Personalized training through Kinect-based games for physical education

Abstract In recent years, the Kinect-based systems that enable users to be trained without the participation of teachers have been widely used in the field of physical education. In this paper, we propose a novel technique that helps the Kinect-based training system to select the subsequential training material for the users according to their realtime performance. An algorithm based on the Hidden Markov Model is demonstrated to generate the customized training pathes(training curriculums) for each individual. We present an edutainment gaming system for children in order to illustrate the feasibility of the training method. A user study of 10 children participants is conducted and the results show that the proposed technique enhances the effect of physical training significantly.

[1]  Mexhid Ferati,et al.  Usability Evaluation of Kinect-Based System for Ballet Movements , 2015, HCI.

[2]  Bingbing Ni,et al.  RGBD-HuDaAct: A color-depth video database for human daily activity recognition , 2011, ICCV Workshops.

[3]  Zengguo Ge,et al.  Social Development for Children with Autism Using Kinect Gesture Games: A Case Study in Suzhou Industrial Park Renai School , 2017 .

[4]  Mathilde M. Bekker,et al.  Designing Kinect games to train motor skills for mixed ability players , 2013, GFHEU.

[5]  Andrew W. Fitzgibbon,et al.  KinectFusion: real-time 3D reconstruction and interaction using a moving depth camera , 2011, UIST.

[6]  Panayiotis Zaphiris,et al.  Understanding collaborative learning activities in an information ecology: A distributed cognition account , 2014, Comput. Hum. Behav..

[7]  Qi Tian,et al.  Human Daily Action Analysis with Multi-view and Color-Depth Data , 2012, ECCV Workshops.

[8]  Yong Gan,et al.  Traffic Simulation and Visual Verification in Smog , 2019, ACM Trans. Intell. Syst. Technol..

[9]  Jun-Da Huang Kinerehab: a kinect-based system for physical rehabilitation: a pilot study for young adults with motor disabilities , 2011, ASSETS '11.

[10]  Walter Fuertes,et al.  Multi-player Educational Video Game over Cloud to Stimulate Logical Reasoning of Children , 2014, 2014 IEEE/ACM 18th International Symposium on Distributed Simulation and Real Time Applications.

[11]  Ling Shao,et al.  RGB-D datasets using microsoft kinect or similar sensors: a survey , 2017, Multimedia Tools and Applications.

[12]  Stefan Koehn,et al.  Effects of confidence and anxiety on flow state in competition , 2013, European journal of sport science.

[13]  Yue Liu,et al.  A Survey on Dynamic Hand Gesture Recognition Using Kinect Device , 2018, IGTA.

[14]  Tovi Grossman,et al.  YouMove: enhancing movement training with an augmented reality mirror , 2013, UIST.

[15]  Hua Wang,et al.  An efficient lane model for complex traffic simulation , 2015, Comput. Animat. Virtual Worlds.

[16]  Tomás Pajdla,et al.  3D with Kinect , 2011, 2011 IEEE International Conference on Computer Vision Workshops (ICCV Workshops).

[17]  Fu-Hao Yeh,et al.  Kinect-based Taiwanese sign-language recognition system , 2014, Multimedia Tools and Applications.

[18]  Mario Ciampi,et al.  Controller-free exploration of medical image data: Experiencing the Kinect , 2011, 2011 24th International Symposium on Computer-Based Medical Systems (CBMS).

[19]  Toby Sharp,et al.  Real-time human pose recognition in parts from single depth images , 2011, CVPR.

[20]  Luc Van Gool,et al.  Real Time Head Pose Estimation from Consumer Depth Cameras , 2011, DAGM-Symposium.

[21]  Zhigeng Pan,et al.  Character Behavior Planning and Visual Simulation in Virtual 3D Space , 2013, IEEE MultiMedia.

[22]  Zhigang Deng,et al.  Crowd Simulation and Its Applications: Recent Advances , 2014, Journal of Computer Science and Technology.

[23]  Erman Yükseltürk,et al.  Using Game-Based Learning with Kinect Technology in Foreign Language Education Course , 2018, J. Educ. Technol. Soc..

[24]  Dennis Charsky,et al.  From Edutainment to Serious Games: A Change in the Use of Game Characteristics , 2010, Games Cult..

[25]  Yoshiaki Shirai,et al.  Complex Gesture Recognition using Coupled Switching Linear Model , 2002 .

[26]  Wenbing Zhao,et al.  A Survey of Using Microsoft Kinect in Healthcare , 2015 .

[27]  Helena M. Mentis,et al.  Instructing people for training gestural interactive systems , 2012, CHI.

[28]  Han Jiawei,et al.  A special edutainment system based on somatosensory game , 2015, 2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS).

[29]  Andrej Košir,et al.  Kinect based system for student engagement monitoring , 2017, 2017 IEEE First Ukraine Conference on Electrical and Computer Engineering (UKRCON).

[30]  Saurabh Bilgaiyan,et al.  Recent Trends in HCI: A survey on Data Glove, LEAP Motion and Microsoft Kinect , 2018, 2018 IEEE International Conference on System, Computation, Automation and Networking (ICSCA).

[31]  Jake K. Aggarwal,et al.  Human detection using depth information by Kinect , 2011, CVPR 2011 WORKSHOPS.

[32]  Albert A. Rizzo,et al.  Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor , 2011, 2011 Annual International Conference of the IEEE Engineering in Medicine and Biology Society.

[33]  Peter Sandwall Survey of Kinect v2 Applied to Radiotherapy Patient Positioning , 2017 .

[34]  Wenzhi Chen,et al.  Adaptive-AR Model with Drivers' Prediction for Traffic Simulation , 2013, Int. J. Comput. Games Technol..

[35]  Ajmal S. Mian,et al.  Robust RGB-D face recognition using Kinect sensor , 2016, Neurocomputing.

[36]  Hua Wang,et al.  Shadow traffic: A unified model for abnormal traffic behavior simulation , 2018, Comput. Graph..

[37]  Darko Kirovski,et al.  Real-time classification of dance gestures from skeleton animation , 2011, SCA '11.

[38]  Hua Wang,et al.  An all‐in‐one efficient lane‐changing model for virtual traffic , 2014, Comput. Animat. Virtual Worlds.

[39]  Edwin Hutchins How a Cockpit Remembers Its Speeds , 1995 .

[40]  Marina Ismail,et al.  A Review of Kinect Computing Research in Education and Rehabilitation , 2018, International Journal of Engineering & Technology.

[41]  R. Mayer,et al.  Animation as an Aid to Multimedia Learning , 2002 .

[42]  Rui Penha,et al.  Tele-Media-Art: Feasibility Tests of Web-Based Dance Education for the Blind Using Kinect and Sound Synthesis of Motion , 2019, Int. J. Technol. Hum. Interact..