Abstract
This study introduces a throw training system that aims to improve the athletic performance of children who see themselves as not good at sports. The lack of exercise among children has become more severe in recent years, the main causes being fewer opportunities and environments in the neighborhood that enable children to play outside and engage in sports activities. The authors of this study have developed a throw training system that utilizes visual and sound effects. The system is designed for use in elementary school physical education (PE) classes and allows for enjoyable use, training, and learning. The effectiveness of the system was evaluated by elementary school students who participated in a set of experiments in a PE-class setting.
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 subscriptionsReferences
Yang, U., Kim, G.J.: Implementation and evaluation of “just follow me”: an immersive, VR-based, motion-training system. Presence 111(3), 304–323 (2006)
Williams, M., Ward, P., Knowles, J.M., Smeeton, N.J.: Anticipation skill in a real-world task: measurement, training, and transfer in tennis. J. Exp. Psychol. Appl. 8(4), 259–270 (2003)
Grosser, M., Neumaier, A.: Techniktraining. Theorie und Praxis aller Sportarten. BLV Buchverlag GmbH & Co., Munich (1996)
Ishii, K., Soga, M., Taki, H.: Proposal and development of reversal motion skill leaning support environment. In: 2011 International Conference on Information Technology Based Higher Education and Training (ITHET), Kusadasi, Izmir, pp. 1–6 (2011)
Nagata, Y., Hashiyama, T., Tano, S., Ichino, J.: A novice support system for the darts throwing. In: 28th Fuzzy System Symposium, pp. 572–573. Japan Society for Fuzzy Theory and Intelligent Informatics (SOFT)
Iyoda, A., Kimura, H., Takei, S., Kakiuchi, Y., Xiaodong, D., Fujii, S., Masuda, Y., Masuno, D., Miyata, K.: A VR application for pitching. J. Soc. Art Sci. 5(2), 33–44 (2006)
Abt, C.: Serious Games. The Viking Press, New York (1970)
Aldrich, C.: The Complete Guide to Simulations and Serious Games, p. 576. Pfeiffer, San Francisco (2009). ISBN 0-470-46273-6
Reeves, B., Reed, J.L.: Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Harvard Business School Publishing, Boston (2009)
Zichermann, G., Cunningham, C.: Introduction. In: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, 1st edn., p. xiv. O’Reilly Media, Sebastopol (2011). ISBN 1449315399
ab Huotari, K., Hamari, J.: Defining gamification - a service marketing perspective. In: Proceedings of the 16th International Academic MindTrek Conference 2012, Tampere, Finland, 3–5 October (2012)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference, pp. 9–15 (2011)
Yuki, T., Kaoru, S.: Study of a system for training in pitching form to improve throwing distance using kinect. In: The 28th Annual Conference of the Japanese Society for Artificial Intelligence, JSAI 2014 (2014)
Sakakibara, N.: Pitching biomechanics. http://www.chiro-journal.com/wp-content/uploads/2014/02/sportschiro_09.pdf
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Sumi, K., Tsukamoto, Y. (2017). A Throw Training System Utilizing Visual and Sound Effects. In: Poppe, R., Meyer, JJ., Veltkamp, R., Dastani, M. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178. Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_13
Download citation
DOI: https://doi.org/10.1007/978-3-319-49616-0_13
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-49615-3
Online ISBN: 978-3-319-49616-0
eBook Packages: Computer ScienceComputer Science (R0)