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Martial Arts in Artificial Reality

Explore the world of martial arts through a physically interactive game. Train your kicks and punches while battling virtual enemies. Enhance your technique and fitness in a fun and engaging way.

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Martial Arts in Artificial Reality

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  1. 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

  2. Outline • Motivation • Objective • Method • User study • Results and discussion • Conclusions

  3. Motivation • This paper continues our previous work to motivate training through playful entertainment.

  4. Objective • 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.

  5. Method • System design • 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. • Special motion • Dynamic slow motion • Prince of Persia Sands of time • Exaggerated motion • The matrix • Technology • Computer vision : background subtraction & optical flow • 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

  6. Method h0 • Horizontal motion • Vertical motion • 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

  7. User study • 46 martial arts practitioners and 8 acrobatics participated in this study. • Process • Introduction : the participants were asked to fill some information & shown an introductory video • Playing : moving, jump, death match with heart rate monitor • Interview • Good & bad sides of virtual training in this game setting • User interface • Moving & technique • Future improvements

  8. Results and discussion • Motion exaggeration • The distributions indicate that the majority of the subjects liked to gave their motion exaggerated. • Slow motion • People feel that they should wait for the avatar • The heavy slow motion was considered useful in free training • Heart rates • The result shows that the game can be regarded as intensive physical training

  9. Results and discussion (con.) • Screens and the profile view • The subjects often felt confused when switching their gaze from on screen to another • This profile view helps in spotting errors in pose and technique • Observations on moving and technique • 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 • Computer vision allow the player use any technique with no limitations

  10. Conclusions • 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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