Augmented Learning for Sports Using Wearable Head-worn and Wrist-worn Devices

H. Yeo, H. Koike, A. Quigley
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引用次数: 7

Abstract

Novices can learn sports in a variety of ways ranging from guidance from an instructor to watching video tutorials. In each case, subsequent and repeated self-directed practice sessions are an essential step. However, during such self-directed practice, constant guidance and feedback is absent. As a result, the novices do not know if they are making mistake or if there are any areas for improvement. In this position paper, we propose using wearable devices to augment such self-directed practice sessions by providing augmented guidance and feedback. In particular, a head-worn display can provide real-time guidance whilst wrist-worn devices can provide real-time tracking and monitoring of various states. We envision this approach being applied to various sports, and in particular this is suitable for sports that utilize precise hand motion such as snooker, billiards, golf, archery, cricket, tennis and table tennis.
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使用可穿戴式头戴式和腕戴式设备的运动增强学习
初学者可以通过多种方式学习运动,从教练的指导到观看视频教程。在每种情况下,随后和重复的自我指导练习是必不可少的一步。然而,在这种自我指导的实践中,没有持续的指导和反馈。因此,新手不知道他们是否犯了错误,或者是否有任何需要改进的地方。在这篇意见书中,我们建议使用可穿戴设备,通过提供增强的指导和反馈来增加这种自我指导的练习。特别是,头戴式显示器可以提供实时引导,而腕戴式设备可以提供各种状态的实时跟踪和监控。我们设想这种方法可以应用到各种运动中,尤其适用于需要精确手部动作的运动,如斯诺克、台球、高尔夫、射箭、板球、网球和乒乓球。
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