• Title/Summary/Keyword: boxing system

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Implementation of Real Reality Robot Game for Environment of Ubiquitous Concept (유비쿼터스 개념 환경하에서 실제 현실 로봇 게임 구현)

  • Joo, Byung-Kyu;Jeon, Poongwu;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.977-983
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    • 2005
  • In this paper, novel ubiquitous concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by humans/computers through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and sends them to GUI on the screen of human operators' PC. The human operator can login to the boxing game from any computer in any place if he/she is permitted. Remote control of a boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved. In addition, real boxing games between a human and a computer are demonstrated.

Development of Boxing Robot System for Mechatronics Education (메카트로닉스 교육을 위한 복싱 로봇 시스템의 개발)

  • Jeon, Poong-Woo;Jang, Pyung-Soo;Joo, Byung-Kyu;Cho, Ki-Ho;Jung, Seul
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.330-330
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    • 2000
  • In this paper, as an entertainment robot the implementation of boxing robot system is presented for mechatronics education. In order for students to learn robot as a mechatronics system, boxing robot is a good model. The boxing robot consists of three parts: two link arms for punching, controller for actuating wheeled mobile robot, infrared rays sensors for the detection of he other robot and ring. The strategic algorithm for playing boxing is presented as wel as simple game rules.

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Novel Ubiquitous Concept of Real Reality Robot Game Controlled by Mobile Server Robot

  • Joo, Byoung-Kyu;Jeon, Poong-Woo;Jung, Seul
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2481-2485
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    • 2003
  • In this paper novel concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by two human operator through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and send them to GUI on the screen of human operators’ PC. The human operator can login to boxing game from any computer in any place if he/she is permitted. Remote control of boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved.

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A Study on Comparing algorithms for Boxing Motion Recognition (권투 모션 인식을 위한 알고리즘 비교 연구)

  • Han, Chang-Ho;Kim, Soon-Chul;Oh, Choon-Suk;Ryu, Young-Kee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.111-117
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    • 2008
  • In this paper, we describes the boxing motion recognition which is used in the part of games, animation. To recognize the boxing motion, we have used two algorithms, one is principle component analysis, the other is dynamic time warping algorithm. PCA is the simplest of the true eigenvector-based multivariate analyses and often used to reduce multidimensional data sets to lower dimensions for analysis. DTW is an algorithm for measuring similarity between two sequences which may vary in time or speed. We introduce and compare PCA and DTW algorithms respectively. We implemented the recognition of boxing motion on the motion capture system which is developed in out research, and depict the system also. The motion graph will be created by boxing motion data which is acquired from motion capture system, and will be normalized in a process. The result has implemented in the motion recognition system with five actors, and showed the performance of the recognition.

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The Effect of Using Standing Step Condition on Biomechanical Variables during Jab in Boxing (복싱 잽(jab) 동작 시 제자리 스텝의 사용이 운동역학적 변인에 미치는 영향)

  • Lee, Seong-Yeol;Kwon, Moon-Seok
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.2
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    • pp.232-240
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    • 2020
  • The purpose of this study was to analyze the effect of using standing step condition on biomechanical variables during jab in boxing. For this purpose, eight orthodox type college boxers(age = 20.38±0.52 yrs, height = 172.38±5.80 cm, body mass = 63.45±8.56 kg, career = 6.00±1.07 yrs) who without injury to the musculoskeletal system participated in the experiment over the last year. In order to verify the effect of biomechanical variables using standing step during jab in boxing, the paired t-test (α = .05) statistical method was used. First, W.S(with-step) showed a greater impact force than N.S(non-step), and muscle activity was analyzed to be low. Second, it was analyzed that the pelvis and foot segments move faster because W.S affects the velocity of the anterior segment of the human body. Third, the rotational movement of the pelvis was faster in W.S. Fourth, W.S was analyzed to have greater ground reaction force in the anterior caused by the right and left foot than N.S. Through this, it was found that the use of the standing step during jab increases the ground reaction force the velocity and rotational movement of the human segment. Therefore, it was confirmed that it allowed a faster and more agile movement, and thus produces a greater impact force with relatively less muscle activity. Therefore, in order to effectively deliver a greater impact force to the opponent during the jab, it was effectively analyzed to accompany the standing step.

Teleoperated Control of a Mobile Robot Using an Exoskeleton-Type Motion Capturing Device Through Wireless Communication (Exoskeleton 형태의 모션 캡쳐 장치를 이용한 이동로봇의 원격 제어)

  • Jeon, Poong-Woo;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.5
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    • pp.434-441
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    • 2004
  • In this paper, an exoskeleton-type motion capturing system is designed and implemented. The device is designed to have 12 degree-of-freedom entirely to represent human arm motions. Forward and inverse kinematics of the device are analyzed to make sure of its singular positions. With the designed model parameters, simulation studies are conducted to verify that the designed motion capturing system is effective to represent human motions within the workspace. As a counterpart of the exoskeleton system, a mobile robot is built to follow human motion restrictively. Experimental studies of teleoperation from the exoskeleton device to control the mobile robot are carried out to show feasible application of wireless man-machine interface.

The Development of a Computer Counseling System for Weight Control of Athletes Part 1 : A Basic Study for Investigating Dietary Guideline of Athletes (특수 체력 관리를 요하는 운동 선수에 대한 Computer 상담 조직의 개발 제 1보 특수 체력 관리를 요하는 식생활 지침을 위한 기초 조사)

  • 문수재
    • Journal of the Korean Home Economics Association
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    • v.27 no.3
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    • pp.53-60
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    • 1989
  • This study was carried out in order to investigate a suitable dietary guideline for athlets who need weight control. This dietary guideline will be a basic information to furnish further development of the computer program. The weight of Boxing and Judo players were diverse ranging from 49.5Kg to 95Kg whose overage age was 21. Also the quantity of energy expenditure during a day's activity depended on the indiviual's weight and physical conditions that will contribute to many factors among those surveyed, and the overall contribute to many factors among those surveyed, and the overall consumption of calorie per day was ranged from 3682Kcal to 7226Kcal. For those athlets, they suggested necessary nutritional intake of protein per 1Kg weight was 1.18㎎ and the recommended intake of vitamin B1, vitamin B2 and niacin was 0.5㎎, 0.6㎎, and 6.6㎎ each per 1,000Kcal of calorie needed. Taste perference of athletes showed that there was no extreme dislike toward and food items. However, this study showed that strongly flavored food was not prefered. On the other hand, there was a high preference toward protein foods, fruits and beverages.

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Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.11-20
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    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

Effects of Energy System Contribution on Isokinetic Muscle Strength in Various Sport Events Athletes (무산소, 유산소 운동종목별 엘리트선수의 등속성 근기능에 미치는 영향)

  • Kwon, Hyeong-Tae;Kim, Ki-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.272-279
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    • 2018
  • This study was conducted to compare the muscle strength, muscle power, and H/Q ratio according to energy system contribution in athletes participating in various sports. Subjects of the study were assigned into an Anaerobic Exercise Group (AEG, n=60; Short-Distance, Weight Lifting, Jumping, Throwing, Bowling, Golf) and an Endurance Exercise Group (EEG, n=60; Modern Pentathlon, Field Hockey, Handball, Cycle, Boxing, Rowing) groups. Isokinetic peak torque/body weight% and flexor/extensor ratio at 60, 180 deg/sec of knee extension and flexion were measured using an cybex 770. Data analysis was conducted using an independent t-test and one-way ANOVA. Based on the results of this study, there was higher extension, flexion strength and flexion power in the AEG than the EEG (p<0.05). We also confirmed higher muscle strength and muscle power in short distance and jumping athletes than other athletes participating in other events (p<0.05). However, there was no significant difference within the endurance exercise group. The HS ratio was within a stable range of 50% to 60% in all events. Collectively, the outcomes of this study indicate that routine physiological and performance testing can provide measurable benefits for elite athletes and their coaches.

A Object-Based Image Retrieval Using Feature Analysis and Fractal Dimension (특징 분석과 프랙탈 차원을 이용한 객체 기반 영상검색)

  • 이정봉;박장춘
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.173-186
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    • 2004
  • This paper proposed the content-based retrieval system as a method for performing image retrieval through the effective feature extraction of the object of significant meaning based on the characteristics of man's visual system. To allow the object region of interest to be primarily detected, the region, being comparatively large size, greatly different from the background color and located in the middle of the image, was judged as the major object with a meaning. To get the original features of the image, the cumulative sum of tile declination difference vector the segment of the object contour had and the signature of the bipartite object were extracted and used in the form of being applied to the rotation of the object and the change of the size after partition of the total length of the object contour of the image into the normalized segment. Starting with this form feature, it was possible to make a retrieval robust to any change in translation, rotation and scaling by combining information on the texture sample, color and eccentricity and measuring the degree of similarity. It responded less sensitively to the phenomenon of distortion of the object feature due to the partial change or damage of the region. Also, the method of imposing a different weight of similarity on the image feature based on the relationship of complexity between measured objects using the fractal dimension by the Boxing-Counting Dimension minimized the wrong retrieval and showed more efficient retrieval rate.

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