Abstract

Human motion capture is commonly used in various fields, including sport, to analyze, understand, and synthesize kinematic and kinetic data. Specialized computer vision and marker-based optical motion capture techniques constitute the gold-standard for accurate and robust human motion capture. The dataset presented consists of recordings of 37 Kyokushin karate athletes of different ages (children, young people, and adults) and skill levels (from 4th dan to 9th kyu) executing the following techniques: reverse lunge punch (Gyaku-Zuki), front kick (Mae-Geri), roundhouse kick (Mawashi-Geri), and spinning back kick (Ushiro-Mawashi-Geri). Each technique was performed approximately three times per recording (i.e., to create a single data file), and under three conditions where participants kicked or punched (i) in the air, (ii) a training shield, or (iii) an opponent. Each participant undertook a minimum of two trials per condition. The data presented was captured using a Vicon optical motion capture system with Plug-In Gait software. Three dimensional trajectories of 39 reflective markers were recorded. The resultant dataset contains a total of 1,411 recordings, with 3,229 single kicks and punches. The recordings are available in C3D file format. The dataset provides the opportunity for kinematic analysis of different combat sport techniques in attacking and defensive situations.

Highlights

  • Background & SummaryHuman motion capture is commonly used in various fields, including sport, to analyze, understand, and synthesize kinematic and kinetic data.The ability to execute the right technique in combat sports plays an important role in scoring points

  • Based on the above considerations, we present a comprehensive set of kinematic and kinetic data obtained from recordings of 37 Kyokushin karate athletes

  • The part of presented dataset was used to investigate the three-dimensional kinematics of the front kick (Mae-Geri) when executed by Kyokushin karate athletes of different levels under three conditions[11]: (i) a kick in the air, (ii) a kick against a training shield, and (iii) a kick against an opponent

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Summary

Background & Summary

Human motion capture is commonly used in various fields, including sport, to analyze, understand, and synthesize kinematic and kinetic data. A novel method to measure interpersonal synchronization of movement using motion capture data is to detect relevant acceleration peaks for upper and lower limbs, and establish if they are synchronized Such a method has been effective in classifying the skill level of karate athletes performing kata[24]. A further dataset described[42,43] contains motion capture data (synchronized with video and audio recordings) of two katas performed by seven participants with different levels of experience. Available motion capture dataset UMONS-TAICHI contains Taijiquan martial art gestures that includes classes (relative to Taijiquan techniques) executed by 12 participants of various skill levels. Any future repository should contain recordings that depict karate athletes of different levels (e.g., grade, experience) executing techniques under various conditions (e.g., defending and attacking against an opponent)

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