AUGMENTED REALITY APPLIED TO USHIRO-UKEMI VISUALIZATION

yardbellAI and Robotics

Nov 14, 2013 (3 years and 9 months ago)

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Abstract

The last fifty years has promoted intense development of Sports Sciences. As time goes by, new kinds and sources of
knowledges have beeen applied to sports movement comprehension. So it
´
s time to present a new link of options
dealing with the cientific visualization, high performance computing, virtual reality and Sports. This study aims to create
an Augmented Reality (AR) system to promote the visualization of different media files presenting the Ushiro
-
Ukemi
movement. For such, the following steps were done:


animated files were created;


markers were printed in different materials;


an AR system were created with these media files aplied.

3D Studio Max, Photo Impact, Macromedia Director, DART and Microsoft Word softwares and a computer with a Pentium
4 HT, computer with a G
-
Force 4 graphic board, web cam, a monitor and a data show pojector were used the
development of this study. The system provided the visualization of Ushiro
-
ukemi in motion. This system may be
applied to any written materials like books allowing sports movement visualization flowing along with the time instead of
static images generally seen. It may be applied also during public presentations promoting interaction between a single
reader at home or during a public audition with these materials.

Keywords:

Augmented Reality, Judo, Physical Education, and Virtual Reality.

Mauro Cesar Gurgel de Alencar Carvalho (1, 2, 5)

Estélio Henrique Martin Dantas (3)

Gerson Gomes Cunha (5)

Luis Landau (5)

Homero da Silva Nahum Junior (4)


(1) JUDÔjo


Grupo de Estudo e pesquisas de Judô

(2) Colégio Pedro II (RJ)

(3) LABIMH


Universidade Castelo Branco (RJ)

(4) Universidade Estácio de Sá

(5) LAMCE


PEC


COPPE


Universidade Federal do Rio de Janeiro

mauro_gurgel@hotmail.com

ou
mcgac@coc.ufrj.br


Introduction

Mankind

has

represented

human

activities

since

hunting

figures

were

drawn

in

cave

walls
.

Nowadays

books

also

show

pictures

of

sport

movements,

but

they

are

static

pictures

and

cannot

present

the

movement

flowing

along

the

time
.

The

application

of

an

Augmented

Reality

(AR)

system

may

provide

a

better

perception

and

interaction

[
1
]

about

the

sports

skills

that

are

not

reached

by

regular

books
.


Figure 1: Representation of an RV Continuum [1].

The

relation

between

real

and

virtual

environment

was

firstly

explained

by

reality
-
virtuality

continuum

proposed

by

Milgram

&

Kishino

[
2
]

and

adapted

for

a

better

understanding

to

these

concepts

[
1
]
.

This

paper

accepts

the

following

definition

for

Augmented

Reality

(AR)

[
3
]
:


“an

AR

system

supplements

the

real

world

with

virtual

(computer
-
generated)

objects

that

appear

to

coexist

in

the

same

real

world

.

While

many

researchers

broaden

the

definition

of

AR

beyond

this

vision,

we

define

an

AR

system

to

have

the

following

properties
:

combines

real

and

virtual

objects

in

a

real

environment
;

runs

interactively,

and

in

real

time
;

and

registers

(aligns)

real

and

virtual

objects

with

each

other
.


In

AR

systems,

sound

may

be

synthesized

by

the

computer

or

captured

from

real

environment

and

put

together
.

Even

voice

commands

may

be

applied

to

promote

behavior

changes

in

the

virtual

objects
.

The

interaction

between

virtual

and

real

environments

with

the

user

may

be

given

by

mouse

or

even

voice

commands

[
4
],

gloves

with

force

feedback

allow

interactions
.

Hardwares

such

as

head

mounted

display,

stereoscopic

glasses

and

monitors

may

be

used

for

such

[
5
;

6
;

7
;

8
]
.

Figure 2: visualization of virtual objects popping out from an instructional material in
real environment

“The

evolution

of

hardware

and

software

computing

resources

has

allowed

the

development

on

visualization

techniques”

[
9
]
.

Markers

printed

inside

text

books

may

be

very

useful

for

educational

purposes

[
10
;

11
],

even

for

children

with

hearing

impairment

[
12
]
.



Objective
:

This

study

aims

to

create

an

Augmented

Reality

(AR)

system

to

promote

the

visualization

of

different

media

files

presenting

the

Ushiro
-
Ukemi

movement,

while

focusing

a

printed

marker

at

Judo

Manual,

showing

the

ushiro
-
ukemi

movement

flowing

along

the

time
.


Material

and

methods


A

home

computer

with

a

Pentium

4

HT

processor,

2
,
8

MHz,

512

Mb

DDRAM,

G
-
Force
-
4

5200

graphic

board,

an

Olympus

F
-
120

digital

camera,

and

a

webcam

A
4
Tech

hardware

were

used

with

these

softwares
:

3
D

Studio

Max,

Photo

Impact,

Macromedia

Director,

DART

and

to

develop

the

specific

files

and

executable

program,

and

Microsoft

Word

for

the

Judo

material

with

a

marker

printed

inside
.

Results and Discussion

There are hundreds of throwing techniques and combinations in Judo [13; 14;15] and they are applied
many times during a class or training session.



Figure 3
: O
-
soto
-
gari [16; 17; 18]

The

judoka

falls

over

his

scapulaes

when

a

Judo

throw

is

performed,

like

an

O
-
soto
-
gari
,

for

example
.

Obviously

he

must

execute

a

breakfall

(
Ukemi
)

properly
.

The

Ukemi

is

a

fundamental

ability

to

be

acquainted

during

Judo

practice
.


To

teach

and

learn

the

Ukemi

properly

are

a

teachers’

and

students’

basic

obligations

when

practicing

Judo,

respectively


[
11
]
.











Figure

4
:

pedagogic

progression

from

laying

to

sitting,

to

squating,

and

to

standing

position

for

Ushiro
-
ukemi

learning
.

The

first

Ukemi

to

be

learned

is

the

Ushiro
-
ukemi
.

Performing

the

Ushiro
-
ukemi

pedagogic

progression,

the

judoka

learns

how

to

fall

smooth

and

safely

through

steps

that

go

from

the

easier

to

the

most

difficult

skill
.

Traditionally

it

varies

from

laying,

sitting

(za
-
i),

squat

(tyu
-
goshi)

and

standing

(ritsu
-
i)

positions,

as

presented

in

figure

4
.

Operational

procedures
:


To

convert

regular

Ushiro
-
ukemi

animated

files

to

flash

and

to

shockwave
3
D

file
.


Create

a

plan

as

a

Sprite

to

serve

as

screen

to

2
D

animated

files
.


Set

the

new

flash

files

as

texture

in

the

plan
.


To

develop

the

Judo

printed

material

with

a

fiducial

marker

inside

and

a

cube

with

fiducial

markers

on

its

sides
.


To

insert

the

animated

file

in

Cast

of

Macromedia

Director,

applying

behaviors

and

testing

its

performance
.


To

create

the

Macromedia

Director

file

and

executable

program

The

standing

Ushiro
-
ukemi

movement

is

shown

when

the

webcam

focuses

the

marker

at

a

page

of

the

instructional

material
.

As

focalized

by

the

webcam,

the

marker

was

identified

by

the

executable

program
.

Figure 5: Fiducial
Marker example.

Figure

6
:

Animated

2
D

file

applied

on

a

Judo

reading

material

and

a

cube

with

an

AR

system

combined
.

Figure

7
:

Animated

3
D

file

applied

on

a

Judo

reading

material

and

a

cube

with

an

AR

system

combined
.

Immediately the monitor or the see
-
through glasses show a screen popping out of the paper and
presenting the
Ushiro
-
ukemi

movement. The integration of motion picture of a sport and the application
of augmented reality techniques may provide a better perception, interaction and understanding about
the
Ushiro
-
ukemi

rhythm because it provides the movement visualization flowing with the time that are
not reached by regular books. So the reader may perceive the amount of time spent in every phase of
the
Ushiro
-
ukemi
.

Conclusions

Physical Education and Sports books should provide movement pattern visualization, but it was not possible in this kind of me
dia

yet because only static pictures could be seen. Another media, the “
CD
-
ROM
provides movement visualization however reading in this type of media also may cause eye irritation and some other health pro
ble
ms due to monitor radiation and intermittent light exposure
” [11]. This study
represented a new approach for specialized books on Sports, specifically for Judo. The combination of AR system with a book i
ncr
eases its capacity to present any specific sport skill in a motion picture. In a
near future, AR system associated to books may be found in the book

store next door. It may represent a new generation of books
in the market, where any end
-
user who owns a simple webcam and a home
computer will be able to visualize any sport movement while reading a book.

References:


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AUGMENTED REALITY APPLIED TO USHIRO
-
UKEMI VISUALIZATION