2018
DOI: 10.1016/j.cag.2018.01.008
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KaraKter: An autonomously interacting Karate Kumite character for VR-based training and research

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Cited by 18 publications
(28 citation statements)
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“…With regard to the use of autonomous VCs, we only found plans to use these systems in anticipation research in the future, but no specific studies exist until now (Petri et al, 2017, Zhang et al, 2018. Argelaguet Sanz, Multon & Lécuyer (2015) use an autonomous VE to analyze anxiety and pressure considering two scenarios: training (no stress) and competition (stress by loud audience).…”
Section: Resultsmentioning
confidence: 99%
“…With regard to the use of autonomous VCs, we only found plans to use these systems in anticipation research in the future, but no specific studies exist until now (Petri et al, 2017, Zhang et al, 2018. Argelaguet Sanz, Multon & Lécuyer (2015) use an autonomous VE to analyze anxiety and pressure considering two scenarios: training (no stress) and competition (stress by loud audience).…”
Section: Resultsmentioning
confidence: 99%
“…According to the passive opponent, the athletes had to step in place and could only change their position when they reacted to the attack. It would be desirable for future training studies to perform such an intervention with an autonomous character which is able to recognize the position and the movements of the real athlete and can perform an adequate attack in order to the position and the appropriate distance between the athlete and himself selfreliantly (Petri et al, 2017, Zhang et al, 2018. Then the real athlete could step in place, as well as moving and rotating in all directions which is closer to a karate fight in reality.…”
Section: Discussion and Future Directionsmentioning
confidence: 99%
“…Three types of virtual environments (VE) exist: VE without a virtual character, VE with a passive character, and VE with an autonomous character. Autonomous characters, which can adapt their reactions to the positions and movements of the user are rare in sports (for further detail see Petri et al, 2017, Zhang et al, 2018. Passive characters, which cannot take the positions and movements of the user into account, exist more frequently in sport related VEs.…”
Section: Introductionmentioning
confidence: 99%
“…On the other hand, full-body tracking wearable systems exist (e.g. [9,16]), but they are expensive and can be difficult to put on.…”
Section: Movement and Punch Detectionmentioning
confidence: 99%