2018
DOI: 10.1115/1.4041704
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A Wearable Device to Detect in Real-Time Bimanual Gestures of Basketball Players During Training Sessions

Abstract: The paper describes the design of a wearable and wireless system that allows the real-time identification of some gestures performed by basketball players. This system is specifically designed as a support for coaches to track the activity of two or more players simultaneously. Each wearable device is composed of two separate units, positioned on the wrists of the user, connected to a personal computer (PC) via Bluetooth. Each unit comprises a triaxial accelerometer and gyroscope, a microcontroller, installed … Show more

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Cited by 18 publications
(33 citation statements)
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“…The motion editing algorithm is based on the human motion tracking technology to generate a new action sequence that is realistic, vivid and in line with user requirements. We not only require the synthesized human movement to be natural and realistic, but also hope to provide the user with a programming interface for human-computer interaction and adjust the corresponding actions according to the user's requirements [21,22]. The GRF value of ADAMS simulation simulation jumping action and the measured GRF curve of the force plate are shown in Table 1 and Figure 1.…”
Section: A Impact Of Vr Technology On Basketball Trainingmentioning
confidence: 99%
“…The motion editing algorithm is based on the human motion tracking technology to generate a new action sequence that is realistic, vivid and in line with user requirements. We not only require the synthesized human movement to be natural and realistic, but also hope to provide the user with a programming interface for human-computer interaction and adjust the corresponding actions according to the user's requirements [21,22]. The GRF value of ADAMS simulation simulation jumping action and the measured GRF curve of the force plate are shown in Table 1 and Figure 1.…”
Section: A Impact Of Vr Technology On Basketball Trainingmentioning
confidence: 99%
“…To verify the accuracy and effectiveness of the proposed system, it was compared with references [18,19,38]. Reference [18] established a real-time wearable assist system for upper extremity throwing action based on accelerometers, which used the longest common subsequence (LCS) algorithm to recognize the six phases of baseball throwing 13 Journal of Sensors posture.…”
Section: Foot-acc Xmentioning
confidence: 99%
“…In [19], an activity assessment chain for evaluating human activity was established using machine learning (ML) to classify six types of indoor rowing stroke postures (one correct and five incorrect). Reference [38] used a wearable and wireless system based on SVM to recognize overhead passes, chest passes, and shooting in basketball. As shown in Table 7, similar to the three systems above, the system proposed in this paper uses a small number of sensors to recognize a number of postures.…”
Section: Foot-acc Xmentioning
confidence: 99%
“…Additionally, only papers referring to the direct scanning of the subject’s anatomical region were considered, discarding all the papers that exploit the acquisition of plaster casts to obtain 3D digital models. Hand pose estimation and tracking, which also represents a wide research area [ 14 , 15 , 16 ], was not considered in this work. It must be noted that this review aims to cover the devices and architectures that have been used at least once to create a virtual model of the patient’s upper limb anatomy, rather than addressing all the existing papers which use a 3D scanning process for this purpose.…”
Section: Introductionmentioning
confidence: 99%