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CN104808798B - A multi-screen interactive ethnic dance entertainment system based on Kinect - Google Patents

A multi-screen interactive ethnic dance entertainment system based on Kinect Download PDF

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CN104808798B
CN104808798B CN201510244720.7A CN201510244720A CN104808798B CN 104808798 B CN104808798 B CN 104808798B CN 201510244720 A CN201510244720 A CN 201510244720A CN 104808798 B CN104808798 B CN 104808798B
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curtain
kinect
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dance
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CN104808798A (en
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王彤
王建
王建一
刘晓亮
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Harbin Institute of Technology Shenzhen
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Abstract

A kind of multi-screen interactive traditional dance entertainment systems based on Kinect, the present invention is the technical field of the body-sensing traditional dance dance game system based on Kinect device.It is to lack the property immersed in order to solve existing dance game and lack the problem of being played on traditional dance.Its first projecting apparatus, the second projecting apparatus, the 3rd projecting apparatus and the 4th projecting apparatus are all disposed within the center in the square surrounded in order by the first curtain, the second curtain, act 3 cloth and act 4 cloth, Kinect device is arranged on the lower section before the first curtain, first audio amplifier and the second audio amplifier are separately positioned at act 3 cloth two ends, and the data output end of Kinect device and the data input pin of main frame are connected.Body-sensing Kinect device and China merging for traditional dance of classics of the present invention is studied and innovated, enable users to access accurately action by the correlation technique of action recognition and judgement to feed back, user is obtained whole-heartedly immersion experience by multi-screen projection.

Description

一种基于Kinect的多屏互动民族舞娱乐系统A multi-screen interactive ethnic dance entertainment system based on Kinect

技术领域technical field

本发明为基于Kinect设备的体感民族舞舞蹈游戏系统的技术领域。The invention belongs to the technical field of the somatosensory folk dance game system based on Kinect equipment.

背景技术Background technique

近年来人们的精神娱乐生活不断丰富,舞蹈活动得到迅猛发展。不论是电脑舞蹈游戏还是跳舞毯游戏,这些舞蹈游戏都能够丰富人们的精神生活,为人们带来节奏感、韵律感与美感的锻炼与陶冶。现有的各个平台关于舞蹈的游戏包括跳舞毯、电脑游戏、手机游戏等。这些设备只能够接受手部动作或者脚步动作,与舞蹈的自然形态差距较大,在进行游戏时无法实现全身心地参与。同时,这些游戏中所含内容以现代西方的舞蹈为主,我国文化底蕴深厚的民族舞极少出现。一方面是由于其利益追求,另一方面也是由于我国的民族舞需要相应的服装与氛围,手机、平板、跳舞毯游戏难于做到民族舞氛围的沉浸。本系统在体感设备与我国经典民族舞的融合上进行了研究与创新,通过动作识别与判定的相关方法使用户能够得到准确的动作反馈,通过多屏幕投影使用户得到全身心地沉浸式体验。In recent years, people's spiritual entertainment life has been continuously enriched, and dance activities have developed rapidly. Whether it is a computer dance game or a dance mat game, these dance games can enrich people's spiritual life and bring people a sense of rhythm, rhythm and beauty. Existing dance games on various platforms include dance mats, computer games, and mobile games. These devices can only accept hand movements or footsteps, which is far from the natural form of dance, and cannot fully participate in games. At the same time, the contents of these games are mainly modern western dances, and the folk dances with profound cultural heritage in our country rarely appear. On the one hand, it is due to its pursuit of interests, and on the other hand, it is also because the national dance of our country needs corresponding costumes and atmosphere. It is difficult for mobile phones, tablets, and dance mat games to immerse in the atmosphere of national dance. This system has carried out research and innovation on the integration of somatosensory equipment and our country's classic folk dance. Through the related methods of motion recognition and judgment, users can get accurate motion feedback, and through multi-screen projection, users can get a whole-body immersive experience.

发明内容Contents of the invention

本发明的目的是提供一种基于Kinect的多屏互动民族舞娱乐系统,是为了解决现有舞蹈游戏缺乏沉浸性与缺少关于民族舞游戏的问题。The purpose of the present invention is to provide a Kinect-based multi-screen interactive ethnic dance entertainment system, in order to solve the lack of immersion in existing dance games and the lack of problems about ethnic dance games.

所述的目的是通过以下方案实现的:所述的一种基于Kinect的多屏互动民族舞娱乐系统,它包括主机1、Kinect设备2、第一幕布3、第二幕布4、第三幕布5、第四幕布6、第一投影仪7、第二投影仪8、第三投影仪9、第四投影仪10、音响设备11、第一音箱12、第二音箱13;Described purpose is achieved by following scheme: described a kind of multi-screen interactive ethnic dance entertainment system based on Kinect, it comprises main frame 1, Kinect equipment 2, the first curtain 3, the second curtain 4, the third curtain 5 , the fourth curtain 6, the first projector 7, the second projector 8, the third projector 9, the fourth projector 10, the audio equipment 11, the first sound box 12, the second sound box 13;

所述第一投影仪7、第二投影仪8、第三投影仪9和第四投影仪10都设置在由第一幕布3、第二幕布4、第三幕布5和第四幕布6按顺序围成的一个方型内的中心处,并使第一投影仪7的投射影象投射在第一幕布3上,第二投影仪8的投射影象投射在第二幕布4上,第三投影仪9的投射影象投射在第三幕布5上,第四投影仪10的投射影象投射在第四幕布6上,Kinect设备2设置在第一幕布3前面的下方,第一音箱12和第二音箱13分别设置在第三幕布5的两侧端处,第一音箱12的驱动输入端和第二音箱13的驱动输入端都与音响设备11的驱动输出端连接,Kinect设备2的数据输出端与主机1的数据输入端连接,第一投影仪7的数字视频信号输入端、第二投影仪8的数字视频信号输入端、第三投影仪9的数字视频信号输入端和第四投影仪10的数字视频信号输入端都分别与主机1的多路数字视频输出端连接,音响设备11的多路数字音频输入端都分别与主机1的多路数字音品输出端连接;启动主机1、Kinect设备2、第一投影仪7、第二投影仪8、第三投影仪9、第四投影仪10和音响设备11,初始化Kinect设备2,Kinect设备2获取图像数据,包括颜色流ColorImageSteam、深度流DepthImageSteam、骨架流SkeletonStream,生成OpenCV中的Iplmage图像;主机1通过Kinect设备2判断参与游戏者数目,选择深度值最小即距离设备可见视野最近的玩家进行骨骼跟踪;将玩家骨骼节点与模型骨骼节点进行绑定并将坐标映射到OpenCV绘图坐标系统;获取玩家面部关键点121个,分离出玩家面部图像,并通过关键点的匹配将玩家面部图像赋予模型;主机1通过Kinect设备2进行玩家动作判定,动作匹配后可进行下一关游戏;提前在动作库中存储有大量的舞蹈动作数据,以关节点之间的相对位置来表示;玩家做出动作后,对玩家骨骼节点的相对位置与动作库中的相对位置进行匹配,判断是否满足特定时间内动作在空间位置上的一定阈值内的匹配。The first projector 7, the second projector 8, the third projector 9 and the fourth projector 10 are all arranged on the first curtain 3, the second curtain 4, the third curtain 5 and the fourth curtain 6 in order surrounded by the center of a square, and the projected image of the first projector 7 is projected on the first curtain 3, the projected image of the second projector 8 is projected on the second curtain 4, and the third projection The projected image of instrument 9 is projected on the third curtain 5, the projected image of the fourth projector 10 is projected on the fourth curtain 6, the Kinect device 2 is arranged below the front of the first curtain 3, the first sound box 12 and the second Two sound boxes 13 are respectively arranged at the both sides of the third curtain 5, the drive input end of the first sound box 12 and the drive input end of the second sound box 13 are all connected with the drive output end of the audio equipment 11, and the data output of the Kinect equipment 2 end is connected with the data input end of host computer 1, the digital video signal input end of the first projector 7, the digital video signal input end of the second projector 8, the digital video signal input end of the third projector 9 and the fourth projector The digital video signal input ends of 10 are all respectively connected with the multi-channel digital video output ends of the main frame 1, and the multi-channel digital audio input ends of the audio equipment 11 are respectively connected with the multi-channel digital audio output ends of the main frame 1; start the main frame 1, Kinect device 2, first projector 7, second projector 8, third projector 9, fourth projector 10 and audio equipment 11, initialize Kinect device 2, Kinect device 2 obtains image data, including color flow ColorImageSteam, depth Stream DepthImageSteam and skeleton stream SkeletonStream to generate the Iplmage image in OpenCV; host 1 judges the number of players participating in the game through Kinect device 2, and selects the player with the smallest depth value, that is, the player closest to the visible field of view of the device for bone tracking; connects the player bone node with the model bone node Bind and map the coordinates to the OpenCV drawing coordinate system; obtain 121 key points of the player's face, separate the player's face image, and assign the player's face image to the model through key point matching; the host 1 uses the Kinect device 2 to determine the player's action , after the action is matched, the next level of the game can be played; a large amount of dance action data is stored in the action library in advance, represented by the relative position between the joint points; after the player makes an action, the relative position and action of the player's bone node The relative position in the library is matched, and it is judged whether the matching within a certain threshold of the spatial position of the action within a specific time is satisfied.

本发明的体感Kinect设备与我国经典民族舞的融合上进行了研究与创新,通过动作识别与判定的相关方法使用户能够得到准确的动作反馈,通过多屏幕投影使用户得到全身心地沉浸式体验。Research and innovation have been carried out on the integration of the somatosensory Kinect device of the present invention and the classic folk dance of our country. Through the relevant methods of motion recognition and judgment, users can get accurate motion feedback, and through multi-screen projection, users can get a whole-body immersive experience.

附图说明Description of drawings

图1是本发明的整体结构示意图。Fig. 1 is a schematic diagram of the overall structure of the present invention.

具体实施方式detailed description

具体实施方式一:结合图1所示,它包括主机1、Kinect设备2、第一幕布3、第二幕布4、第三幕布5、第四幕布6、第一投影仪7、第二投影仪8、第三投影仪9、第四投影仪10、音响设备11、第一音箱12、第二音箱13;Specific embodiment one: in conjunction with shown in Figure 1, it comprises main frame 1, Kinect device 2, first curtain 3, second curtain 4, the third curtain 5, the fourth curtain 6, first projector 7, the second projector 8. The third projector 9, the fourth projector 10, the audio equipment 11, the first speaker 12, and the second speaker 13;

所述第一投影仪7、第二投影仪8、第三投影仪9和第四投影仪10都设置在由第一幕布3、第二幕布4、第三幕布5和第四幕布6按顺序围成的一个方型内的中心处,并使第一投影仪7的投射影象投射在第一幕布3上,第二投影仪8的投射影象投射在第二幕布4上,第三投影仪9的投射影象投射在第三幕布5上,第四投影仪10的投射影象投射在第四幕布6上,Kinect设备2设置在第一幕布3前面的下方,第一音箱12和第二音箱13分别设置在第三幕布5的两侧端处,第一音箱12的驱动输入端和第二音箱13的驱动输入端都与音响设备11的驱动输出端连接,Kinect设备2的数据输出端与主机1的数据输入端连接,第一投影仪7的数字视频信号输入端、第二投影仪8的数字视频信号输入端、第三投影仪9的数字视频信号输入端和第四投影仪10的数字视频信号输入端都分别与主机1的多路数字视频输出端连接,音响设备11的多路数字音频输入端都分别与主机1的多路数字音品输出端连接;启动主机1、Kinect设备2、第一投影仪7、第二投影仪8、第三投影仪9、第四投影仪10和音响设备11,初始化Kinect设备2,Kinect设备2获取图像数据,包括颜色流ColorImageSteam、深度流DepthImageSteam、骨架流SkeletonStream,生成OpenCV中的Iplmage图像;主机1通过Kinect设备2判断参与游戏者数目,选择深度值最小即距离设备可见视野最近的玩家进行骨骼跟踪;将玩家骨骼节点与模型骨骼节点进行绑定并将坐标映射到OpenCV绘图坐标系统;获取玩家面部关键点121个,分离出玩家面部图像,并通过关键点的匹配将玩家面部图像赋予模型;主机1通过Kinect设备2进行玩家动作判定,动作匹配后可进行下一关游戏;提前在动作库中存储有大量的舞蹈动作数据,以关节点之间的相对位置来表示;玩家做出动作后,对玩家骨骼节点的相对位置与动作库中的相对位置进行匹配,判断是否满足特定时间内动作在空间位置上的一定阈值内的匹配。The first projector 7, the second projector 8, the third projector 9 and the fourth projector 10 are all arranged on the first curtain 3, the second curtain 4, the third curtain 5 and the fourth curtain 6 in order surrounded by the center of a square, and the projected image of the first projector 7 is projected on the first curtain 3, the projected image of the second projector 8 is projected on the second curtain 4, and the third projection The projected image of instrument 9 is projected on the third curtain 5, the projected image of the fourth projector 10 is projected on the fourth curtain 6, the Kinect device 2 is arranged below the front of the first curtain 3, the first sound box 12 and the second Two sound boxes 13 are respectively arranged at the both sides of the third curtain 5, the drive input end of the first sound box 12 and the drive input end of the second sound box 13 are all connected with the drive output end of the audio equipment 11, and the data output of the Kinect equipment 2 end is connected with the data input end of host computer 1, the digital video signal input end of the first projector 7, the digital video signal input end of the second projector 8, the digital video signal input end of the third projector 9 and the fourth projector The digital video signal input ends of 10 are all respectively connected with the multi-channel digital video output ends of the main frame 1, and the multi-channel digital audio input ends of the audio equipment 11 are respectively connected with the multi-channel digital audio output ends of the main frame 1; start the main frame 1, Kinect device 2, first projector 7, second projector 8, third projector 9, fourth projector 10 and audio equipment 11, initialize Kinect device 2, Kinect device 2 obtains image data, including color flow ColorImageSteam, depth Stream DepthImageSteam and skeleton stream SkeletonStream to generate the Iplmage image in OpenCV; host 1 judges the number of players participating in the game through Kinect device 2, and selects the player with the smallest depth value, that is, the player closest to the visible field of view of the device for bone tracking; connects the player bone node with the model bone node Bind and map the coordinates to the OpenCV drawing coordinate system; obtain 121 key points of the player's face, separate the player's face image, and assign the player's face image to the model through key point matching; the host 1 uses the Kinect device 2 to determine the player's action , after the action is matched, the next level of the game can be played; a large amount of dance action data is stored in the action library in advance, represented by the relative position between the joint points; after the player makes an action, the relative position and action of the player's bone node The relative position in the library is matched, and it is judged whether the matching within a certain threshold of the spatial position of the action within a specific time is satisfied.

工作原理:自由舞原理即获取用户骨骼点信息并赋予模型。教学舞工作原理包括两部分,一部分是进行标准舞蹈动作的数据量化存储,一部分是对于用户动作数据与标准动作数据的比较。通过调研发现民族舞动作多利用肘关节、膝关节与腕关节的变化做出各种形态的舞姿。因此,首先对标准舞蹈动作中的肘关节、膝关节与腕关节的动作数据量化存储。在动作判定中首先针对肘关节膝关节与腕关节的动作进行判定,而后进行其他部位的动作判定。判定方法如下:首先建立空间三维坐标系xyz坐标系,游戏者骨骼节点的空间位置由空间三维坐标系中的点(x,y,z)表示,通过实验测量出动作角度误差范围为值α时最合理,α为π/36。以肘关节形态的判断为例,利用手腕节点、肘节点与肩节点三点的位置可在空间中构建出三条直线。以右手臂为例,肩中央位置为(x0,y0,z0)右肩位置为(x1,y1,z1),右肘位置为(x2,y2,z2),右腕位置为(x3,y3,z3)。右肩与右手腕两点构成的直线为L13,右肩与右肘构成的直线为L12,右肘与右手腕构成的直线为L23,肩中央与右肩构成的直线为L01.胳膊舞蹈动作的形态与肩部及肘部的转动情况相关,因此将肩部、肘部、手腕处关节之间的相对位置作为判断标准,及不考虑用户的胳膊长度而是以其关节旋转角度作为判定标准。首先,判断L13与L01间的夹角是否满足在区间[K013-α,K013+α],K013为动作库中储存的标准舞蹈动作中右手腕相对于右肩的角度。L13与L01间的夹角可利用空间向量夹角公式得出,角度计算公式为:Working principle: The principle of free dance is to obtain the user's bone point information and assign it to the model. The working principle of teaching dance includes two parts, one is to quantify the data storage of standard dance movements, and the other is to compare user movement data with standard movement data. Through research, it is found that folk dance movements mostly use changes in elbow joints, knee joints and wrist joints to make various forms of dance postures. Therefore, firstly, the movement data of the elbow joint, knee joint and wrist joint in standard dance movements are quantified and stored. In the motion judgment, the motion of the elbow joint, knee joint and wrist joint is judged first, and then the motion judgment of other parts is performed. The judging method is as follows: firstly establish the xyz coordinate system of the space three-dimensional coordinate system, the space position of the player’s bone node is represented by the point (x, y, z) in the space three-dimensional coordinate system, and the error range of the action angle is measured by experiment when the value is α Most reasonably, α is π/36. Taking the judgment of the shape of the elbow joint as an example, three straight lines can be constructed in space by using the positions of the wrist node, elbow node and shoulder node. Take the right arm as an example, the position of the shoulder center is (x0, y0, z0), the position of the right shoulder is (x1, y1, z1), the position of the right elbow is (x2, y2, z2), and the position of the right wrist is (x3, y3, z3) ). The straight line formed by the right shoulder and the right wrist is L13, the straight line formed by the right shoulder and the right elbow is L12, the straight line formed by the right elbow and the right wrist is L23, and the straight line formed by the center of the shoulder and the right shoulder is L01. The shape is related to the rotation of the shoulder and elbow, so the relative position of the shoulder, elbow, and wrist joints is used as the judgment standard, and the user's arm length is not considered but the joint rotation angle is used as the judgment standard. First, determine whether the angle between L13 and L01 satisfies the interval [K013-α, K013+α], K013 is the angle of the right wrist relative to the right shoulder in the standard dance movements stored in the movement library. The angle between L13 and L01 can be obtained by using the space vector angle formula, and the angle calculation formula is:

同理,直线L12与直线L23之间的夹角计算公式为:Similarly, the formula for calculating the included angle between the straight line L12 and the straight line L23 is:

判断该角度是否满足动作库中存贮的标准角度范围[K123-α,K123+α]。Judging whether the angle meets the standard angle range [K123-α, K123+α] stored in the action library.

当所有关节点的角度均与动作库中的角度匹配上时,则该动作匹配成功。可进行下一个舞蹈动作的学习。When the angles of all relevant nodes match the angles in the action library, the action matching is successful. You can learn the next dance move.

Claims (1)

1.一种基于Kinect的多屏互动民族舞娱乐系统,其特征在于它包括主机(1)、Kinect设备(2)、第一幕布(3)、第二幕布(4)、第三幕布(5)、第四幕布(6)、第一投影仪(7)、第二投影仪(8)、第三投影仪(9)、第四投影仪(10)、音响设备(11)、第一音箱(12)、第二音箱(13);1. A multi-screen interactive ethnic dance entertainment system based on Kinect is characterized in that it comprises a main frame (1), Kinect equipment (2), the first curtain (3), the second curtain (4), the third curtain (5 ), fourth curtain (6), first projector (7), second projector (8), third projector (9), fourth projector (10), audio equipment (11), first speaker (12), the second speaker (13); 所述第一投影仪(7)、第二投影仪(8)、第三投影仪(9)和第四投影仪(10)都设置在由第一幕布(3)、第二幕布(4)、第三幕布(5)和第四幕布(6)按顺序围成的一个方型内的中心处,并使第一投影仪(7)的投射影象投射在第一幕布(3)上,第二投影仪(8)的投射影象投射在第二幕布(4)上,第三投影仪(9)的投射影象投射在第三幕布(5)上,第四投影仪(10)的投射影象投射在第四幕布(6)上,Kinect设备(2)设置在第一幕布(3)前面的下方,第一音箱(12)和第二音箱(13)分别设置在第三幕布(5)的两侧端处,第一音箱(12)的驱动输入端和第二音箱(13)的驱动输入端都与音响设备(11)的驱动输出端连接,Kinect设备(2)的数据输出端与主机(1)的数据输入端连接,第一投影仪(7)的数字视频信号输入端、第二投影仪(8)的数字视频信号输入端、第三投影仪(9)的数字视频信号输入端和第四投影仪(10)的数字视频信号输入端都分别与主机(1)的多路数字视频输出端连接,音响设备(11)的多路数字音频输入端都分别与主机(1)的多路数字音品输出端连接;启动主机(1)、Kinect设备(2)、第一投影仪(7)、第二投影仪(8)、第三投影仪(9)、第四投影仪(10)和音响设备(11),初始化Kinect设备(2),Kinect设备(2)获取图像数据,包括颜色流ColorImageSteam、深度流DepthImageSteam、骨架流SkeletonStream,生成OpenCV中的Iplmage图像;主机(1)通过Kinect设备(2)判断参与游戏者数目,选择深度值最小即距离设备可见视野最近的玩家进行骨骼跟踪;将玩家骨骼节点与模型骨骼节点进行绑定并将坐标映射到OpenCV绘图坐标系统;获取玩家面部关键点121个,分离出玩家面部图像,并通过关键点的匹配将玩家面部图像赋予模型;主机(1)通过Kinect设备(2)进行玩家动作判定,动作匹配后可进行下一关游戏;提前在动作库中存储有大量的舞蹈动作数据,以关节点之间的相对位置来表示;玩家做出动作后,对玩家骨骼节点的相对位置与动作库中的相对位置进行匹配,判断是否满足特定时间内动作在空间位置上的一定阈值内的匹配。The first projector (7), the second projector (8), the third projector (9) and the fourth projector (10) are all arranged on the first curtain (3), the second curtain (4) , the center of a square enclosed by the third curtain (5) and the fourth curtain (6) in order, and project the projected image of the first projector (7) on the first curtain (3), The projected image of the second projector (8) is projected on the second curtain (4), the projected image of the third projector (9) is projected on the third curtain (5), and the projected image of the fourth projector (10) The projected image is projected on the fourth curtain (6), the Kinect device (2) is arranged under the front of the first curtain (3), and the first sound box (12) and the second sound box (13) are respectively arranged on the third curtain ( 5) at both sides, the drive input of the first speaker (12) and the drive input of the second speaker (13) are connected to the drive output of the audio device (11), and the data output of the Kinect device (2) The terminal is connected to the data input terminal of the host computer (1), the digital video signal input terminal of the first projector (7), the digital video signal input terminal of the second projector (8), and the digital video signal input terminal of the third projector (9). The signal input end and the digital video signal input end of the fourth projector (10) are all respectively connected with the multi-channel digital video output end of the host (1), and the multi-channel digital audio input ends of the audio equipment (11) are respectively connected with the host ( 1) Multi-channel digital audio output connection; start the host (1), Kinect device (2), the first projector (7), the second projector (8), the third projector (9), the fourth The projector (10) and audio equipment (11), initialize the Kinect device (2), and the Kinect device (2) obtains image data, including color stream ColorImageSteam, depth stream DepthImageSteam, and skeleton stream SkeletonStream, to generate the Iplmage image in OpenCV; the host ( 1) Use the Kinect device (2) to judge the number of players participating in the game, and select the player with the smallest depth value, that is, the player closest to the visible field of view of the device, for bone tracking; bind the player bone node to the model bone node and map the coordinates to the OpenCV drawing coordinate system ; Obtain 121 key points of the player's face, separate the player's facial image, and assign the player's facial image to the model through key point matching; the host (1) judges the player's action through the Kinect device (2), and the next step can be performed after the action is matched. Close the game; store a large amount of dance action data in the action library in advance, represented by the relative position between joint points; after the player makes an action, match the relative position of the player's bone node with the relative position in the action library, Judging whether the matching of actions within a certain threshold in the spatial position within a specific time is satisfied.
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