In order to improve the effect of athlete’s injury recognition and rehabilitation evaluation, this paper studies the traditional rehabilitation evaluation method and proposes a new athlete rehabilitation evaluation system combining the Internet of Health Things technology and human gait analysis algorithm. Moreover, this paper combines sports characteristics to improve the algorithm of human gait analysis. In addition, through the study of the athlete’s human body modeling and movement process, a human gait analysis algorithm that can be applied to multiple sports is proposed, and the gait parameter analysis and algorithm reliability research are carried out through simulation analysis. After confirming that the algorithm is effective, this paper combines the Internet of Health Things technology to construct a system model, obtains the system function module architecture with the support of the Internet of Health Things technology, and conducts experiments to verify the system performance. From the experimental research, it can be seen that the model constructed in this paper meets the theoretical and practical needs, and the system in this paper can be applied to practice in the future. The human gait recognition algorithm constructed in this article has a good effect and can play an important role in sports rehabilitation of athletes. At the same time, the system constructed in this article has certain advantages over traditional sports rehabilitation systems with the support of algorithms.
With the rapid development of the national economy and the improvement of people’s living standards, physical fitness and health have attracted people’s attention and become an important topic in people’s daily life. Virtual reality technology is a new technology that uses computer to build virtual environment, belonging to simulation technology, which is an extremely important direction in this field. This paper aims to study the importance of the national fitness sports relying on virtual reality technology in the development of sports economy. The related concepts of virtual reality technology and the related meanings of national fitness are introduced. The characteristics of the office population are analyzed to understand the daily behavior habits, health status, and common diseases of the target population. Meanwhile, the traditional home fitness equipment and virtual home fitness equipment are collected and compared. The problems of the existing home fitness equipment are understood so as to discover the direction of subsequent design. Then, through interviews, questionnaires, and on-the-spot research, the target users and the product usage environment are investigated in depth. The pain points and needs of users are found and the needs of office workers for fitness products are summarized. The experimental results showed that in the national fitness sports relying on virtual reality technology, 80% of the respondents believed that the integration of somatosensory technology into fitness equipment has a positive effect on improving fitness.
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