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A System for Augmenting Humans’ ability to Learn Kendama Tricks through Virtual Reality Training

Published: 18 April 2022 Publication History

Abstract

We developed a system for augmenting humans’ ability to learn Kendama tricks through virtual reality (VR) training. It is often considered to be difficult to play because the ball moves fast, and it is difficult to understand the factors that lead to the success or failure. With this system, we reduced the difficulty of Kendama by slowing down the speed of the ball within a VR space. In addition, this system used the results of detailed measurements of the factors that lead to the success or failure and presented its information to users in an easy-to-understand manner. As a result of the experiment, we confirmed that VR training which used the proposed method has the potential to increase the proficiency of the users in both physical and VR spaces as well as their confidence in succeeding, as compared to VR training which did not.

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Link to video (link_to_video.pdf)

References

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cover image ACM Other conferences
AHs '22: Proceedings of the Augmented Humans International Conference 2022
March 2022
350 pages
ISBN:9781450396325
DOI:10.1145/3519391
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 April 2022

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Author Tags

  1. success factors
  2. time-based interventions
  3. training
  4. virtual reality

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  • Research-article
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  • Refereed limited

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  • JSPS KAKENHI (#JP19H01129)

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AHs 2022
AHs 2022: Augmented Humans 2022
March 13 - 15, 2022
Kashiwa, Chiba, Japan

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  • (2024)ARpenSki: Augmenting Ski Training with Direct and Indirect Postural Visualization2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00024(1-9)Online publication date: 16-Mar-2024
  • (2024)Implementation of a Virtual Success Experience System with Difficulty Adjustment for Enhancing Self-Efficacy2024 IEEE/SICE International Symposium on System Integration (SII)10.1109/SII58957.2024.10417317(259-265)Online publication date: 8-Jan-2024
  • (2024)Instant Difficulty Adjustment using User Skill Model Based on GPDM in VR Kendama Task2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)10.1109/AIxVR59861.2024.00026(138-146)Online publication date: 17-Jan-2024
  • (2023)Digital Twin of Experience for Human–Robot Collaboration Through Virtual RealityInternational Journal of Automation Technology10.20965/ijat.2023.p028417:3(284-291)Online publication date: 5-May-2023
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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
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  • (2023)Kinematic coordinations capture learning during human–exoskeleton interactionScientific Reports10.1038/s41598-023-35231-313:1Online publication date: 26-Jun-2023
  • (2022)Virtual Reality Sonification Training System Can Improve a Novice's Forehand Return of Serve in Tennis2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct57072.2022.00182(845-849)Online publication date: Oct-2022

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