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

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

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

64 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
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages98-102
Number of pages5
ISBN (Print)1424404649, 9781424404643
DOIs
Publication statusPublished - 2006 Jan 1
Externally publishedYes
Event2006 IEEE Symposium on Computational Intelligence and Games, CIG'06 - Lake Tahoe, NV, United States
Duration: 2006 May 222006 May 24

Publication series

NameProceedings of the 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06

Other

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

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

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    Heinz, E. A., Kunze, K. S., Gruber, M., Bannach, D., & Lukowicz, P. (2006). 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] (Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games, CIG'06). Institute of Electrical and Electronics Engineers Inc.. https://doi.org/10.1109/CIG.2006.311687