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http://dx.doi.org/10.9708/jksci.2022.27.03.045

Development and Evaluation of the V-Catch Vision System  

Kim, Dong Keun (Dept. of Human Centered Artificial Intelligence, Sangmyung University)
Cho, Yongjoo (Dept. of Computer Science, Sangmyung University)
Park, Kyoung Shin (Dept. of Computer Engineering, Dankook University)
Abstract
A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.
Keywords
Tangible Sports Game; AI Image Recognition; Motion Tracking; Usability Study;
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Times Cited By KSCI : 3  (Citation Analysis)
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