Client-Server Motion Tracking for Simultaneous Player Analysis
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Solution Overview
Problem
Conventional motion tracking devices, such as Kinect, are limited in simultaneously tracking multiple players due to computational intensity and hardware constraints, restricting their use to private environments and preventing their application in public spaces like entertainment parks or fitness centers.
Innovation Solution
A client-server system is implemented, where client computers handle 3D data capture and analysis from multiple 3D scanners, and a server computer synchronizes and compares motion tracking data with reference data to enable simultaneous tracking of a larger number of players, utilizing a network of personal computers without the need for large-capacity machines.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If a single motion tracking device is used to track multiple players, then device complexity is reduced, but the number of players that can be tracked simultaneously is limited due to computational intensity
Solution Approach 1:
The system divides the computational workload by assigning each player to a separate client computer for independent motion analysis. Each client computer processes 3D data from its assigned 3D scanner and extracts motion tracking data for one or more players, thereby distributing the computational intensity across multiple machines rather than requiring a single high-capacity device
Solution Approach 2:
The system transitions from a single-device architecture to a networked multi-dimensional architecture involving multiple client computers and a server computer. This dimensional expansion allows parallel processing of multiple players' motion data simultaneously, overcoming the computational limitations of a single device
2Adaptability or versatility
If conventional motion tracking devices are used, then ease of operation is maintained, but the system cannot be deployed in public spaces due to limited player tracking capacity
Solution Approach 1:
The system creates a universal platform that can handle both private and public space deployments by supporting a variable number of players through scalable client-server architecture. The same system configuration can accommodate small groups in private settings or large numbers of players in public entertainment parks and fitness centers
3Ease of manufacture
If standard personal computers are used instead of large-capacity computers, then cost is reduced, but the ability to handle computationally intensive motion analysis is limited
Solution Approach 1:
The system merges multiple standard personal computers into a coordinated network where each client computer handles a portion of the total computational load. By combining the processing power of several modest machines rather than relying on a single high-performance computer, the system achieves the required data processing capacity at lower cost
Data Source
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AI summary
In order to allow the simultaneous 3D tracking of a large number of players in an entertainment system, the system comprises a server computer, a plurality of client computers each connected to the server computer via a data communication network, a plurality of 3D scanners connected to each client computer, each 3D scanner being configured to continuously capture 3D data of at least one player and to transmit said 3D data to the client computer, each client computer comprising data processing means for subjecting said 3D data to a motion analysis comprising a feature extraction of a plurality of characteristic body parts per player thereby obtaining user body motion tracking data of said at least one player, said server computer comprising processing means for comparing said user body motion tracking data from each player with reference body motion tracking data, thereby obtaining matching quality data for each player.