Computer-aided imagery in sport and exercise: A case study of indoor wall climbing

Kourosh Naderi, Jari Takatalo, Jari Lipsanen, Perttu Hämäläinen

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

4 Citations (Scopus)
384 Downloads (Pure)

Abstract

Movement artificial intelligence of simulated humanoid characters has been advancing rapidly through joint efforts of the computer animation, robotics, and machine learning communitites. However, practical real-life applications are still rare. We propose applying the technology to mental practice in sports, which we denote as computer-aided imagery (CAI). Imagery, i.e., rehearsing the task in one's mind, is a difficult cognitive skill that requires accurate mental simulation; we present a novel interactive computational sport simulation for exploring and planning movements and strategies. We utilize a fully physically-based avatar with motion optimization that is not limited by a movement dataset, and customize the avatar with computer vision measurements of user's body. We evaluate the approach with 20 users in preparing for real-life wall climbing. Our results indicate that the approach is promising and can affect body awareness and feelings of competence. However, more research is needed to achieve accurate enough simulation for both gross-motor body movements and fine-motor control of the myriad ways in which climbers can grasp climbing holds or shapes.

Original languageEnglish
Title of host publicationProceedings Graphics Interface 2018, GI 2018
PublisherCanadian Human-Computer Communications Society
Pages84-90
Number of pages7
Volume2018-May
ISBN (Electronic)978-0-9947868-2-1
DOIs
Publication statusPublished - 1 Jan 2018
MoE publication typeA4 Conference publication
EventGraphics Interface - Toronto, Canada
Duration: 8 May 201811 May 2018
Conference number: 44

Conference

ConferenceGraphics Interface
Abbreviated titleGI
Country/TerritoryCanada
CityToronto
Period08/05/201811/05/2018

Keywords

  • Climbing
  • Computer animation
  • Exercise
  • Humancomputer interaction
  • Motion optimization
  • Motivation
  • Sports

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