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10.1145/3281505.3281578acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
abstract

VRTe do: the way of the virtual hand

Published: 28 November 2018 Publication History

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.

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References

[1]
Meredith Bricken. 1991. Virtual reality learning environments: potentials and challenges. ACM SIGGRAPH Computer Graphics 25, 3 (1991), 178--184.
[2]
Zahira Merchant, Ernest T Goetz, Lauren Cifuentes, Wendy Keeney-Kennicutt, and Trina J Davis. 2014. Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education 70 (2014), 29--40.
[3]
Marc Prensky. 2003. Digital game-based learning. Computers in Entertainment (CIE) 1, 1 (2003), 21--21.
[4]
Marc Prensky. 2013. Digital Game-Based Learning. Paragon House.
[5]
Kevin SY Tan. 2004. Constructing a martial tradition: Rethinking a popular history of Karate-Dou. Journal of Sport and Social Issues 28, 2 (2004), 169--192.
[6]
Nicolas Vignais, Richard Kulpa, Sebastien Brault, Damien Presse, and Benoit Bideau. 2015. Which technology to investigate visual perception in sport: Video vs. virtual reality. Human movement science 39 (2015), 12--26.

Cited By

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  • (2023)Gino .Aiki: Mixed Reality-based Physical Motor Skill Training in Aikido2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct60411.2023.00112(519-524)Online publication date: 16-Oct-2023
  • (2022)Designing postures for rehabilitation therapies in a multimodal system based on a 3D virtual environment and movement-based interactionMultimedia Tools and Applications10.1007/s11042-022-13292-281:30(44445-44466)Online publication date: 3-Jun-2022
  • (2021)Can pose classification be used to teach Kickboxing?2021 International Conference on Electrical, Computer and Energy Technologies (ICECET)10.1109/ICECET52533.2021.9698656(1-6)Online publication date: 9-Dec-2021
  • Show More Cited By

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Information

Published In

cover image ACM Conferences
VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
November 2018
570 pages
ISBN:9781450360869
DOI:10.1145/3281505
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 November 2018

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Author Tags

  1. interactivity
  2. karate
  3. kinect
  4. learning
  5. sport
  6. virtual reality

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VRST '18

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

View all
  • (2023)Gino .Aiki: Mixed Reality-based Physical Motor Skill Training in Aikido2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct60411.2023.00112(519-524)Online publication date: 16-Oct-2023
  • (2022)Designing postures for rehabilitation therapies in a multimodal system based on a 3D virtual environment and movement-based interactionMultimedia Tools and Applications10.1007/s11042-022-13292-281:30(44445-44466)Online publication date: 3-Jun-2022
  • (2021)Can pose classification be used to teach Kickboxing?2021 International Conference on Electrical, Computer and Energy Technologies (ICECET)10.1109/ICECET52533.2021.9698656(1-6)Online publication date: 9-Dec-2021
  • (2020)A Systematic Literature Review of Intelligent Data Analysis Methods for Smart Sport TrainingApplied Sciences10.3390/app1009301310:9(3013)Online publication date: 26-Apr-2020

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