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With the rapid development of electronic science and technology, the research on wearable devices is constantly updated, but for now, it is not comprehensive for wearable devices to recognize and analyze the movement of specific sports.…
The use of emerging technologies like Virtual Reality (VR) in therapeutic settings has increased in the past few years. By incorporating VR, a mental health condition like depression can be assessed effectively, while also providing…
Many exergames face challenges in keeping users within safe and effective intensity levels during exercise. Meanwhile, although wearable devices continuously collect physiological data, this information is seldom leveraged for real-time…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
Wearables like smartwatches which are embedded with sensors and powerful processors, provide a strong platform for development of analytics solutions in sports domain. To analyze players' games, while motion sensor based shot detection has…
Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of…
Automated tennis stroke analysis has advanced significantly with the integration of biomechanical motion cues alongside deep learning techniques, enhancing stroke classification accuracy and player performance evaluation. Despite these…
The paper presents a system for simulating surfing in Virtual Reality (VR), emphasizing the recreation of aquatic motions and user-initiated propulsive forces using a 6-Degree of Freedom (DoF) motion platform. We present an algorithmic…
We present ViSTAR, a Virtual Skill Training system in AR that supports self-guided basketball skill practice, with feedback on balance, posture, and timing. From a formative study with basketball players and coaches, the system addresses…
Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to…
Social virtual reality is an emerging medium of communication. In this medium, a user's avatar (virtual representation) is controlled by the tracked motion of the user's headset and hand controllers. This tracked motion is a rich data…
Technological advances in recent years have promoted the development of virtual reality systems that have a wide variety of hardware and software characteristics, providing varying degrees of immersion. Immersion is an objective property of…
Sport-related concussion (SRC) depends on sensory information from visual, vestibular, and somatosensory systems. At the same time, the current clinical administration of Vestibular/Ocular Motor Screening (VOMS) is subjective and deviates…
Mindfulness can be defined as increased awareness of and sustained attentiveness to the present moment. Recently, there has been a growing interest in the applications of mindfulness for empirical research in wellbeing and the use of…
Visualizing data in sports videos is gaining traction in sports analytics, given its ability to communicate insights and explicate player strategies engagingly. However, augmenting sports videos with such data visualizations is challenging,…
In this work, the novel task of detecting and classifying table tennis strokes solely using the ball trajectory has been explored. A single camera setup positioned in the umpire's view has been employed to procure a dataset consisting of…
Automatic emotion recognition has become increasingly important with the rise of AI, especially in fields like healthcare, education, and automotive systems. However, there is a lack of multimodal datasets, particularly involving body…
Computer vision based object tracking has been used to annotate and augment sports video. For sports learning and training, video replay is often used in post-match review and training review for tactical analysis and movement analysis. For…
With the development of VR technology, especially the emergence of the metaverse concept, the integration of visual and tactile perception has become an expected experience in human-machine interaction. Therefore, achieving spatial-temporal…
Virtual reality (VR) produces a highly realistic simulated environment with controllable environment variables. This paper proposes a Dynamic Scene Adjustment (DSA) mechanism based on the user interaction status and performance, which aims…