z-logo
open-access-imgOpen Access
GESTURE RECOGNITION FOR PENCAK SILAT TAPAK SUCI REAL-TIME ANIMATION
Author(s) -
Widi Hastomo
Publication year - 2020
Publication title -
jurnal ilmu komputer dan informasi (journal of computer science and information)/jurnal ilmu komputer dan informasi
Language(s) - English
Resource type - Journals
eISSN - 2502-9274
pISSN - 2088-7051
DOI - 10.21609/jiki.v13i2.855
Subject(s) - martial arts , gesture , computer science , animation , computer animation , plug in , gesture recognition , dynamic time warping , intersection (aeronautics) , computer vision , artificial intelligence , motion capture , character animation , computer graphics (images) , motion (physics) , visual arts , engineering , art , programming language , aerospace engineering
The main target in this research is a design of a virtual martial arts training system in real-time and as a tool in learning martial arts independently using genetic algorithm methods and dynamic time warping. In this paper, it is still in the initial stages, which is focused on taking data sets of martial arts warriors using 3D animation and the Kinect sensor cameras, there are 2 warriors x 8 moves x 596 cases/gesture = 9,536 cases. Gesture Recognition Studies are usually distinguished: body gesture and hand and arm gesture, head and face gesture, and, all three can be studied simultaneously in martial arts pencak silat, using martial arts stance detection with scoring methods. Silat movement data is recorded in the form of oni files using the OpenNI ™ (OFW) framework and BVH (Bio Vision Hierarchical) files as well as plug-in support software on Mocap devices. Responsiveness is a measure of time responding to interruptions, and is critical because the system must be able to meet the demand.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here