Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-21 DOI:10.1016/j.entcom.2024.100838
Yiming Hou , Zheng Li , Hongbo Li
{"title":"Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue","authors":"Yiming Hou ,&nbsp;Zheng Li ,&nbsp;Hongbo Li","doi":"10.1016/j.entcom.2024.100838","DOIUrl":null,"url":null,"abstract":"<div><p>In recent years, due to the increasing number of basketball games and training activities, basketball players often face the problem of fatigue and injury. This study aims to develop an interactive digital entertainment and gamification training method to provide basketball players with more efficient training methods and enhance their training fun. Sensors can be installed in various key parts of the athlete’s body, through the use of high-precision sensor equipment, real-time acquisition of athlete action data, the use of machine learning and data mining technology, real-time analysis and modeling of sensor data to extract key information and movement patterns. Using gamified training theory to design interactive digital entertainment system, develop a series of training scenarios and gamified tasks for different technical elements, combine sensor data and motion analysis results, and provide athletes with personalized training plans and feedback mechanisms to help them improve their technical level. Through an interactive digital entertainment system, basketball players can train and compete in a virtual environment. They can complete various training tasks by interacting with the system, which will give real-time evaluation and guidance based on the athlete’s performance to help them correct mistakes, improve technique and improve training results.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100838"},"PeriodicalIF":2.8000,"publicationDate":"2024-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124002064","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0

Abstract

In recent years, due to the increasing number of basketball games and training activities, basketball players often face the problem of fatigue and injury. This study aims to develop an interactive digital entertainment and gamification training method to provide basketball players with more efficient training methods and enhance their training fun. Sensors can be installed in various key parts of the athlete’s body, through the use of high-precision sensor equipment, real-time acquisition of athlete action data, the use of machine learning and data mining technology, real-time analysis and modeling of sensor data to extract key information and movement patterns. Using gamified training theory to design interactive digital entertainment system, develop a series of training scenarios and gamified tasks for different technical elements, combine sensor data and motion analysis results, and provide athletes with personalized training plans and feedback mechanisms to help them improve their technical level. Through an interactive digital entertainment system, basketball players can train and compete in a virtual environment. They can complete various training tasks by interacting with the system, which will give real-time evaluation and guidance based on the athlete’s performance to help them correct mistakes, improve technique and improve training results.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于传感器的互动数字娱乐和游戏化训练,缓解篮球运动员的疲劳
近年来,由于篮球比赛和训练活动日益增多,篮球运动员经常面临疲劳和受伤的问题。本研究旨在开发一种互动式数字娱乐游戏化训练方法,为篮球运动员提供更高效的训练方法,增强他们的训练乐趣。传感器可以安装在运动员身体的各个关键部位,通过使用高精度传感器设备,实时采集运动员动作数据,利用机器学习和数据挖掘技术,对传感器数据进行实时分析和建模,提取关键信息和动作模式。利用游戏化训练理论设计互动数字娱乐系统,针对不同技术要素开发一系列训练场景和游戏化任务,结合传感器数据和动作分析结果,为运动员提供个性化训练计划和反馈机制,帮助运动员提高技术水平。通过互动数字娱乐系统,篮球运动员可以在虚拟环境中进行训练和比赛。他们可以通过与系统互动完成各种训练任务,系统会根据运动员的表现给出实时评估和指导,帮助他们纠正错误、改进技术、提高训练效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
期刊最新文献
Video games for good: Active perspective-taking fosters empathy and reduces implicit bias toward gendered violence victims Minecraft tunnels for covert communications The extensive use of social media by Arab university students (gratifications, impact, and risks) Specification of users’ cognitive functions and emotions to promote their training through Serious games A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1