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Title: A martial arts e-learning system with real-time weapon simulation
Other Titles: Fu you shi shi wu qi mo ni de wu shu dian zi xue xi xi tong
Authors: Lam, Sze Yeung (林司洋)
Department: Department of Computer Science
Degree: Master of Philosophy
Issue Date: 2008
Publisher: City University of Hong Kong
Subjects: Instructional systems -- Design.
Martial arts -- Computer-assisted instruction.
Computer simulation.
Notes: CityU Call Number: LB1028.38 .L36 2008
64 leaves : col. ill. 30 cm.
Thesis (M.Phil.)--City University of Hong Kong, 2008.
Includes bibliographical references (leaves 61-64)
Type: thesis
Abstract: Traditionally, for people who are interested in martial arts, they have to join some training courses and learn under the coach and with other students. There are usually many students under a single coach and hence, it is difficult for each individual student to get enough suggestions in the class. It would be far easier if the students could practice martial arts at home and ask for suggestions from a virtual coach in the computer. In case they find difficulties going to the next step, they may then approach the real coach for suggestions and training. In this thesis, we propose a training system based on motion capture. This system automatically analyzes the motions of the player and gives suggestions. The students can also view the martial arts techniques stored in the system or their own practices captured by the training system from various points of view in order to gain objective ideas of the techniques. However, some martial arts may require the players to use weapons. These weapons may not be detected by the motion capture system and thus need to be modeled separately using simulation techniques. Dynamic simulation is one of techniques to determine the position and rotation of an object from the forces acting on it. This simulation would usually obey the basic law of physics: the Newton’s laws of motion. Objects such as swords and spears, which are used by the character in fighting scenes, can be simulated easily because they are single rigid bodies controlled by the character. In contrast, simulating objects with more than one rigid body connected to each other are much more difficult to achieve. In this work, we attempt to model the interactions of objects connected through connectors. The properties of the connector, such as length, would become the constraints for a movement of the objects. By making use of this constraint and combining the idea of impulse-based simulation, the movements of the objects can be simulated efficiently.
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