Remote coaching for sports is challenged by the lack of 3D spatial communication. While athletes send live or recorded videos to their coaches, these 2D representations fail to capture the spatial relationships of the body, limiting the ability to understand timing, weight distribution, and smoothness in an athletic movement. This demonstration presents Augmented Coach, an AR sports coaching platform for coaches to remotely view, manipulate, and annotate athletic movements in 3D augmented space. Also, this demonstration provides an adaptive platform to study real-time efficient volumetric data transmission between remotely connected devices, including over 5G cellular networks.
CCS CONCEPTS• Human-centered computing → Ubiquitous and mobile computing systems and tools.
Active videogames (AVG) are an appealing form of physical activity for many adults; however, hardware for AVG typically lack accessibility and limits options for individuals with disabilities. Adapted AVGs have been shown to be more usable than off the shelf videogame controllers. PURPOSE: To evaluate the usability, enjoyment, and perceived exertion of an adapted touchpad (TPA) AVG controller among adults with a mobility limitation. METHODS: As part of a larger ongoing study assessing the usability of adapted videogame hardware, 9 adults with a limitation (post-stroke, spinal cord injury, amputation), 38 to 73 years of age, played 4 videogames for 5 min each by moving, leaning, and reaching for a series of (TPA) placed around them. After each videogame, participants reported their enjoyment using a visual analog scale (0 to 100mm) and physical exertion using the OMNI 0 to 10 perceived exertion scale. The usability of the TPA system was assessed by having participants complete a System Usability Scale (SUS) after gameplay. The SUS scores were computed according to the scale's rubric with a score of >68 considered above average. At the end of each visit, participants were interviewed, and members of the research team recorded their own observations for future revision of the system. Quantitative data are reported as mean (SD). RESULTS: All participants were able to successfully play the 4 videogames. Six participants (n=6) played seated in a chair, 1 seated in their wheelchair, and 2 standing. The participants reported above average usability for the TPA with an SUS of 71 ± 25. Participants reported moderate enjoyment (60 ± 30mm) and perceived exertion of moderate intensity (4.8 ± 2.3). The participants considered the TPA as "something new to keep alert", "a lot of fun", and "entertaining"; however, the researchers discovered several areas of improvement for future TPA iterations. CONCLUSION: Adults with mobility limitations were able to use the early prototype TPA system. Participants reported above average usability, moderate enjoyment, and perceived exertion of the TPA system. The TPA will be revised based on participant input and researcher observation.
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