Tai Chi Assisted Teaching System Based on Kinect and Unity3D
DOI:
https://doi.org/10.54097/867v5315Keywords:
Kinect, Unity3D, Joint Comparison, Mediapipe, Tai ChiAbstract
With the rapid development of computer technology, the deep integration of traditional sports and cutting-edge technologies has gradually become a reality, and motion capture technology is increasingly being applied in sports education. This paper designs and implements an intelligent Tai Chi teaching system based on Kinect motion capture devices and the Unity3D platform, aiming to address the lack of interactivity and feedback in traditional teaching methods. The system captures user poses and compares them in real time with standard Tai Chi movements, offering diverse learning and evaluation features. In the beginner mode, the system provides instructional videos of standard movements, allowing users to learn the essentials through repeated viewing. Users can then compare their movements against the annotated key points in the colored data streams for targeted practice. In the advanced mode, the system introduces a motion scoring algorithm that evaluates the user's movements based on the number of matching key points, helping identify areas for improvement and optimize performance. To achieve these functionalities, the system integrates OpenCV and Mediapipe technologies to extract human key points and joint angles from videos, providing robust data support for algorithm design. This paper overcomes the limitations of traditional mouse-and-keyboard interactions by leveraging Kinect’s skeletal tracking technology and Unity3D’s virtual reality capabilities to create a novel motion-sensing interaction method. This enables users to intuitively control virtual interfaces, enhancing the immersive and engaging nature of the learning process. Experimental results demonstrate that the system can accurately recognize user poses and quantitatively assess learning outcomes. In the future, this system holds significant potential for promoting Tai Chi instruction, enriching sports education models, and contributing to the digital preservation of traditional culture.
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