• DocumentCode
    3497700
  • Title

    Using Wearable Sensors for Real-Time Recognition Tasks in Games of Martial Arts - An Initial Experiment

  • Author

    Heinz, Ernst A. ; Kunze, Kai S. ; Gruber, Matthias ; Bannach, David ; Lukowicz, Paul

  • Author_Institution
    Inst. for Comput. Syst. & Networks, Univ. of Health Syst., Med. Informatics & Technol., Tyrol
  • fYear
    2006
  • fDate
    22-24 May 2006
  • Firstpage
    98
  • Lastpage
    102
  • Abstract
    Beside their stunning graphics, modern entertainment systems feature ever-higher levels of immersive user-interaction. Today, this is mostly achieved by virtual (VR) and augmented reality (AK) setups. On top of these, we envision to add ambient intelligence and context awareness to gaming applications in general and games of martial arts in particular. To this end, we conducted an initial experiment with inexpensive body-worn gyroscopes and acceleration sensors for the chum kiu motion sequence in wing tsun (a popular form of kung fu). The resulting data confirm the feasibility of our vision. Fine-tuned adaptations of various thresholding and pattern-matching techniques known from the fields of computational intelligence and signal processing should suffice to automate the analysis and recognition of important wing tsun movements in real time. Moreover, the data also seem to allow for the possibility of automatically distinguishing between certain levels of expertise and quality in executing the movements.
  • Keywords
    accelerometers; computer games; gesture recognition; gyroscopes; image matching; image motion analysis; nonelectric sensing devices; real-time systems; sport; wearable computers; acceleration sensors; ambient intelligence; body-worn gyroscopes; chum kiu motion sequence; context awareness; kung fu; martial arts games; motion analysis; pattern matching; real-time movement recognition; thresholding; wearable sensors; wing tsun; Acceleration; Ambient intelligence; Art; Augmented reality; Context awareness; Graphics; Gyroscopes; Intelligent sensors; Virtual reality; Wearable sensors; Body-worn Sensors; Experiment; Games of Martial Arts; Kung Fu; Motion Analysis; Movement Recognition; Wearable Computing; Wing Tsun;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games, 2006 IEEE Symposium on
  • Conference_Location
    Reno, NV
  • Print_ISBN
    1-4244-0464-9
  • Type

    conf

  • DOI
    10.1109/CIG.2006.311687
  • Filename
    4100114