Peter Ljungstrand www.experimedia.eu www.tii.se 1
Type of Project: Integrated Project Project Coordinator: IT Innovation Project Duration: Oct-11 to Sept-14 (36 months) Total budget: 6,772,089 Euros Maximum EC Contribution: 4,984,997 Euros Consortium: 11 Partners IT Innovation, United Kingdom Institute Of Communication And Computer Systems, Greece ATOS, Spain Joanneum Research, Austria Bearingpoint Infonova, Austria Idrima Meizonos Ellinismou, Greece Schladming 2030, Austria Centre D'alt Rendiment Esportiu, Spain Katholieke Universiteit Leuven, Belgium La F@brique Du Futur, France The Interactive Institute, Sweden Improved training methods for professional athletes and coaches Athletes Coaches Physicians, physchologists, dietists, etc What is possible to sense and detect? What is meaningful, for whom, and how and when? How should feedback be packaged and presented? 2
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Movement sensors wireless accelerometer 7
Biomechanics Biomechanical models (I) Pommel horse training: parameters of interest Flexion/extension angles at shoulders. Flexion/extension angles at hips. Flexion/extension angle between dorsal and sacrum. Angle of athlete's trunk with respect to the vertical axis. Angle of athlete's trunk with respect to the perpendicular of the pommel horse. 8
Biomechanical models (II) Upper trunk model Makes use of three sensors one on the cervical spine two for right and left arms Measured parameters flexion/extension rotation of arms from the cervical spine; abduction/adduction rotation of arms from the cervical spine; internal/external rotation of arms from the cervical spine; angle between cervical spine and horizontal/vertical; angle, projected over the horizontal, between cervical spine from the reference position. Biomechanical models (III) Lower trunk model Makes use of four sensors one on cervical spine one in the sacrum and two for right and left thighs Measured parameters flexion/extension rotation of legs from the spine at sacrum; abduction/adduction rotation of legs from the spine at sacrum; internal/external rotation of legs from the spine at sacrum; angle between sacrum and horizontal/vertical; angle between spine at sacrum and the cervical spine; angle, projected over the horizontal, between sacrum from the reference position. 9
Animating recorded data Motion capture results 10
Benchmarking to optical motion capture system 3D HD videoconferencing for remote coaching 11
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Weight lifting with a Kinect-sensor 25 13
Example 14
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Improved experiences for ordinary people while sporting For non-professionals, everyday people Skiing Mountainbiking Table tennis Etc... 18
What do users have to say about using smartphones while skiing? Don t like to take of their gloves if not absolutely necessary. Most ski with a group, be that friends, work or family. Most do not listen to music while skiing, saying that it blocks to much background audio. People have different skill level and go down different slopes. Smartphones are primarily used while taking a break and sometimes in the lift. People do not find it fun to be at the 10,000 spot on a high score list. 19
Prototype iphone app for downhill skiing iphone app for ordinary downhill skiers, tourists Tracks location, speed, slope, time, etc. Using GPS and accelerometer Audio-only feedback to users (headphones or speaker) Detects context of use (skiing downhill, waiting, going up a lift) and provides feedback appropriately User interaction with gloves and jacket on, by tapping with your fist Can crowdsource a map of a ski system, show most popular routes etc Audio feedback of statistics during lift, using speech synthesis Group use Locate direction and distance to friends, or fixed locations (coffee shop etc) Games such as virtual slalom or highscore lists Can be adapted to summer setting (mountain biking, orienteering) Has potential for large-scale user trials software only Audio feedback: In the lift after finished slope. When reaching a new max speed. Visualization of the ski day Party with the people that are skiing together. Making it possible to: Find each other in the slope. Play games against each other. Compare statistics. 20
User feedback from initial trial in Sweden including comparison to heads-up display device (Recon Mod Live) The most valuable information from the glasses was the time. The more inexperienced skiers said it was hard to both look at the glasses and the slope, even saying that it gave them motion sickness. A user decided to not wear the headphones and instead got the feedback via the built-in speaker, something that all users enjoyed. Liked the feedback that was given and thought it motivated them to wear headphones. Slalom was hard, required the skier to ski very slowly to understand where she needed to go. Is was really valuable to be able to see where everyone was in the party. Liked to compare their results in the end of the day.... get feedback when I want it... Hit the device in the pocket to invoke an action, either a single or double tap. Based on initial tests it works well and users like the interaction. Does not require the user to take of her gloves. 21
Prototype on iphone Audio feedback (3d audio): In the lift uphill, info about the latest ski slope When new maximum speed has been reached Visualization of today s skiing in the area For a group of skiers Find each other in the slopes, as well as toilets, cafés and restaurants, etc Play games and compete agains one another Compare statistics and visualizations of one s whereabouts 22
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More information to spectators In particular sports where it is less obvious what happens and who wins, and how a particular score is calculated or judged. Typically sports with focus on aesthetics in addition to performance, and with a jury or referees Swimming Ice skating... 25
Finally How can we make exercise and training more fun and enjoyable, in order to increase motivation? Game mechanics and game design Motivation and reward psychology Extrinsic motivation Intrinsic motivation Flow 26