Summary: | 碩士 === 國立臺北大學 === 資訊管理研究所 === 96 === In recent years, most nations are trying hard to advance the development of digital contents. As far as the present technology is concerned, it could say now we have the capabilities to make animation digital games and movies. However, the command of virtual actors movements effort still depends on engineers’ crafts and experiences. The most time engineer often regard the shape, but no quality. In the sports and medicine domains, some European countries and the U.S.A. are trying to integrate the Kinematics and body movements to strengthen the actual sports training, but the present movements analysis technologies don’t consider the variability and flexibility of human bodies and therefore, the analysis results still don’t completely correspond to the actual human movements and also don’t achieve the best effects. Therefore, it is important to advance controlling movement effort for us. Laban Movement Analysis(LMA) is broad used in dance area. This study proposes to provide a digital model and establish a movement data collection platform, it can make dancing experts to decide what efforts in body parts on the movement, then handling the Data Mining with kinematic parameters calculated. To for applications(like dancing, animations, games, health and so on), constructing a movement effort data exchange protocol with XML, it can provides industrial applications and academic research.
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