Augmenting Boxing Game
スマートフォンIMUセンサを用いたボクシングゲームの拡張
Augmenting the Boxing Game with Smartphone IMU-based Classification System on Waist
2022
顧菲,杉浦裕太
Fei Gu, Chengshuo Xia, Yuta Sugiura

[Reference /引用はこちら]

Fei Gu, Chengshuo Xia, Yuta Sugiura, Augmenting the Boxing Game with Smartphone IMU-based Classification System on Waist, 2022 International Conference on Cyberworlds (CW), Kanazawa, Japan, 2022, pp. 165-166. [DOI]

ボクシングゲームは家庭で手軽にできる一方、自身の動作を確認できない。そこで、スマートフォンのセンサで選手のパフォーマンスを追跡し、畳み込みニューラルネットワークを用いてパンチの種類を識別した。被験者10名に対して2回ずつ実験を行った結果、1回目が79.2%、2回目が84.6%の精度を達成し、スマートフォンセンサを用いてパンチを分類できる可能性を示した。

While boxing games allow players to learn techniques at home, they seldom check players’ movements. We propose tracking the players’ performance by smartphone sensors and classifying punches with convolutional neural network models. As a result, we achieved accuracies of 79.2% and 84.6% for 10 participants with two experiments, implying the possibilities and facilitation of smartphone sensors in boxing classifications of people with varying experiences. Index Terms—Boxing; Visual and Interactive Computing; Entertainment; Digital assistants.