skip to main content
10.1145/1054972.1055081acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
Article

Martial arts in artificial reality

Published: 02 April 2005 Publication History

Abstract

This paper presents Kick Ass Kung-Fu, a martial arts game installation where the player fights virtual enemies with kicks and punches as well as acrobatic moves such as cartwheels. Using real-time image processing and computer vision, the video image of the user is embedded inside 3D graphics. Compared to previous work, our system uses a profile view and two displays, which allows an improved view of many martial arts techniques. We also explore exaggerated motion and dynamic slow-motion effects to transform the aesthetic of kung-fu movies into an interactive, embodied experience. The system is described and analyzed based on results from testing the game in a theater, in a television show, and in a user study with 46 martial arts practitioners.

References

[1]
Konami Annual Report 1999, http://www.konami.co.jp/en/ir/financialinfo/annualreport/report1999/am01.html, link checked 4 th Jan 2005.
[2]
Sony Eye-Toy, http://www.eyetoy.com, link checked 9th Sep 2004.
[3]
OpenCV, http://sourceforge.net/projects/opencvlibrary/, link checked 9th Sep 2004.
[4]
Ajdari, J., Aulaskari, I., Brown, J., Edutainment in learning environments, http://www.helsinki.fi/~jbrown/tao/rap7.html, link checked 4th Jan 2005.
[5]
Baecker, R., Miller, D., and Reeves, W. Towards a Laboratory Instrument for Motion Analysis. Computer Graphics, vol. 15, No. 3, August 1981, pp. 191--197.
[6]
Blake, A., Isard, M., Active Contours The Application of Techniques from Graphics, Vision, Control Theory and Statistics to Visual Tracking of Shapes in Motion, Springer-Verlag London Limited (1998).
[7]
Chi, E.H., Song, J., Corbin, G., "Killer App" of wearable computing: wireless force sensing body protectors for martial arts, Proc. UIST 2004, ACM Press (2004), pp. 277--285.
[8]
Philo Tan Chua, Crivella, R., Daly, B., Ning Hu, Schaaf, R., Ventura, D., Camill, T., Hodgins, J., Pausch, R. Training for Physical Tasks in Virtual Environments: Tai Chi, Proc. IEEE Virtual Reality 2003, pp. 87--94.
[9]
Crowley, J.L., Coutaz, J., Bérard, F., Things That See, Communications of the ACM, Vol. 43, No. 3, March 2000.
[10]
Cruz-Neira, C., Sandin, D.J., DeFanti, T.A. Surround-screen projection-based virtual reality: the design and implementation of the CAVE, Proc. SIGGRAPH'93, ACM Press (1993), pp. 135--142.
[11]
Freeman, W.T., Beardsley, P.A., Kage, H., Tanake, K., Kyuma, K., Weissman, C.D., Computer Vision for Computer Interaction, SIGGRAPH Computer Graphics Newsletter, Vol. 33, No. 4, November 1999, ACM SIGGRAPH.
[12]
Ishii, H., Wisneski, C., Orbanes, J., Chun, B., Paradiso, J., PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play, Proc. CHI'99, ACM Press (1999), pp. 394--401.
[13]
Hämäläinen, P., Interactive Video Mirrors for Sports training. Proc. nordiCHI 2004, ACM Press (2004), pp. 199--202.
[14]
Hämäläinen, P., and Höysniemi, J. A Computer Vision and Hearing Based User Interface for a Computer Game for Children. Proc. 7th ERCIM Workshop "User Interfaces For All" (2002).
[15]
Hämäläinen, P, Mäki-Patola, T. Pulkki, V. Airas, M. Musical Computer Games Played by Singing. Proc. 7th International Conference on Digital Audio Effects (DAFx'04), 2004, pp. 367--371.
[16]
Iredale, F., Farrington, T., and Jaques, M., Global, fine and hidden sports data: applications of 3-D vision analysis and a specialised data glove for an athlete biomechanical analysis system, Proc. Mechatronics and Machine Vision in Practice (1997), pp. 260--264.
[17]
Krueger, M., Gionfriddo, T., Hinrichsen, K. VIDEOPLACE - An Artificial Reality, Proc. CHI'85, ACM Press (1985), pp. 35--40.
[18]
Mueller, F., Agamanolis, S., Picard, R., Exertion interfaces: sports over a distance for social bonding and fun, Proc. CHI'03, ACM Press (2003), pp. 561--568.
[19]
Oblinger, D.G. The Next Generation of Educational Engagement, Journal of Interactive Media in Education, 2004 (8).
[20]
Perš, J., Bon, M., Kova è i è, S., Šibila, M., De + man, B. Observation and Analysis of Large-scale Human Motion, Human Movement Science, 21(2), 295--311, July 2002.
[21]
Plänkers, R. and Fua, P. Tracking and Modeling People in Video Sequences. Computer Vision and Image Understanding, 81(3), March 2001.
[22]
Polar A3 heart rate monitor user's manual, Polar Electro (2004).
[23]
Press, W.H., Teukolsky, S.A., Vetterling, V.T., Flannery, B.P. Numerical Recipes in C++, 2 nd ed., Cambridge University Press (2002).
[24]
Sidenbladh, H., Black, M.J., Sigal, L. Implicit Probabilistic Models of Human Motion for Synthesis and Tracking, Proc. 7 th European Conference on Computer Vision - Part I, Springer-Verlag (2002).
[25]
Toyama, K., Krumm, J., Brumitt, B., and Meyers, B. Wallflower: Principles and Practice of Background Maintenance, Proc. International Conference on Computer Vision (1999).
[26]
Yamamoto, M., Kondo, T., Yamagiwa, T., Yamanaka, K. Skill recognition, Proc. Automatic Face and Gesture Recognition (1998), pp. 604--609.
[27]
Wilson, C., & Blostein, J. (1998) Pros and cons of co-participation in usability studies. Usability Interface, 4 (4), April 1998.
[28]
Wren, C.R., Spacarino, F., Azarbayejani, A., Darrel, T., Davis, J., Starner, Kotani, A.,Chao, C., Hlavac, M., Russel, K., Bobick, A., Pentland, A., Perceptive Spaces for Performance and Entertainment (Revised), Applied Artificial Intelligence, Vol. 11, No. 4, June 1997.
[29]
Wren, C.R., Azarbayejani, A., Darrel, Pentland, A. Pfinder: Real-Time Tracking of the Human Body, IEEE Transactions on Pattern Analysis and Machine Intelligence, July 1997, Vol. 19, No. 7, pp. 780--785.

Cited By

View all
  • (2023)An IoT Sensing Platform and Serious Game for Remote Martial Arts TrainingSensors10.3390/s2317756523:17(7565)Online publication date: 31-Aug-2023
  • (2023)Hybrid System Mixed Reality and Marker-Less Motion Tracking for Sports Rehabilitation of Martial Arts AthletesApplied Sciences10.3390/app1304258713:4(2587)Online publication date: 17-Feb-2023
  • (2023)“I Feel My Abs”: Exploring Non-standing VR LocomotionProceedings of the ACM on Human-Computer Interaction10.1145/36110697:CHI PLAY(1282-1307)Online publication date: 4-Oct-2023
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI '05: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
April 2005
928 pages
ISBN:1581139985
DOI:10.1145/1054972
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 April 2005

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. artificial reality
  2. computer vision
  3. kung-fu
  4. martial arts

Qualifiers

  • Article

Conference

CHI05
Sponsor:

Acceptance Rates

CHI '05 Paper Acceptance Rate 93 of 372 submissions, 25%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)55
  • Downloads (Last 6 weeks)5
Reflects downloads up to 09 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2023)An IoT Sensing Platform and Serious Game for Remote Martial Arts TrainingSensors10.3390/s2317756523:17(7565)Online publication date: 31-Aug-2023
  • (2023)Hybrid System Mixed Reality and Marker-Less Motion Tracking for Sports Rehabilitation of Martial Arts AthletesApplied Sciences10.3390/app1304258713:4(2587)Online publication date: 17-Feb-2023
  • (2023)“I Feel My Abs”: Exploring Non-standing VR LocomotionProceedings of the ACM on Human-Computer Interaction10.1145/36110697:CHI PLAY(1282-1307)Online publication date: 4-Oct-2023
  • (2023)Boards Hit Back: Reflecting on Martial Arts Practices Through Soma DesignProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580722(1-18)Online publication date: 19-Apr-2023
  • (2022)“Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSportsFrontiers in Sports and Active Living10.3389/fspor.2022.8996134Online publication date: 22-Jun-2022
  • (2022)Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers’ Experiences during the Covid-19 PandemicProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555925(1-8)Online publication date: 5-Sep-2022
  • (2022)LAGH: Towards Asymmetrical Collaborative Bodily Play between 1st and 2nd Person PerspectivesProceedings of the ACM on Human-Computer Interaction10.1145/35555486:CSCW2(1-26)Online publication date: 11-Nov-2022
  • (2022)Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital GamesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501875(1-21)Online publication date: 29-Apr-2022
  • (2022)Vibing Together: Dance Experiences in Social Virtual RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501828(1-18)Online publication date: 29-Apr-2022
  • (2022)Coaxing: An Empirical Exploration of a Novel Way to Nudge Athletic Performance in SportsPersuasive Technology10.1007/978-3-030-98438-0_14(174-189)Online publication date: 21-Mar-2022
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media