VRTe Do - The way of the virtual hand

Kevin Wennrich, Benjamin Tag, Kai Steven Kunze

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

Abstract

We are presenting a Virtual Reality training system for Karate kata based on motion capture and Virtual Reality technologies. The system is built as a game, in which the player needs to learn and repeat different kata to progress and reach the next level. Different levels are represented by obi (belts) of different color, corresponding real Karate obi. We capture players’ motion with a Kinect camera and enable interaction with game objects. A database is integrated in the game so that different players can use, save and track their training progress.

Original languageEnglish
Title of host publicationProceedings - VRST 2018
Subtitle of host publication24th ACM Symposium on Virtual Reality Software and Technology
EditorsStephen N. Spencer
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450360869
DOIs
Publication statusPublished - 2018 Nov 28
Event24th ACM Symposium on Virtual Reality Software and Technology, VRST 2018 - Tokyo, Japan
Duration: 2018 Nov 282018 Dec 1

Other

Other24th ACM Symposium on Virtual Reality Software and Technology, VRST 2018
CountryJapan
CityTokyo
Period18/11/2818/12/1

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Keywords

  • Interactivity
  • Karate
  • Kinect
  • Learning
  • Sport
  • Virtual Reality

ASJC Scopus subject areas

  • Software

Cite this

Wennrich, K., Tag, B., & Kunze, K. S. (2018). VRTe Do - The way of the virtual hand. In S. N. Spencer (Ed.), Proceedings - VRST 2018: 24th ACM Symposium on Virtual Reality Software and Technology [3281578] Association for Computing Machinery. https://doi.org/10.1145/3281505.3281578