Martial arts (MAs) are considered as a preserved heritage primarily due to the fact that it promotes certain level of identities of a culture. MA refers to the art of combat and self-defense which normally combines offensive and defensive techniques. Technology advancements have made motion capture (MoCap) to be widely used in MA to capture and evaluate human performance. Nevertheless, researches on extrinsic feedbacks (EFs) of MA through the developed evaluation system are scarce. Furthermore, there is no complete framework of evaluation system suggested for MA. This paper presents the theoretical framework of EF-based automated evaluation system in the context of traditional local MA. The framework contains three modules including MoCap, recognition and evaluation. The MoCap module tracks human body accurately in order to generate skeleton, tune focused target, and record human movements. Recognition module develops a script of motion for templates and classification purposes using Reverse-Gesture Description Language (R-GDL) and GDL respectively. Evaluation module produces the extrinsic feedback in terms of pattern and score for the performed movements. This theoretical framework will be used in the development of the digital tool to measure the accuracy and effectiveness of motions performed by one of the traditional local MAs.
Traditionally animation is produced ' by drawing illusion of movement created by photographing a series o f individual drawings on successive frames on film. Greenberg [l], explains "Animation is a deliberately interpreted "illusion of l$e. " It has, been practiced for the last 70 years in both drawn nnd stop -motion animation, and as such, is not an attempt to mimic human and animal life exactk." According to the historical timehe, there are many forms of animation that have been introduced. This includes cel animation, clay animation, stop frame animation, three dimensional (3D) computer animation and virtual reality. With the rapid growth of this industry, various types of techniques, methodologies and computer technologies have been developed, for instance the keyframe animation, non-linear animation, motion capture, procedural animation and etc. Generally there are two popular methods in producing computer animation; keyframe animation and motion capture. Both have their own adherents. The authors believe that this research is important to reveal the actual process and its advantageddisadvantages for animation production. The findings and discussions would be useful for production guidehes, especially in making decision to choose the right method.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.