Connecting the Physical World with Pervasive Networks
IEEE Pervasive Computing
Training for Physical Tasks in Virtual Environments: Tai Chi
VR '03 Proceedings of the IEEE Virtual Reality 2003
blue-c: a spatially immersive display and 3D video portal for telepresence
ACM SIGGRAPH 2003 Papers
Continuous Sensing of Gesture for Control of Audio-Visual Media
ISWC '03 Proceedings of the 7th IEEE International Symposium on Wearable Computers
Human Motion: Modeling and Recognition of Actions and Interactions
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
Sound feedback for powerful karate training
NIME '04 Proceedings of the 2004 conference on New interfaces for musical expression
Combining accelerometer and video camera: reconstruction of bow velocity profiles
NIME '06 Proceedings of the 2006 conference on New interfaces for musical expression
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Real-time snowboard training system
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Immersive performance training tools using motion capture technology
Proceedings of the First International Conference on Immersive Telecommunications
Exploring Multimodal Interaction in Collaborative Settings
Proceedings of the 13th International Conference on Human-Computer Interaction. Part II: Novel Interaction Methods and Techniques
Action capture with accelerometers
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Mercury: a wearable sensor network platform for high-fidelity motion analysis
Proceedings of the 7th ACM Conference on Embedded Networked Sensor Systems
Wearable automatic feedback devices for physical activities
BodyNets '09 Proceedings of the Fourth International Conference on Body Area Networks
Wearable coach for sport training: A quantitative model to evaluate wrist-rotation in golf
Journal of Ambient Intelligence and Smart Environments
Using real-time acceleration data for exercise movement training with a decision tree approach
Expert Systems with Applications: An International Journal
Coupling interaction and physiological metrics for interaction adaptation
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part IV
The influence of performance-oriented widgets on interactive behavior while playing videogames
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Wearable coach for sport training: A quantitative model to evaluate wrist-rotation in golf
Journal of Ambient Intelligence and Smart Environments
Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards
Proceedings of the 4th International Conference on Fun and Games
An investigation into the use of tactile instructions in snowboarding
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Behavior-oriented data resource management in medical sensing systems
ACM Transactions on Sensor Networks (TOSN)
Setting the best view of a virtual teacher in a mixed reality physical-task learning support system
Journal of Systems and Software
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We present a new framework to build motion training systems using machine learning techniques. The goal of our approach is the design of a training method based on the combination of body and visual sensors. We introduce the concept of a Motion Chunk to analyze human motion and construct a motion data model in real-time. The system provides motion detection and evaluation and visual feedback generation. We discuss the results of user tests regarding the system efficiency in martial art training. With our system, trainers can generate motion training videos and practice complex motions precisely evaluated by a computer.