Human motion capture is commonly used in various fields, including sport, to analyze, understand, and synthesize kinematic and kinetic data. Specialized computer vision and marker-based optical motion capture techniques constitute the gold-standard for accurate and robust human motion capture. The dataset presented consists of recordings of 37 Kyokushin karate athletes of different ages (children, young people, and adults) and skill levels (from 4th dan to 9th kyu) executing the following techniques: reverse lunge punch (Gyaku-Zuki), front kick (Mae-Geri), roundhouse kick (Mawashi-Geri), and spinning back kick (Ushiro-Mawashi-Geri). Each technique was performed approximately three times per recording (i.e., to create a single data file), and under three conditions where participants kicked or punched (i) in the air, (ii) a training shield, or (iii) an opponent. Each participant undertook a minimum of two trials per condition. The data presented was captured using a Vicon optical motion capture system with Plug-In Gait software. Three dimensional trajectories of 39 reflective markers were recorded. The resultant dataset contains a total of 1,411 recordings, with 3,229 single kicks and punches. The recordings are available in C3D file format. The dataset provides the opportunity for kinematic analysis of different combat sport techniques in attacking and defensive situations.
Background: Each of the techniques used in sport is a complex technique requiring a combination of neuromuscular conduction, motor anticipation, and extremely developed proprioception. This is especially the case in martial arts when we deal with a kick or a blow to a specific target. Methods: The main purpose of this study was to determine the kinematic differences in the tested movement pattern among athletes with different levels of advancement in the conditions of kicking: in the air, at a target (a shield), and in direct contact with a competitor. Comparative analysis was performed among 26 players: 13 advanced (group G1) and 13 beginners (group G2). Kinematic data was recorded using an optical motion capture system. The examination consisted of performing three tests of mae-geri kick in sequences of three kicks in three different conditions (without a target, with a static target, and with an opponent). The examination was performed with the back leg and only the moment of kick was analyzed. Results: The most significant differences were observed in the movement of head, torso, hip, knee, and ankle segments, especially during a kick at a shield. Based on the conducted analysis, we can assume that karate training changes the strategy of neuromuscular control, promoting improvement of mobility pattern efficiency. Conclusion: Acquiring this type of knowledge can lead to better results, elimination of errors in training, especially in the initial period of training, and the prevention of possible injuries that occur during exercise or competition.
Optical motion capture systems are state-of-the-art in motion acquisition; however, like any measurement system they are not error-free: noise is their intrinsic feature. The works so far mostly employ a simple noise model, expressing the uncertainty as a simple variance. In the work, we demonstrate that it might be not sufficient and we prove the existence of several types of noise and demonstrate how to quantify them using Allan variance. Such a knowledge is especially important for using optical motion capture to calibrate other techniques, and for applications requiring very fine quality of recording. For the automated readout of the noise coefficients, we solve the multidimensional regression problem using sophisticated metaheuristics in the exploration-exploitation scheme. We identified in the laboratory the notable contribution to the overall noise from white noise and random walk, and a minor contribution from blue noise and flicker, whereas the violet noise is absent. Besides classic types of noise we identified the presence of the correlated noises and periodic distortion. We analyzed also how the noise types scale with an increasing number of cameras. We had also the opportunity to observe the influence of camera failure on the overall performance.
Optical motion capture is a mature contemporary technique for the acquisition of motion data; alas, it is non-error-free. Due to technical limitations and occlusions of markers, gaps might occur in such recordings. The article reviews various neural network architectures applied to the gap-filling problem in motion capture sequences within the FBM framework providing a representation of body kinematic structure. The results are compared with interpolation and matrix completion methods. We found out that, for longer sequences, simple linear feedforward neural networks can outperform the other, sophisticated architectures, but these outcomes might be affected by the small amount of data availabe for training. We were also able to identify that the acceleration and monotonicity of input sequence are the parameters that have a notable impact on the obtained results.
For the interacting with real world, augmented reality devices need lightweight yet reliable methods for recognition and identification of physical objects. In that regard, promising possibilities are offered by supporting computer vision with 2D barcode tags. These tags, as high contrast and visually well-defined objects, can be used for finding fiducial points in the space or to identify physical items. Currently, QR code readers have certain demands towards the size and visibility of the codes. However, the increase of resolution of built-in cameras makes it possible to identify smaller QR codes in the scene. On the other hand, growing resolutions cause the increase to the computational effort of tag location. Therefore, resolution reduction in decoders is a common trade-off between processing time and recognition capabilities. In this article, we propose the simulation method of QR codes scanning near limits that stem from Shannon’s theorem. We analyze the efficiency of three publicly available decoders versus different size-to-sampling ratios (scales) and MTF characteristics of the image capture subsystem. The MTF we used is based on the characteristics of real devices, and it was modeled using Gaussian low-pass filtering. We tested two tasks—decoding and locating-and-decoding. The findings of the work are several-fold. Among others, we identified that, for practical decoding, the QR-code module should be no smaller than 3–3.5 pixels, regardless of MTF characteristics. We confirmed the superiority of Zbar in practical tasks and the worst recognition capabilities of OpenCV. On the other hand, we identified that, for borderline cases, or even below Nyquist limit where the other decoders fail, OpenCV is still capable of decoding some information.
Optical motion capture systems are prone to errors connected to marker recognition (e.g., occlusion, leaving the scene, or mislabeling). These errors are then corrected in the software, but the process is not perfect, resulting in artifact distortions. In this article, we examine four existing types of artifacts and propose a method for detection and classification of the distortions. The algorithm is based on the derivative analysis, low-pass filtering, mathematical morphology, and loose predictor. The tests involved multiple simulations using synthetically-distorted sequences, performance comparisons to human operators (concerning real life data), and an applicability analysis for the distortion removal.