Abstract
Traditionally, when people want to learn martial arts, they have to go to training clubs and learn under the coach together with the other students. To reduce the tuition fees, there are usually a lot of students under a single coach and hence, it is difficult for the students to get enough suggestions in the class. It would be far easier if the students could practice themselves at home and ask for suggestions from a virtual coach in the computer. Occasionally, in case they find difficulties going to the next step, they may then approach the real coach for suggestions and training. In this paper, we propose such a training system based on the motion capture system. The system automatically analyzes the motions of the player and gives suggestions. The students can also view the martial art techniques stored in the system or their own techniques captured by the motion capture system from various points of view in order to gain objective ideas of the techniques.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
CompuTrainer, http://www.racermateinc.com/
Excite Boxing. Epoch Corporation, Japan, http://epoch.jp/taikan/boxing/top.htm
Gaming Age, http://www.gaming-age.com/cgibin/specials/special.pl?spec=ddrevo&pagenum=1
Ishii, H., Wisneski, C., Orbanes, J., Chun, B., Paradiso, J.: PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play. In: Proc. of SIGCHI Conference on Human Factors in Computing Systems: the CHI is the Limit, pp. 394–401 (1999)
NetAthlon, http://www.fitcentric.com/
Mocapboxing. Konami Corporation Japan, http://www.konami.jp/am/BOXING/
Mokka, S., Väätänen, A., Heinilä, J., Välkkynen, P.: Fitness Computer Game with a Bodily User Interface. In: Proc. of Int’l Conference on Entertainment Computing, pp. 1–3 (2003)
Komura, T., Kuroda, A., Shinagawa, Y.: NiceMeetVR: Facing Professional Baseball Pitchers in the Virtual Batting Cage. In: Proc. of ACM Symposium on Applied Computing, pp. 1060–1065 (2002)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2006 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Komura, T., Lam, B., Lau, R.W.H., Leung, H. (2006). e-Learning Martial Arts. In: Liu, W., Li, Q., W.H. Lau, R. (eds) Advances in Web Based Learning – ICWL 2006. ICWL 2006. Lecture Notes in Computer Science, vol 4181. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11925293_22
Download citation
DOI: https://doi.org/10.1007/11925293_22
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-49027-2
Online ISBN: 978-3-540-68509-8
eBook Packages: Computer ScienceComputer Science (R0)