Method - 雲林科技大學

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Transcript Method - 雲林科技大學

國立雲林科技大學
National Yunlin University of Science and Technology
Martial Arts in Artificial Reality
Advisor : Dr. Hsu
Presenter : Chia-Hao Yang
Author
: Perttu Hämäläinen,Tommi Ilmonen, Johanna
Höysniemi, Mikko Lindholm, Ari Nykänen
SIGCHI 06
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Outline
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Motivation
Objective
Method
User study
Results and discussion
Conclusions
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Motivation
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This paper continues our previous work to motivate
training through playful entertainment.
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Objective
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Our design goal was to create a physically interactive
game that would be both fun and useful as an
augmenting form of martial arts training.
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Method
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N.Y.U.S.T.
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System design
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You move on a 5x1m playfield, facing either of the two screens and
you can perform a combination of kick or punch.
The profile view
It shows most kicking techniques optimally so that you can see how
your leg extend and how far you reach.
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Special motion
Dynamic slow motion
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Exaggerated motion
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Prince of Persia Sands of time
The matrix
Technology
Computer vision : background subtraction & optical flow
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Collision : it is detected between enemies and the outline pixels of the user
A hit is registered if a colliding outline pixel moves fast enough
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Method
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Horizontal motion
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h0
Vertical motion
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Informal testing
This games gas been used in the theater setup
it works well as entertainment
It works well for people with no martial arts background
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User study
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46 martial arts practitioners and 8 acrobatics participated in this
study.
Process
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Introduction : the participants were asked to fill some information & shown
an introductory video
Playing : moving, jump, death match with heart rate monitor
Interview
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Good & bad sides of virtual training in this game setting
User interface
Moving & technique
Future improvements
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Results and discussion
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Motion exaggeration
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Slow motion
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The distributions indicate that the majority of
the subjects liked to gave their motion
exaggerated.
People feel that they should wait for the avatar
The heavy slow motion was considered useful
in free training
Heart rates
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The result shows that the game can be regarded
as intensive physical training
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Results and discussion (con.)
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Screens and the profile view
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The subjects often felt confused when switching their gaze from on
screen to another
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This profile view helps in spotting errors in pose and technique
Observations on moving and technique
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You tend to move carelessly in the game
The lack of blocking makes you forget to keep your hands in a guarding
position in the game
It’s good that the techniques are quick and relaxed
Model based vs. computer vision
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Computer vision allow the player use any technique with no limitations
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Conclusions
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This paper presents Kick Ass Kung-Fu, a martial arts
game installation where the player fights virtual
enemies.
It works well for entertainment and fitness
applications, based on the reactions of the users and
the high heart rates measured.
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