Using wearable sensors for real-time recognition tasks in games of martial arts - An initial experiment

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

Research output: Chapter in Book/Report/Conference proceedingConference contribution

61 Citations (Scopus)

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 (AR) 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.

Original languageEnglish
Title of host publicationProceedings of the 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06
Pages98-102
Number of pages5
DOIs
Publication statusPublished - 2007
Externally publishedYes
Event2006 IEEE Symposium on Computational Intelligence and Games, CIG'06 - Lake Tahoe, NV, United States
Duration: 2006 May 222006 May 24

Other

Other2006 IEEE Symposium on Computational Intelligence and Games, CIG'06
CountryUnited States
CityLake Tahoe, NV
Period06/5/2206/5/24

Fingerprint

Game
Real-time
Sensor
Ambient Intelligence
Context-awareness
Computational Intelligence
Gyroscope
Gaming
Pattern matching
Augmented reality
Augmented Reality
Gyroscopes
User Interaction
Pattern Matching
Thresholding
Virtual Reality
Expertise
Virtual reality
Artificial intelligence
Experiment

Keywords

  • Body-worn sensors
  • Experiment
  • Games of martial arts
  • Kung Fu
  • Motion analysis
  • Movement recognition
  • Wearable computing
  • Wing Tsun

ASJC Scopus subject areas

  • Artificial Intelligence
  • Electrical and Electronic Engineering
  • Computational Mathematics
  • Theoretical Computer Science

Cite this

Heinz, E. A., Kunze, K. S., Gruber, M., Bannach, D., & Lukowicz, P. (2007). Using wearable sensors for real-time recognition tasks in games of martial arts - An initial experiment. In Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06 (pp. 98-102). [4100114] https://doi.org/10.1109/CIG.2006.311687

Using wearable sensors for real-time recognition tasks in games of martial arts - An initial experiment. / Heinz, Ernst A.; Kunze, Kai Steven; Gruber, Matthias; Bannach, David; Lukowicz, Paul.

Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06. 2007. p. 98-102 4100114.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Heinz, EA, Kunze, KS, Gruber, M, Bannach, D & Lukowicz, P 2007, Using wearable sensors for real-time recognition tasks in games of martial arts - An initial experiment. in Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06., 4100114, pp. 98-102, 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06, Lake Tahoe, NV, United States, 06/5/22. https://doi.org/10.1109/CIG.2006.311687
Heinz EA, Kunze KS, Gruber M, Bannach D, Lukowicz P. Using wearable sensors for real-time recognition tasks in games of martial arts - An initial experiment. In Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06. 2007. p. 98-102. 4100114 https://doi.org/10.1109/CIG.2006.311687
Heinz, Ernst A. ; Kunze, Kai Steven ; Gruber, Matthias ; Bannach, David ; Lukowicz, Paul. / Using wearable sensors for real-time recognition tasks in games of martial arts - An initial experiment. Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06. 2007. pp. 98-102
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