very accurately restore students’ movements in soccer. And the accuracy of soccer action recognition results based on SVM algorithm can reach 100% in the experiment.

Combined with the research in this paper, it can be known that in soccer teaching, teachers will be based on motion capture technology wearable inertial sensors worn by students, through the SVM algorithm and other technologies can be more accurately identify the student’s movements in the process of soccer movement, and generate relevant data. According to the students’ soccer movement data, the establishment of differentiated students’ three-dimensional human posture model, so that teachers can intuitively see whether there is room for improvement in each student’s soccer movement, and give personalized guidance to help students improve the level of soccer movement.

The application of equipment and systems based on motion capture technology in college soccer teaching and the study of students’ soccer movement characteristics can not only improve the level of students’ soccer movement, but also help teachers’ soccer teaching classroom data, which also lays a good foundation for college soccer education to move into modernization.

Sprache:
Englisch
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Biologie, Biologie, andere, Mathematik, Angewandte Mathematik, Mathematik, Allgemeines, Physik, Physik, andere