The exergame for Tae-Bo learning with virtual reality

Xiu-Wei Zhang, Fong-Ming Shyu, Geeng-Neng You · 2018 IEEE International Conference on Applied System Invention (ICASI) · 2018

In recent years, human beings begin to pay more attention to exercise, and along with the development of technology, many people tend to exercise by exergames. However, most of exergames do not present enough information on the user action for correctly adjusting their movements. In this paper, we provide an exergame for Tae-Bo learning and focus on the adjustment of the user action. Moreover, we apply virtual reality and motion input device to build a virtual aerobic room which contains a virtual coach, a virtual first-personal character and visualization objects of skeleton data to build an environment for one-on-one situated learning. In order to test our game system, we select twelve Tae-Bo actions for Tae-Bo instruction, samples of data filtering strategy and the building of standard action database. In the game procedure, after the user finishes an action, the system will carry out the necessary action adjustment through two subsystems, namely the human action analysis (HAA) and interactive physical adjustment (IPA). The HAA subsystem collects the user's motion data such as postures and joint movements Then, the IPA subsystem utilizes these datasets to evaluate and adjust the user's movements by the coach animation, voice message or visual objects. After a working prototyping system developed, it was tested thoroughly to get feedback and make suitable adjustments. In the end, a refined system then was deployed for more extensive user evaluation.

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