TW201037641A - An interactive body motion and tactics design learning method - Google Patents

An interactive body motion and tactics design learning method Download PDF

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TW201037641A
TW201037641A TW98111330A TW98111330A TW201037641A TW 201037641 A TW201037641 A TW 201037641A TW 98111330 A TW98111330 A TW 98111330A TW 98111330 A TW98111330 A TW 98111330A TW 201037641 A TW201037641 A TW 201037641A
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Taiwan
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design
interactive
script
interface
learning method
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TW98111330A
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Chinese (zh)
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TWI438734B (en
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Wu-Zhou Chen
Feng-Jin Zhu
yi-yao Chen
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Wu-Zhou Chen
Feng-Jin Zhu
yi-yao Chen
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Abstract

An interactive body motion and tactics design learning method. Through the use of computer and real time programmable interactive animation learning mode, provide the instructor with editable function to the sport skill within the system. The system includes two major portions which are the game tactic script and sport skill assisted learning script. The main characteristic of the design are: 1. a three dimensional sport skill assisted learning script design. User can setup the instruction strategy and steps on the web. The script interface provide many assisted instruction function, such that specific individual, subject and group can have specially designated design, learners can take lessons according to the instructors' script, or design their own learning script to accommodate individual differences. 2. The 3D sport tactics script design, through the web-based interactive editing function to simulate and display the real game play or the exercise of the tactics. Individualized script can be designed to fit in specific individual, subject and group needs. Digitized data can be used repeatedly, modified and stored in the database. Learner can express the tactics they had in mind through the script, respond to instructors' question, or communicate with instructor and schoolmates through concrete demonstration by using the 3D script.

Description

201037641 六、發明說明: 【發明所屬之技術領域】 本發麵於互動式嶋作與戰術設物方法,係透過電麟對 =動項目之動作技能與功能,並供策略擬定與動作編 軏,以達到互動式肢體動作與戰術設計。 【先前技術】 Ο Ο 傳統體綱乡編技_; f辦晴雜雜,多採現 :教學之鱗與不範,而個媒體輔助教學者主要係透過影像、圖片與文 2明程序性的教學。教學她讀材於學議中只能以固定流程與 回應學習絲。 禮㈣f錢柄,只能被動式的 隨時代的進步’目前線上電腦_習也簡及,隨動技能或體育 知識的領域,可透過《觀或分析財式達醉f的效果,但很少能夠 具體知道使用者在想什麼以及是如何去建構與思考。體育與運動的學習可 分為認知、技能與情意三個層面,且技能之學習與熟練必須建構於認知的 基礎上,而情_代表著„者的料態度與域面,不但影響著學習過 程,也會受顺面兩者《方柄鱗。鱗有的學習者因鱗習場地、 器材、設備,甚至個人學魏力之影料善技能,但减表他/她未聽懂或 理解教師所說明與示範的動作與内容,也不代表學習者認真學習與否,但 因並非每個人都是選手或天賦異細獅高手,因此,造成了町缺點: !•透過-般教學,指導者無法具體看到或了解學生對教學内容之理解程度 或看法;學生亦因動作技能尚不熟練,而無法直接透過現場操作,表達 其對學習内容理解之觀點與程度。 2.教學者需透過現場以自身直接呈現所欲教學内容,學習者亦需於教學現 201037641 ====·,也費力’_*在有 才能“對^内容概念了然於心,然後透過不斷練習 容之理解情形在此之前學習者無法具體呈現出其對教學内 4. _助,*論是透過網路攝影或是影片麟上傳等方式, 干者呈現其程度與進展,然此類媒體或内容固定或觀察視角受限與 Ο 學=動多樣性,且學f者理解與執行域差健存在,仍無法讓教 學更冰入了解其困難、障礙與程度。 ,學者使用賴方式與學習者對話,然而判者對於理解崎之描述又 受限於術語之傳達與實際動作執行經驗之落差,無法具體描述問題與困 難0 、 由此可見’上述㈣方式仍有諸多不足,實非—良善之設計而 加以改良》 本案發明人鑑於上述習用方式所衍生的各項缺點,乃亟思加以改良創 新’並經多年苦旨潛^研究後,終域功研發完成本件—種互動式肢 〇 體動作與戰術設計學習方法及系統。 【發明内容】 本發明之目的即在於提供互動式肢體動作與戰術設計學習方法,過透過電 腦輔助的方式針對運動項目之動作技能與戰術學習做腳本編輯功能,以即 時程式化之互動式動畫學習模式,提供更詳細的動作解析,且透過腳本編 輯功能,可以擬定策略與輔助功能,並可針對特定對象、主題或群組做個 別化腳本設計,學習者可依據教師腳本學習,或是依據同樣方法自訂學習 腳本,以適應個別學習差異。 本發明之次一目的即在於提供互動式肢體動作與戰術設計學習方法, 201037641 透過電腦模擬、3D動畫與網路連線設計,可以讓學習者以合作學習方式展 現出對於比賽之没置以及戰術之概念,並可令學習者以各自表述及一起合 作並完成學習單元,回應老師所提出問題。 達成上述發明目之互動式肢體動作與戰術設計學習方法,係透過電腦 輔助’以互動式Web3D程式發展兩大領域的學習模式,包括運動技能學習 與運動戰術模擬’並以即時程式化之互動式動畫學習模式,此一學習方式, 可以讓學習者提高學習意願,並可讓無法於學習現場,以實際動作技能完 整表達對學習内容之理解與問題的學習者,可朗此能表達出心中所想,而 © 提高學習動機’在提供教學使用上,可供教學者於系統中可以針對不同運 動項目之動作技術做腳本編輯魏,且主要分為轉之觀腳本及動作技 能之動作講解示範腳本兩主題’姆醉習者也可以透過這兩主題的編輯 回饋、’口教學者7教學者了解其學雜式與認知結構之變化;該腳本設計 主要特微為:201037641 VI. Description of the invention: [Technical field of invention] This method is based on interactive action and tactical design methods. It is based on the action skills and functions of the electric lining, and for strategic drafting and action editing. To achieve interactive body movements and tactical design. [Prior Art] Ο Ο Traditional body planning township _; _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ teaching. Teaching her reading materials can only be learned in a fixed process and in response to learning. Gifts (4) f money handles, can only passively progress over time. 'Current online computer _ Xi also simple, follow-up skills or sports knowledge in the field, can be through the view or analysis of financial effects, but rarely Specifically know what the user is thinking and how to construct and think. The study of sports and sports can be divided into three levels: cognition, skill and affection. The learning and proficiency of skills must be constructed on the basis of cognition, while the emotion_represents the attitude and domain of the person, which not only affects the learning process. , will also be subject to the two sides of the "square handle scale. Scale learners because of the scales of the venue, equipment, equipment, and even personally learn the skills of Wei Li, but reduce the table he / she did not understand or understand the teacher's instructions And the demonstration of the action and content does not mean that the learners study hard or not, but because not everyone is a player or a talented lion master, it has caused the shortcomings of the town: • Through the general teaching, the instructor cannot be specific See or understand the students' understanding or perception of the content of the teaching; students are not skilled in the movement skills, and cannot directly express their views and degrees on the learning content through on-site operation. 2. The teacher needs to pass the scene to himself Directly presenting the content of the desired teaching, the learner also needs to be in the teaching 201037641 ====·, but also laboriously '_* in the talented ability to the concept of ^ content, and then continue to practice Understand the situation before the learner can't specifically present the 4. _ help in the teaching, * by means of online photography or video lining uploading, etc., the cadres present their degree and progress, but such media or content The fixed or observational perspective is limited and the learning is dynamic, and the learning and understanding of the domain is poor, and it is still impossible to make the teaching more immersive to understand its difficulties, obstacles and extent. Scholars use Lai to talk with learners. However, the judgment of the judges is limited by the difference between the communication of terms and the actual execution of the movements. It is impossible to describe the problems and difficulties in detail. Thus, the above (four) methods still exist. Many shortcomings, real non-good design and improvement. The inventor of this case, in view of the shortcomings derived from the above-mentioned conventional methods, is the improvement and innovation of the thinking and the research and development of the final domain. An interactive limb movement and tactical design learning method and system. SUMMARY OF THE INVENTION The object of the present invention is to provide an interactive limb movement and tactical design learning method, and through a computer-assisted way to perform script editing functions for sports action skills and tactical learning, to instantly programmatic interactive animation learning. Mode, which provides more detailed action analysis, and through script editing function, can formulate strategies and auxiliary functions, and can design individual scripts for specific objects, topics or groups. Learners can learn according to teacher scripts or The method customizes the learning script to accommodate individual learning differences. The second purpose of the present invention is to provide an interactive limb movement and tactical design learning method. 201037641 Through the computer simulation, 3D animation and network connection design, the learner can show the game without the game and the tactics. The concept allows learners to work together and work together to complete the learning unit and respond to questions posed by the teacher. The interactive body movement and tactical design learning method of the above-mentioned inventions is realized by computer-assisted 'developing two fields of learning modes with interactive Web3D programs, including sports skill learning and sports tactics simulation' and interacting with instant stylization. Animated learning mode, this learning method, allows learners to improve their willingness to learn, and allows learners who can't fully understand the understanding and problems of learning content with actual action skills at the learning site. Think, and © Improve Learning Motivation' In providing teaching use, the teaching staff can script the Wei in the system for the motion technology of different sports, and it is mainly divided into the action script and the action skill demonstration script. The two themes 'Murners can also learn from the editors of these two themes, and the 'student 7 learners understand the changes in their learning and cognitive structure; the main design of the script is:

(一)3D運動技能輔助學習腳本設計:教學者可以於線上擬定教學策略 與步驟,使祕上所提供_本擬定介面,纽巾有設計許料輔助教學 功能’如肢體動作軌跡線、重心、動作方位、教學引導指標、解說、文字 或語音等,可針對特定對象、主題或群組設計; ㈡3D運動戰術腳本設計:透過線上3D互動編輯功能模擬與呈現比 赛現場或鶴之,鮮者可騎_峨群蝴_腳本設計, ^位化數射-麵«細雜改,透過_賴存所树本數位化 數’老師亦可於線上直接以軸峨”相,,學綱提供之答案與想法。 手 在現今線上電腦輔助學習的實例中,關於運動技能或體育知識的領 ^’很少f越知道Μ者與朗麵料,从賴無考的相對的 ^知,且I與運動分為認知與技能,技能建構於認知的基礎上,或許有 =人不善城㈣絲他轉此賴,但鱗每個人都是射或運動高 ,透過本發明互動式肢體動作與戰術設計學習方法可盡興的了解应欣賞 201037641 體育運動。 【實施方式】 請參閱圖-所示’為本發明一種互動式肢體動作與麟設計學習方法之 内容準備與規劃流程圖,步驟包括·· 步驟h透過3D數位動作操取,將運動項目之個別運動技術動作進行榻取; v驟2 3D模型之建立’並將3D模型進行後續處理與動晝修整,並與實 _際運動場景模型合併; 〇 频3:將3D模型與掏取之動作進行整合,使3D模型可完整呈現; 步驟4 :再透過互動程式腳本設計將動作之移動過程設計成腳本 ,其中該互 動式腳本係鱗上3D介面為主要發展架構,並運帛可内戾於 網頁且支援資料庫連線與多人連線之3〇引擎軟體程式設計來發 展,該3D引擎軟體可用軟體如Quest3D ; 步驟5 :並將設計的相關資料透過資料庫進行儲存; 步驟6 :再由網頁程式設計一劉覽介面,以進行劉覽登入與操作,其中操作 過程與相關資料亦會透過資料庫進行儲存; Ο 步驟7:透過線上(Web)3D輸出,以劉覽所設計之互動式肢體動作與戰術設 計。 另外’步驟2之3D數位動作擷取與模型建立係對運動動作做三維動作 進行擷取,利用動作擷取系統將各關節點的三維空間數位化資料蒐集後, 進行後置處理與修正’可用硬體如VIC0N、MotionAnalysis等;拍攝時的 光點貼法為CSM模式34個光點,分別貼在人體主要肢段與關節處;因為 教材裡面的角色均為電腦虛擬人物,因此運用建模與動畫軟體,將動作掏 取資料套用至事先設計好的虛擬角色骨架上,可用軟體如3D max、 MotionBuilder等,並將修整好的動晝轉檔輸出至互動程式設計軟體。 201037641 清參閱圖-’為本發明—種互動式肢體動作與戰術設 法之肌程圖,且登人使时係可為指導者鱗生,雖登人使用者不同, 但流程係一樣的,主要步驟包括: 步驟1 :内容準備與規劃,以進行戰術腳本設計; ,2透過織;|面進行職登人與操作,該峨介面係可躺頁劉覽 m · 2§, 步驟3 步驟4 步驟5 步驟6 使用者登入系統’並確認身份,以判定登入者係指導者或學生; Ο ο 啟動線上(Web)3D互動式設計顯示介面; 是否需分割視窗以開啟參考媒體,用以說明、註解或參考,不需分 割則選則出題或回應之對像; 需分割視窗則開啟參考媒體,其中該參考媒體係可為犯影像、影 片、圖片或文字等’開啟後選則出題或回應之對象,· 步驟7 :選擇出題或回應之對象,依不同的身份或不同的需求而進行出題或 回應’如果係登入者係指導者則可出題或於線上以3d方式批閱學 +生所完成3D作業,登入者係學生則可回應相關問題; ,:進入腳本編輯設計頁面(參閱圖三所示),以進行線上3D互動式 腳本設計,選擇新增腳本開啟腳本編輯介面,在此頁面可選擇開啟 即時3D生物模型動畫視窗來作為設計的參考,其中該互動式腳本 設计係以線上3D介面為主要發展架構,並運用可内嵌於網頁且支 援資料庫連軸多人連狀_擎倾輯設計紐展,可用軟 體係可為Quest3D ; 步ζΓ職所雜腳本結果,靖是否謝,若論酬步驟5; .若不需修正’確認後則儲存腳本指令列表與3D生物模型動畫指令 至資料庫指令至資料庫; 步_:腳本設計完成,開啟線上3D介面,並以3D示意的方式觀看所 之腳本。 201037641 方法肢體動作與戰術設計學習 方法之聊本概㈣圖,健接歸已料完錢财 :登:驟身:,其象所設計之腳本也有所•但步驟係都 步驟1:系統開啟,透過劉覽介面進行劉覽登入與操作; ==·: ^輕人_,並確辦份,叫枝崎雜導者或學生,· 步驟4:開啟線上料面_的腳本列表; 〇 入者係指導者則可觀='=^所設計的腳本,若登 _^入_生則可 習方==:者:::=互動式肢體一 不同的身份給予不同的1用^=確認來辨識登入者身份,並依據 ,登入者為指導者2 ’則操作步驟包括: 步抝:^行教學腳本設計3,設計介面可分為動晝介面直接設計4與圖 〇趣:觀察5,以針對個人或群組提供互動性教學動畫6 ; =予生予%或操作過程紀錄作為參考之用7,且紀錄内容可包括 旦紀錄8或文字紀錄9,透過紀錄可供日後之教學方針設定之用 ,it生知^題姐正1卜倾她察學轉f或操作過程紀 =為出題或改正參考12,且方式可為動畫介面直接設計i3或圖 面腳本設計14,設計出互動性教學動畫15。 且入者為學生,則操作步驟包括: 步1 · 读、 ^導者2針對個人或群組提供互動性教學動畫之動畫介面自 心習18 ’且過程紀錄19係可供指導者觀察學生學習或操作過程 、’·己’、作為參考7 ’且紀錄包括動晝20或歷程資料21 ; 201037641 之動晝23或歷程資 步驟2:過程紀錄19亦可供學生劉覽自我學習歷程^ 料24。 請參閱圖七、圖八所示,為本發明 習方法之辅助魏示意圖,魏__如下動績_作與鶴設計學 L ==之運動軌跡線顯示、重心點位置指示、兩足所佔重心 比例百刀比才日不、方位指示等功能; 2·東、西、南、北、上、下六個視點切換功能模組71 ; Ο(1) 3D sports skill assisted learning script design: the instructor can formulate teaching strategies and steps on the line, so that the secret can provide _ the proposed interface, the towel has the design and the auxiliary teaching function, such as the limb movement track, the center of gravity, Action orientation, instructional guidance indicators, commentary, text or voice, etc., can be designed for specific objects, topics or groups; (2) 3D sports tactical script design: simulate and present the game scene or crane through online 3D interactive editing function, the young can ride _ 峨 蝴 _ _ script design, ^ 数 数 数 面 面 面 细 细 细 细 细 细 细 细 细 细 细 细 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖 赖Ideas. In today's online computer-assisted learning examples, the skills of sports skills or sports knowledge are very few. The more you know the difference between the leader and the lang fabric, the relative knowledge of the ignoring, and the division of I and movement. Cognition and skills, skills are built on the basis of cognition, there may be = people are not good city (four) silk he turned, but scales are shot or high, through the interactive body movements and tactics of the present invention The learning method can be used to understand the 201037641 sports. [Embodiment] Please refer to the figure-show as a flow chart of the content preparation and planning of the interactive limb movement and lin design learning method of the present invention, including steps·· Through the 3D digital operation, the individual motion technical movements of the sports project are taken; v2 2 3D model establishment' and the 3D model is subsequently processed and trimmed, and merged with the real sports scene model; Frequency 3: Integrate the 3D model with the capture action to make the 3D model fully present; Step 4: Design the action movement process into a script through interactive script design, where the interactive script is based on the scale 3D interface. The main development structure is developed by the 3D engine software programming that supports the database connection and multi-person connection. The 3D engine software is available in software such as Quest3D; Step 5: Design related The data is stored in the database; Step 6: The webpage is designed to be a Liuyu interface for the login and operation of the Liushu. The information will also be stored in the database; Ο Step 7: Through the online (Web) 3D output, the interactive limb movement and tactical design designed by Liu Bian. In addition, the 'Step 2 3D digital action capture and model establishment pair The motion action is performed by three-dimensional motion, and the three-dimensional space digitized data of each joint point is collected by the motion capture system, and then post-processing and correction are performed. [Available hardware such as VIC0N, MotionAnalysis, etc.; For the CSM mode, 34 light spots are respectively attached to the main limbs and joints of the human body; because the characters in the textbook are all computer virtual characters, the modeling and animation software is used to apply the motion capture data to the pre-designed virtual On the character skeleton, software such as 3D max, MotionBuilder, etc. can be used, and the trimmed and transferred files are output to the interactive programming software. 201037641 See the picture - 'is the invention's interactive body movements and tactics to find the muscle map, and the person to make the time can be the guide's scale, although the different users, but the process is the same, mainly The steps include: Step 1: Content preparation and planning for tactical script design; 2, through the weaving; | face to perform the job and operation, the interface is the reclining page Liu m m 2 §, step 3 step 4 5 Step 6 User login system 'and confirm identity to determine the registrant is the instructor or student; Ο ο Start online (Web) 3D interactive design display interface; Whether to split the window to open the reference media for explanation and annotation Or reference, if you do not need to split, select the object that is the question or response; the window needs to be split to open the reference media, which can be used to make images or videos, pictures or texts, etc. Step 7: Select the subject of the question or response, and ask questions or respond to different identities or different needs. 'If you are a registrant, you can ask questions or review them online in 3D. + The student completes the 3D job, and the registrant student can respond to the relevant questions; ,: Enter the script editing design page (see Figure 3) for online 3D interactive script design, select the new script to open the script editing interface, On this page, you can choose to open the real-time 3D biological model animation window as the design reference. The interactive script design is based on the online 3D interface and uses multi-media embedded in the webpage and supports the database. Connected _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ The biological model animation instruction to the database instruction to the database; Step _: The script design is completed, the online 3D interface is opened, and the script is viewed in a 3D manner. 201037641 Method of limb movement and tactical design learning method of this book (four) map, the health of the return has been expected to complete the money: Deng: sudden body: the script designed by it is also available • but the steps are all steps 1: the system is open, Login and operation of Liu Liu through Liu Liujie; ==·: ^ light person _, and make a copy, called Zhizai miscellaneous or student, · Step 4: Open the list of scripts on the online _ _; The department instructor can view the script designed by ===^, if you _^ into the _ you can learn the square ==: the person:::= interactive body a different identity to give a different 1 with ^ = confirmation to identify The identity of the registrant, and according to the registrant as the instructor 2 'the operation steps include: Step: ^ line teaching script design 3, the design interface can be divided into dynamic interface direct design 4 and map fun: observe 5 to target Individuals or groups provide interactive teaching animations 6; = give birth to % or operational process records for reference 7 and the record content may include records 8 or written records 9 through which records can be used for future teaching guidelines , it knows that the title of the sister is 1 Bu, she is observing the transfer to f or the operation process = for the problem or change Reference 12, and animation interface direct mode may be a design or drawing i3 script design 14, design 15 interactive teaching animation. And the entry is a student, the operation steps include: Step 1 · Read, ^ Guide 2 provides an interactive animation of the interactive teaching animation for individuals or groups. 18 and the process record 19 is for the instructor to observe the student learning Or the operation process, '·self', as a reference 7 'and the record includes the 昼 20 or the history data 21; 201037641 昼 23 or the course capital step 2: the process record 19 is also available for students Liu Xun self-learning course ^ material 24 . Please refer to FIG. 7 and FIG. 8 , which are the auxiliary Wei schematic diagrams of the method of the present invention, Wei __ the following performance _ and the crane design L == movement trajectory display, center of gravity point indication, two feet occupied The center of gravity ratio is more than a hundred degrees, the day is not, the direction indication and other functions; 2. East, West, South, North, up and down six viewpoint switching function module 71;

S'視=改變焦點至選取的關節上’亦可放大或縮小所觀_ .拉動動作祕_ 72會讓人物做_滑棒η上方影格數 作,藉以快速到達指定動作; 5. 動作速度控制滑棒73,拉向左邊會愈慢,拉向右邊會愈快; 6. 如果指導者咖講解增或下半身的動作,拉動此身體隱藏滑 棒74向左會隱藏下半身,拉動向右會隱藏上半身,拉回中間會顯示 全身; 7. 控制人物動作播放或暫停模組75 ; 8, 解說文字輸人:參關人所示,在右邊框架頁中提供了解說文字輸 入的功能,只要設定開始時間與結束時間,接著輸人解說文字後送 出在3D畫面中’當播放到達特定時間區段時即會顯示解說訊息。 曰腳本表格成後,所有教學腳本資料即會儲存至網路資料庫 中’提供後續教學使用。 主要互動功能方法與原理: (-)教學腳本.轉腳本的設計基於教案的概念,指導者根據教案所 要設計的内容,訂域圍與教學策略後即可開始擬定教案的腳本,腳本的 設計主要於網頁介面進行,而聊本基本上就是_㈣料表,主要爛位有動 作時間、軌跡線、_功能等’所存的龍主要記錄了數值與功能的開與 關狀態,所以在腳本輸人介麟輸人的數__教學功能觸,完稿後 201037641 送出表單’利用SQL語法將資料儲存至網路資料庫中。 -當使用者需要將腳本讀出且應用至3〇即時動畫時,猶犯程式會與 資料庫連線,並讀取對應資料表中的腳本資料,讓3D即時動晝依腳本的設 計來播放與教學。 ° (-)軌跡線:動畫或影像式_作技能教學,肢體特定關鍵點的軌跡 常是教學的必要觀察與理解重點,而在3D即時互動的程式中,動作執跡線 可以安排在任意要觀察的點上,譬如手、腳、重心等。 軌跡線的運作原理主要根據動晝影格的特性綠礎,在即時犯動畫中 〇人物的動作儲存有特定的格式,也就是假使人物有-段10秒鐘的動作,如 果我們以每秒30 fr_s的方式儲存動畫就會有3〇〇 fra_,而全身各肢段 的旋轉與根關節的位移旋轉,每個都會以3〇〇筆的資料儲存下來,當動作 要播放時,需要有個Timer物件來執行,Tim_件就像個時間驅動器,可 以暫停、播放’其所輸出的數值會對紅&槪,Timer怎麼跑,其對應至 的肢體位姿就怎麼展現。 在0-300 frame巾每個frame對應的肢體動作都是絕對的,因此我們根 ^轉性,在呈現特定iW _作_可以輯出過去與未來的軌跡 〇 ^其原理為將軌跡線物件附著在要呈現軌跡的肢段點敕位置上,也就 疋軌跡物件猶段為讀件,細_ (細〇⑻運作的方式將要呈現軌 ^的動作區財每觸作的未來Timer值均運算妹,只訂要觀看的特 寺Η點動作顯不出來並將其他時間點以迴圏重複畫出的的人物隱藏,保 下軌跡物件後,如此軌跡物件就會以連續的方式呈現出特定肢段點的動 軌跡’如要呈現過去時間點,就將迴圈往前推算Ti·值,反之要呈現 未來動作軌跡就將迴圈往後推算Timer值。 ㈢人體重心··關於人體重心的算法有許多種方式,而我們運用的為 布拉温i舍尔麵,布拉温•菲舍_型人體測量點的確定方法為: 頭側面觀位於耳上點(耳輪上緣最上一點),前面觀位於眉間的高 201037641 度。因此,頭的重心位置應確定在通過耳上點與眉間點水平線的頭 部中點。 2·手:中指第1指骨底背面最向上突出的一點 3.腕關節··尺骨莖突末端高度的水平線中點(背側觀)或腕橫紋中點 (前面觀)。 4. 肘關節:肘橫紋中點(前面觀)’或尺骨鷹嘴隆起部位(背面觀), 肘橫紋與尺骨鷹嘴隆起連線中點(側面觀)。 5. 肩關崎:將上臂上端看成幾何體,則其球心即是肩關節測量點。S' view = change focus to the selected joint' can also enlarge or reduce the view _. Pulling the action secret _ 72 will make people _ slide bar η above the number of frames, so as to quickly reach the specified action; 5. Motion speed control Slider 73, the slower it will pull to the left, the faster it will pull to the right; 6. If the instructor explains the movement of the lower body or the lower body, pulling the body to hide the slider 74 will hide the lower body to the left, pulling to the right will hide the upper body. Pull back to the middle to display the whole body; 7. Control the character action play or pause module 75; 8, explain the text input: as shown by the participant, provide the function of understanding the text input in the right frame page, as long as the start time is set And the end time, then input the commentary text and send it in the 3D screen. 'When the playback reaches a certain time zone, the commentary message will be displayed. After the script form is created, all the teaching script data will be stored in the network database to provide follow-up instructional use. Main interactive function methods and principles: (-) teaching script. The design of the script is based on the concept of the lesson plan. The instructor can start the script of the lesson plan according to the content of the lesson plan, the domain and the teaching strategy. The design of the script is mainly In the web interface, and chat is basically _ (four) material table, the main rotten position has action time, trajectory, _ function, etc. The stored dragon mainly records the value and function of the opening and closing state, so the script input The number of jielin losers __ teaching function touch, after the final draft 201037641 send the form 'use SQL syntax to store data in the network database. - When the user needs to read the script and apply it to the 3〇 instant animation, the program will be connected with the database, and the script data in the corresponding data table will be read, so that the 3D animation can be played according to the script design. And teaching. ° (-) trajectory: animation or video _ for skill teaching, the trajectory of specific key points of the limb is often the necessary observation and understanding of teaching, and in the 3D real-time interactive program, the action trace can be arranged at any time. At the point of observation, such as hands, feet, center of gravity, etc. The operation principle of the trajectory line is mainly based on the characteristics of the dynamic frame. In the instant animation, the action of the character is stored in a specific format, that is, if the character has a segment of 10 seconds, if we are 30 fr_s per second The way to store the animation will be 3 fra_, and the rotation of the limbs and the displacement of the root joints will be stored in 3 strokes. When the action is to be played, a Timer object is required. To execute, Tim_ is like a time driver that can pause and play 'the value it outputs will be red & 槪, how the Timer runs, and how the corresponding body pose is displayed. In the 0-300 frame towel, the corresponding body movements of each frame are absolute, so we can turn the specific iW _ _ can compile the past and future trajectories. The principle is to attach the trajectory objects. In the position of the limbs where the trajectory is to be presented, the trajectory of the trajectory is still a reading, and the _ (fine 〇 (8) operation mode will present the action of the trajectory ^. The future Timer value of each touch is calculated. Only the special temples that you want to watch are not visible, and the other characters are hidden by the repeated characters. After the trajectory objects are saved, the trajectory objects will show the specific limbs in a continuous manner. If the moving track of the point is to present the past time point, the circle will be forwarded to calculate the Ti value. Otherwise, the future action track will be presented, and the cycle value will be calculated backward. (3) The person's weight heart · The algorithm about the person's weight heart has There are many ways, and we use the Bravin icher face, the Bravin Fischer _ type anthropometric point is determined by: the head side view on the ear point (the top point of the upper edge of the ear wheel), front view High in the eyebrow 20103764 1 degree. Therefore, the position of the center of gravity of the head should be determined at the midpoint of the head through the horizontal line between the point on the ear and the point between the eyebrows. 2. Hand: The middle finger is the point that the back of the first finger bone is the most upward. 3. Wrist joint · ulnar styloid process The midpoint of the horizontal line of the end height (back side view) or the midpoint of the wrist transverse line (front view) 4. Elbow joint: midpoint of the elbow transverse line (front view) or the ulnar olecranon (back view), elbow stripes Connected to the midpoint of the olecranon humerus (side view) 5. Shoulder Kawasaki: When the upper end of the upper arm is viewed as a geometry, the center of the ball is the shoulder joint measurement point.

6. 軀幹上測量點:兩肩關節點連線中點。 7· ’侧面觀位於大轉子頂點,正面觀位於腹股溝線中點。 無幹下測量點:兩骸關節點連線中點。 1側面觀確定在股骨下端的外上踩或内上課;正面觀確定在 θ中‘點’後面觀確定在胭窩線中點。 高度 10.踝關節:内側觀位於腓骨外6. Measuring point on the trunk: The joint point of the shoulder joint is the midpoint of the line. 7· ‘Side view is located at the apex of the greater trochanter, and the front view is at the midpoint of the groin line. No dry measurement points: the two ankle points are connected to the midpoint. 1 The lateral view determines the external upper or inner class at the lower end of the femur; the front view determines that the midpoint of the axillary line is determined by the ‘point’ in θ. Height 10. Ankle joint: medial view outside the humerus

踝隆起處,内側觀位於脛骨内踩下緣的 11.足跟點:足尖點。At the top of the bulge, the medial view is located in the tibia. 11. The heel point: the point of the toe.

12 201037641 最後的重心點位置: XC=0.0706X 頭+0.0084X 左手+0.0084X 右手+〇.〇〇96X 左腕+0.0096X 右 腕+0.〇290X 左肘+0.0290X 右財+0.1374X 左肩+0.1374X 右肩+0.0079X 左趾 +0.0079X 右趾+0.0221X 左踩+0.0221X 右踝+0.0816X 左膝+0.0816X 右膝 +0.1587X 左髖+0.1587X 右髖 YC=0.0706Y 頭+0.0084Y 左手+〇·〇〇84Υ 右手+〇·〇〇96Υ 左腕+0.0096Y 右 腕+0.0290Y 左肘+0.0290Y 右肘+0J374Y 左肩+0.1374Y 右肩+0.0079Y 左趾 +0.0079Y 右趾+0.0221Y 左踩+0.0221Y 右踝+〇_〇816Y 左膝+0.0816Y 右膝 Ο +0.1587Y 左髖+0.1587Y 右髖 ZC=0.0706Z 頭+0.0084Z 左手+〇_〇〇84Z 右手+0.0096Z 左腕+0.0096Z 右 腕+0.0290Z 左肘+0.0290Z 右肘+0.B74Z 左肩+0.1374Z 右肩+0.0079Z 左趾 +0.0079Z 右趾+0.0221Z 左踝+0.0221Z 右躁+0.0816Z 左膝+0.0816Z 右膝 +0.1587Z 左髖+0.1587Z 右親 上述的重心模型與運算方法我們將其套用至3D人物模型身上,依其骨 架來設定各個肢段的人體測量點測定方法,在3D互動程式中去確定測量點 是-件很容易的事,同樣也是給讓每個測量點去依附要跟隨的肢段後經確 〇 定位,再依據最後公式求出3D空間的重心點》 ㈣動作播放:減上述第㈡點獅射人齡作影袼的運作原理, 我們在程式裡可以藉由㈣Timej>物躲賴放動作呈贿停、播放的效 果’而要呈現動作可以有時間軸可以拖拉至任意點觀看的效果,需要設計 -個·er物件,利用Slider物件的水平位置控制Wr的數值變化就可以 達到。 另夕^學生登入主頁面後選擇教學教本學習,會開啟互動3D的即時動 -在這動主視匈’學生選擇載入指導者腳本後,先前指導者設計給這學 生的教學策略即會從網路資料庫中載入至此場景,學生選擇執行腳本後即 以指導者的觀點來播放此腳本動畫(參閱圖七所示),可以選擇播放的速度 13 201037641 與播放點,此外學生如果想以自己的視點來看的話,可以選擇切換為不同 的視點(參閱圖八所示 > … 請參閱圖九至圖十二所示’為本發明一種互動式肢體動作與戰術設計 學習方法之3D運動麟腳本設計示意圖,3D運動戰術腳本設計的基礎概 念在於模擬或重軌赛情境,甚至顧於多雜評量方式,主要設計功能 可分為指導者與學生兩方面,於線上學習平台以戰術腳本進行教學活動。 (-)指導者3D勒戰麟本設計:料者赠上學f平自登人後進入 鮮魏選單主頁面如,教㈣本設計即進人戰_本編輯設計設定 〇胃面(參觸九所示)’輸人摘要與選擇要給予或出題的縣後,選擇新增 腳本開始即時3D運動戰術腳本編輯介面(參閱圖十所示),在此即時^ 運動戰術編輯介面’指導者可任意調整視角來進行編輯β 基本編輯步驟包括: 步驟1 :指導者選擇Α方或Β方開始發球; 步驟2 :點擊地板選擇發球方發球位置; 步驟3 :點擊對方地板選擇發球落點位置後,再拉脉平滑棒ι〇ι與垂直滑 棒102’調整球要飛行的軌跡1〇3,球的起點與落點為地上的圓球, J 而軌跡103以飛行效果線表示; 步驟4 :如不修改按確定後,於區塊列表區會出現第-個戰術動作列表 104 ’依此步驟再進行3方的回球動作並選擇球點與軌跡,依 此類推將完整_球輸跑位鱗軸作規劃出來; 丨 規畫!70成後’可以選擇播放即可觀看場上兩位打者依設計的戰術進 行跑位與擊球動作’如果覺得滿意了可按下儲存將所有的戰術編輯 資料儲存至網路資料庫中,即代表完成此戰術編輯動作,學生也可 以在其戰術腳本测覽區看到指導者給予的此戰術腳本。 (-)學生3D運動戰術腳本設計:學生於線上學習平台登入後進入教學 功能選單主頁面,可以選擇觀看指導者針對其所設計的3D戰術題目觀看學 14 201037641 習,學生依照指導者所給予的要求,做 並以分割《㈣式齡,參職十销術步驟, 予切本設定頁面,設定後即進人即物麟編輯(參閱圖十二方^ w,錢左方關子於右謂㈣要求的正顧位縣球,㈣ =12 201037641 The final center of gravity position: XC=0.0706X head +0.0084X left hand +0.0084X right hand +〇.〇〇96X left wrist +0.0096X right wrist +0.〇290X left elbow +0.0290X right financial +0.1374X left shoulder +0.1374 X Right shoulder +0.0079X Left toe +0.0079X Right toe +0.0221X Left step +0.0221X Right 踝+0.0816X Left knee +0.0816X Right knee +0.1587X Left hip +0.1587X Right hip YC=0.0706Y Head +0.0084 Y Left hand + 〇 · 〇〇 84 Υ Right hand + 〇 · 〇〇 96 Υ Left wrist + 0.0096Y Right wrist + 0.0290Y Left elbow + 0.0290Y Right elbow + 0J374Y Left shoulder + 0.1374Y Right shoulder + 0.0079Y Left toe + 0.0079Y Right toe + 0.021 Y Left step +0.0221Y Right 踝+〇_〇816Y Left knee+0.0816Y Right knee Ο+0.1587Y Left hip+0.1587Y Right hip ZC=0.0706Z Head+0.0084Z Left hand+〇_〇〇84Z Right hand+0.0096Z Left wrist +0.0096Z Right wrist +0.0290Z Left elbow +0.0290Z Right elbow +0.B74Z Left shoulder +0.1374Z Right shoulder +0.0079Z Left toe +0.0079Z Right toe +0.0221Z Left 踝+0.0221Z Right 躁+0.0816Z Left knee +0.0816Z Right knee +0.1587Z Left hip +0.1587Z Right parent The above-mentioned center of gravity model and calculation method We apply it to the 3D character model, and set the measurement method of the anthropometric points of each limb according to the skeleton. It is very easy to determine the measurement point in the 3D interactive program. It is also to let each measurement point adhere to the limb segment to be followed, and then determine the position of the center of gravity of the 3D space according to the final formula. Action play: minus the operation principle of the above-mentioned (2) point lion shooting age, we can use the (4) Timej> 躲 物 放 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈 呈Dragging to any point to view the effect, you need to design an er object, using the horizontal position of the Slider object to control the change in the value of Wr can be achieved. On the other hand, after the student logs in to the main page and chooses to teach the textbook, it will start the interactive 3D instant movement. After the student’s choice of the instructor script, the previous instructor’s teaching strategy for the student will be The network database is loaded into this scene. After the student chooses to execute the script, the script animation is played by the instructor's point of view (see Figure 7). You can select the playback speed 13 201037641 and the playback point. In addition, if the student wants to If you look at your own point of view, you can choose to switch to a different viewpoint (see Figure 8 > ... see Figure 9 to Figure 12 for the 3D movement of an interactive limb movement and tactical design learning method). Lin script design diagram, the basic concept of 3D motion tactical script design lies in the simulation or heavy track situation, and even in the way of multiple assessments, the main design functions can be divided into two aspects: the instructor and the student, and the online learning platform with tactical scripts. Conducting teaching activities. (-) Instructor 3D Le war Linben design: The material is given to the school to go to the main page of the fresh Wei menu, such as teaching (4) Design is to enter the battle _ this editor design set 〇 stomach surface (see the nine shows) 'Enter the summary and select the county to give or issue, select the new script to start the instant 3D sports tactics script editing interface (see Figure 10 Show), in this instant ^ sports tactical editing interface 'instructor can adjust the angle of view to edit β basic editing steps include: Step 1: The instructor chooses the side or the square to start the serve; Step 2: Click the floor to select the serving party Serve position; Step 3: Click on the opponent's floor to select the position of the tee, then pull the vein smoothing stick ι〇ι and the vertical slider 102' to adjust the trajectory of the ball to fly 1〇3, the starting point and the falling point of the ball are the circle on the ground. Ball, J and the trajectory 103 is represented by the flight effect line; Step 4: If it is not modified, the first tactical action list 104 will appear in the block list area, and then the 3-way ball return action will be performed and selected. Ball points and trajectories, and so on will be the complete _ ball loses the scale axis for planning; 丨 画 !! After 70% 'you can choose to play to watch the two hitters on the field according to the design tactics to run and hit the ball move 'If you feel satisfied, you can save all tactical editing materials to the network database by pressing the store. This means that the tactical editing action can be completed. Students can also see the tactical script given by the instructor in their tactical script viewing area. (-) Student 3D Sports Tactics Script Design: Students can enter the main menu of the teaching function menu after logging in to the online learning platform. You can choose to watch the 3D tactical topics designed by the instructor for viewing. 2010 201041,41, students are given according to the instructor. The requirements, do and divide the "(four)-aged, participate in the ten-skills step, to cut the settings page, set the entry into the object of the Lin Lin editor (see Figure 12 square ^ w, Qian Zuofang Guanzi on the right (4) The required position of the county ball, (4) =

蝙輯方式步驟同指導者的編輯方式,完 土本上3D 學生的所有__儲存至網_料。另外左轉可為拍= Ο 、3D示絲畫、則、⑽,雜據這㈣·岭麵編輯。/ 設計步驟包括: ,·動作娜、翻建立麟4處理如犯運動技雜助學習腳本設計 ^驟2 :人物的跑位與球的落點: I.在對打戰術的設种,人物的位置與球·點可贿意設定, 以直覺的方式f_她任·置即可達成,主要細的方法為 滑鼠與3D物件(地板)的碰撞原理,當滑鼠與地板交集且滑鼠 左鍵按下後’程式即會伯測且紀錄交集點的3D空間位置,是當 時情況為人物的位置或球的位置來做資料的處理; 2.而人物的跑位主要是⑽徑_的方式為主,在加咖内建 的Pathfmding功能中,人物會以AI判斷的方式朝擊球點跑去, 擊中球後馬上回中點準備下-次擊球,其運作原理主要為向量 的運算,判斷目前向量與目標向量間的差,並依條件運算設定 length後將值更新給目前位置,持續接近; 步驟3 :球的運行軌跡: 當使用者在操作系統時’可以調整所需要的球飛行軌跡,球的飛行 執跡主要依據起點、落點與中間的飛行點來設定,起點與落點主要 看擊球動作球拍的高度位置,而中間的飛行軌跡則需要進行調整, 以彈性的出題或考驗使用者的認知能力,主要的調整為調整點水平 位置與高度位置,以貝茲曲線公式運算球的飛行曲線。 15 201037641 本發明所提供之-種互動式肢體動作_術設計學習方法及系統,與 其他習用技術相互比較時,更具備下列優點: 1. 指導者可频相或了鮮生賴_容之理雜度或看法;學生 亦可透過操作表達其對學習内容理解之觀點與程度。 2. 教干者不需透過現場以自身直接呈現所欲教學内容,學習者亦不需 於=學現場以自身直接展示其理解與精熟程度,省時省力。 3·學1者/、需了解其基本之動作或原理,即可具體呈現出其對教學内 容之理解情形。 〇 4.觀察視角不受限,且更增加互動多樣性,使教學可更深入了解其困 難、障礙與程度。 學1者可透過操作系統並以影像表示的方式,具體描述問題與困 難’不受限於術語之傳達與實際純執行雜之落差。 6·使用本案透過對動作模型之縣,根據教學者或學習和中所想, 透過電腦運算與飼服器與網路之傳輸,可以以合作學習方式將他 具體呈現出來。 ❹ 上列詳細說明係針對本發明之一可行實施例之具體說明 ,惟該實施例 並非用以關本發敗專·s,凡械縣發職髓⑽為之等效實 施或變更,均聽含於本案之專利範圍中。 …所述本案不但在技術思想上確屬創新,並能較習用物品增進上 述多=減應已充讀合新穎性及進步性之法定發明專利要件爰依法 =二懇請貴局核准本件發明專利申請案 德便。 【圖式簡單說明】 圖一為本發明-種互動式肢體動作與戰術設計學習方法之内容準備與 規劃流程圖; 圖二為本發明-種互動式賴動作_術設方法之流程圖; 圖三為本發明-種互賦肢_作與额設方法之腳本設計介面示意 16 201037641 圖四為本發明—種·式舰動倾戰概計㈣枝之腳本劉覽示 y 圖五為本發明—種互動式肢體動作與戰術設計”方法之操作示音 .圖六為本發明-種聽式颇動作與戰術設計學習方法之硬體架構 、冑七為本發明—種互動式肢體動作與戰術設計學習方法之學 〇 運動技能辅助學習腳本之學習示意圖; 圖八為本發明一種互動式肢體動作與戰術設計學習方法之學 運動技能輔助學習腳本之另—觀察角度學習示意圖; 運動 圖九為為本發明—種互動式肢體動作與戰術設計學習方法之 戰術腳本設計示意圖; 圖 戰術介發明一種互動式肢想動作與戰術設計學習方法之- 運動 圖 十一為為本發明一種互動式肢體動作與戰術設計學習方法之3 〇動戰術以分割視窗顯示學生設定頁面之示意圖;以及 運 ^十—A、B為林發明—種絲式肢縣作術設計 時犯戰術編輯示意圖。 在之即 【主要元件符號說明】 71視點切換功能模組 72影格滑棒 73速度控制滑棒 74身體隱藏滑棒 75動作播放或暫停模組 17 201037641 101水平滑棒 102垂直滑棒 103軌跡 104戰術動作列表The bat mode is the same as the instructor's editing method, and all the 3D students' __ are stored in the net. In addition, the left turn can be shot = Ο, 3D silk painting, then, (10), miscellaneous (4) · Lingbian editing. / Design steps include: , · Action Na, turn to build Lin 4 to deal with sports skills, assisted learning script design ^ Step 2: The character's running position and the ball's landing point: I. In the setting of the tactics, the character's The position and the ball can be set in a brisk manner. In an intuitive way, f_ she can set it up. The main method is the collision principle between the mouse and the 3D object (floor), when the mouse intersects with the floor and the mouse After the left button is pressed, the program will record and record the 3D spatial position of the intersection point. The situation is the position of the character or the position of the ball at that time. 2. The character's running position is mainly (10) diameter _ The main method is that in the Pathfmding function built in Gakai, the character will run toward the hitting point in the way of AI judgment. After hitting the ball, he will immediately return to the midpoint to prepare for the next hit. The operation principle is mainly vector. Calculate, determine the difference between the current vector and the target vector, and set the length according to the conditional operation to update the value to the current position, and continue to approach; Step 3: The running track of the ball: When the user is in the operating system, 'can adjust the required Ball flight path, ball flight obstruction It is mainly set according to the starting point, the falling point and the flying point in the middle. The starting point and the falling point mainly depend on the height position of the hitting action racquet, while the middle flight trajectory needs to be adjusted to flexibly issue the question or test the user's cognitive ability. The main adjustment is to adjust the horizontal position and height position of the point, and calculate the flight curve of the ball with the Bezier curve formula. 15 201037641 The interactive limb movement_surgery design learning method and system provided by the invention have the following advantages when compared with other conventional techniques: 1. The instructor can frequently meet the fresh life _ 容理理Exception or perception; students can also express their views and opinions on the content of the learning through manipulation. 2. The teacher does not need to directly present the desired content through the scene, and the learner does not need to directly display his understanding and skill level at the school site, saving time and effort. 3. If you want to understand the basic actions or principles, you can express your understanding of the content of the teaching. 〇 4. The viewing angle is not limited, and the interaction diversity is increased, so that the teaching can have a deeper understanding of its difficulties, obstacles and extent. Students can use the operating system and use image representation to describe problems and difficulties in detail. There is no limit to the communication between terms and actual implementation. 6. Use this case through the county of the action model, according to the teacher or the learning and thinking, through the computer computing and the transmission of the feeder and the network, he can be presented in a cooperative learning manner. The detailed description above is a detailed description of one of the possible embodiments of the present invention, but the embodiment is not intended to be used for the purpose of this, and the equivalent of the implementation or change of the Ministry of Health (10) The patent scope of this case. ...The case is not only innovative in terms of technical thinking, but also able to improve the above-mentioned legal requirements for the inventions that are more novel and progressive than the conventional articles. 爰 Legally, please ask your office to approve the patent application for this invention. The case will be. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a flow chart of content preparation and planning for an interactive limb movement and tactical design learning method according to the present invention; FIG. 2 is a flow chart of an interactive method based on the invention; The third is the invention-species mutual-sharing _ _ and the method of designing the script of the script design interface 16 201037641 Figure 4 is the invention - the type of warship warfare plan (four) branch script Liu 示 y Figure 5 is the invention The operation of the interactive body movement and tactical design method. Figure 6 is a hardware structure of the invention-type listening and tactical design learning method, and the seventh is the invention - an interactive limb movement and tactics The learning learning method is a learning schematic diagram of the sports skill assisted learning script; FIG. 8 is a schematic diagram of the observational angle learning of the interactive motion learning and tactical design learning method of the interactive limb movement and tactical design learning method; The invention relates to a tactical script design diagram of an interactive limb movement and tactical design learning method; the diagram tactics introduces an interactive limb movement and tactical design Learning Method - Sports Figure 11 is an interactive limb movement and tactical design learning method of the present invention. 3 〇 tactics to split the window to display the student setting page; and Yun 10 - A, B for the invention of the forest - The tactical editing diagram of the silk-type limbs is designed. In the case of [main component symbol description] 71 viewpoint switching function module 72 screen slider 73 speed control slider 74 body hidden slider 75 action play or pause module 17 201037641 101 horizontal slider 102 vertical slider 103 track 104 tactical action list

Claims (1)

201037641 七、申請專利範圍: 1· 一種互動式肢體動作與戰術設計學習方法,步驟包括: 步驟1 .透侧覽介面進行觀登人與操作; 步驟2:使用者登入系統,並確認身份; 步驟3.啟動線上3〇互動式設計顯示介面; 步驟4 :進入腳本編輯設計頁面,以進行線上犯互動式聊本設計 新增腳本開啟腳本編輯介面,在此頁面可選擇開啟即時3 動晝視窗來作為設計的參考; 、 〇 娜=概醇絲,細是爾正,若咖回到步 v驟6 .若不需修正’確認後則储存腳本指令列表與模型動晝指令至 資料庫; 步驟7 .腳本設計完成,開啟線上3D介面,並以3d示意的方式觀看所 設計之腳本。 2.如申請專利顧第!項所述之-種互動式肢體動作與軸設計學習方 法,其中該步驟1瀏覽介面係可為網頁瀏覽器。 〇 3.如中請專利範圍第丨項所述之—種互動式肢體動作與戰舰計學習方 法,其中該線上3D互動式設計顯示介面所使用之軟體係可為各種3D軟 體,如 Quest3D。 4. 如申請專利範圍第丨項所述之—種互動式肢體動作與戰賴計學習方 法,其中該線上3D互動式設計顯示介面可以再分割視窗以開啟參考媒 體。 5. 如申請專鄉圍第4項所述之-種互動式肢體動作與戰術設計學習方 法,其中該參考媒體係可為3D影像、影片、圖片或文字等。 6. 如申請專利範圍第1項所述之一種互動式肢體動作與戰術設計學習方 法其中έ亥互動式腳本設計係以線上3D介面為發展架構。 19 201037641 7.:申圍第6項麟之一種互動式肢體動作與戰術設計學習方 、中魏上介面係為可内嵌於網頁且支緣資料庫連線與多人連 線之3D 51擎軟體料輯來發展。 8·如申請專利範圍第 法,其中該步驟1 功能介面。 1項所述之-種互動式肢體動作與戰術設計學習方 確認身份步_供依據不_身份好不_權限與 91申Γί利範11第8項所述之""種互動式肢體動作與戰術設計學習方 法,/、中該登入身份係可為指導者或學生。 〇 1G·如中6月專利範圍第9項所述之—種互動式肢體動作與戰術設計學習方 法’其中該登入者為指導者,則操作步驟包括: 步驟1:可進行教學腳核計,料介面可分為動畫介面直接設計與圖 .文介面聊本設計’以針對個人或群組提供互動性教學動畫; 步驟2:觀察學生學習或操作過程紀錄作為參考之用,且紀錄内容可包 括動畫紀錄或文字紀錄,透過紀錄可供日後之教學方針設定之 用; 步驟3 ·可對學生進行出題姐正,佩過觀察學生學習或操作過程紀 〇 錄作為㈣狀正參考,且方式可為動畫介面直接設計或圖文 介面腳本設計,設計出互動性教學動晝。 11.如申請專纖圍第9摘叙—種互械賴騎錢概計學習方 法,其中該登入者為學生,則操作步驟包括: 步驟1:透過指導者針對個人或群組提供互動性教學動畫之動畫介面自 我練習,且過程紀錄係可供指導者觀察學生學習_作過程紀 錄作為參考’且紀錄包括動晝或歷程資料,· 步•過程紀錄亦可供學生渗m自我學習歷程之動畫或歷程資料。 如申Θ專樣圍第1項所述之—種互動式肢體動作與麟料學習方 法’其中該線上3D介面所顯示係可顯示3D模型之運動軌跡線、重心點 20 201037641 位置指示、重心比例百分比指示、及方位指示等。 13.如申請專利範圍第1項所述之一種互動式肢體動作與戰術設計學習方 法,其令該線上3D介面係可切換及放大或縮小不同視點。 如申請專利範圍第1項所述之-種互動式肢體動作與戰術設計學習方 法’其令該線上3D介面係可控制3D模型之動作播放、速度快慢及停止。 15.如申請專利範圍第1項所述之-種互動式肢體動作與戰術設計學習方 法’其中該線上3D介面係可隱藏或顯示犯模型,且可為各不同的部份。 ο 16·如申請專利範圍第1項所述之-種互動式肢體動作與戰術設計學習; 法’其中該線上3D介面可顯示解說文字,且可在播放到達特定時 段時即顯示解說訊息。 17.如申請專利範圍第1項所述之—種互動式肢體動作與戰術設計學習方 2,其中該線上3D介賴示之3D_在動作時可顯示動作軌跡線。 •、申請專利範圍第17項所述之一種互動式肢體動作與戰術設計學習方 法’其中該動作軌跡線可以安排在任意要觀察的點上。 〇 19=申請專利範圍第!8項所述之一種互動式肢體動作與戰術設計學習方 忐,其中該觀察的點係可為手、腳、身體、重心等。 利範圍第1項所述之-種互動式肢體動作與戰術設計學習方 21.如申^圍視窗顯示,透過不_視軸示不同的動作。 乃法,其彻咖爾侧、細觸魏t。 命 .如申請專利範圍第20項所述之—插万私々 法,其中轉老雜〜 * 互動式肢體動作與戰術設計學習方 照片^她_示之⑽_細,示意動畫、圖片、 21201037641 VII. Patent application scope: 1. An interactive limb movement and tactical design learning method, the steps include: Step 1. Viewing the person and operation through the side view interface; Step 2: The user logs into the system and confirms the identity; 3. Start the online interactive design display interface; Step 4: Enter the script editing design page to create an online interactive interactive chat design. Open the script editing interface. On this page, you can choose to open the real-time 3 window. As a reference for the design; , 〇 = = 醇 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = The script is designed to open, open the online 3D interface, and view the designed script in 3d. 2. If you apply for a patent Gu Di! The interactive limb movement and axis design learning method described in the item, wherein the step 1 browsing interface can be a web browser. 〇 3. As described in the third paragraph of the patent scope, an interactive limb movement and battleship learning method, wherein the online 3D interactive design display interface uses a soft system for various 3D software, such as Quest3D. 4. As described in the scope of the patent application, an interactive limb movement and combat learning method, wherein the online 3D interactive design display interface can be split into windows to open the reference medium. 5. For example, apply for an interactive limb movement and tactical design learning method as described in item 4 of the hometown, where the reference media system can be 3D images, movies, pictures or texts. 6. An interactive limb movement and tactical design learning method as described in item 1 of the patent application. The interactive script design of the έhai interactive scripting system is based on an online 3D interface. 19 201037641 7.: An interactive physical movement and tactical design learning method for the 6th item of Shenwei, the Chinese and Weisian interface is a 3D 51 engine that can be embedded in the webpage and connected to the branch database and connected with multiple people. Software materials are developed. 8. If you apply for the patent scope method, the step 1 function interface. The interactive body movement and tactical design learner confirms the identity step in one item. _For the basis of the _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ The tactical design learning method, /, the login identity can be the instructor or student. 〇1G· As described in item 9 of the patent scope in June, the interactive limb movement and tactical design learning method 'where the registrant is the instructor, the operation steps include: Step 1: The teaching foot can be counted. The interface can be divided into animated interface direct design and graphic interface design to provide interactive teaching animation for individuals or groups; Step 2: observe student learning or operation process records for reference, and the record content can include animation Record or written record, which can be set by the future teaching policy; Step 3 · Can give students a good question, and observe the student's learning or operation process record as (4) positive reference, and the way can be animated Interface design or graphic interface script design to design interactive teaching. 11. If you want to apply for the syllabus of the sneakers, the entrants are students, and the steps include: Step 1: Provide interactive teaching for individuals or groups through the mentor Animated animation interface self-practice, and the process record is for the instructor to observe the student's learning _ process record as a reference 'and the record includes the dynamic or history data, · step • process record is also available for students to infiltrate the self-learning process animation Or history information. For example, the interactive limb movement and lining learning method described in Item 1 of the application section of the application can display the motion trajectory and center of gravity of the 3D model. 201093341 Position indication, percentage of center of gravity Instructions, directions, etc. 13. An interactive limb movement and tactical design learning method as described in claim 1 that allows the online 3D interface to switch and zoom in or out of different viewpoints. For example, the interactive limb movement and tactical design learning method described in the first application of the patent scope enables the online 3D interface to control the movement, speed and stop of the 3D model. 15. An interactive limb movement and tactical design learning method as described in claim 1 wherein the online 3D interface can hide or display the model and can be different parts. ο 16· The interactive limb movement and tactical design learning described in item 1 of the patent application scope; wherein the online 3D interface can display the commentary text, and the commentary message can be displayed when the play reaches a certain time period. 17. An interactive limb movement and tactical design learning method as described in item 1 of the patent application scope, wherein the 3D on the line 3D_ can display the motion trajectory during the action. • An interactive limb movement and tactical design learning method described in Section 17 of the patent application, wherein the motion trajectory can be arranged at any point to be observed. 〇 19=The scope of patent application! An interactive limb movement and tactical design learning method described in 8 items, wherein the points of observation may be hands, feet, body, center of gravity, and the like. The interactive limb movement and tactical design learning method described in item 1 of the benefit range 21. If the window is displayed, the different actions are shown through the non-axis. Naifa, its Cheer side, touch Wei. Life. As described in the scope of claim 20, the method of inserting 10,000 private shackles, which turns old and mixed ~ * interactive body movements and tactical design learning party photos ^ her_ show (10) _ fine, indicating animation, pictures, 21
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TWI457871B (en) * 2011-05-16 2014-10-21 Univ Nat Central Interactive teaching device, method and supporting system thereof
TWI473036B (en) * 2012-06-29 2015-02-11 Reallusion Inc The system and method of automatic adaptation of terrain to virtual terrain
TWI776440B (en) * 2021-03-25 2022-09-01 靜宜大學 A course guidance module and a course guidance system with the module

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI457871B (en) * 2011-05-16 2014-10-21 Univ Nat Central Interactive teaching device, method and supporting system thereof
TWI473036B (en) * 2012-06-29 2015-02-11 Reallusion Inc The system and method of automatic adaptation of terrain to virtual terrain
TWI776440B (en) * 2021-03-25 2022-09-01 靜宜大學 A course guidance module and a course guidance system with the module

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