Andy Statham - Sport, Technology and Mobile media - 2009
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Transcript of Andy Statham - Sport, Technology and Mobile media - 2009
![Page 1: Andy Statham - Sport, Technology and Mobile media - 2009](https://reader038.fdocuments.in/reader038/viewer/2022103110/5481f0fbb4af9f32538b4693/html5/thumbnails/1.jpg)
ConText
Health and fitness gaming and other interactive media
![Page 2: Andy Statham - Sport, Technology and Mobile media - 2009](https://reader038.fdocuments.in/reader038/viewer/2022103110/5481f0fbb4af9f32538b4693/html5/thumbnails/2.jpg)
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Concept
• Tackle the issue of sedentary behaviour with fitness gaming and interactive media
• Gaming and watching television are very popular and commonly associated with low activity levels.
• Interactive media requiring physical movement is hoped to increase activity levels
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Projects with TNO
• Hockey training games (concept)
• EMG controlled Wii (concept)
• E-fitzone
• Knee brace PDA (concept)
• Runalyser television and internet
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Concept 1: YOUR move
• Learning tool for field hockey players• User testing as a basis to elaborate the concept
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Goal of the hitto hit an accurate ball with high power close to
the ground
Analysis
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position of the feet / placement of the left foot (in
time)position and motion of the left shoulder
The position relative to the ball
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position of the ball in relation with the feet/ body
low body posturehitting the ball in the right angle on the right spot
Backswing & forward swing
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looking at the balltotal swing
change from back- to forward swingkeep low body postureuse of arms and wristsshape of the motion of the end of the
stickbody weight distribution/ leaning forward/ acceleration of the body
Total motion
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Required hardware
• A vest with EMG sensors and vibration unit
• A pressure sensitive base plate where the placement of the left foot and the moment of the ball rolling away are detected.
• User interface for feedback adapted to the level and style of the user.
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EMG testing
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The vest
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The base plate
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The complete concept
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Concept 2: EMG Wii
• Proposed game to use as a platform:
• Super Mario Galaxy
• Game for Nintendo Wii
• Popular game
• Kicking, walking, running, etc.
• Little activity is currently required to play the game
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Muscles measured
• Placement of EMG sensors on:• Rectus femoris (quadriceps)• Biceps femoris (hamstrings)• Gastrocnemius Medialis (calf)• Tibialis anterior (shank)
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User research
• Questionnaire • Important aspects in games• Opinion on active gaming
• Super Mario game• Intuitive movements
• EMG test• Movements that can be measured
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Unique features
• Advantages of EMG in game controller
• EMG directly measures muscle activity
• Improved realism/gaming experience
• Reduce “cheating” in a game
• Measuring muscle directly can give more insight in muscle activity and improvement of physical parameters (health & gaming)
• Spin-off possibilities in healthcare
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Design solutions• Movable sensor parts• Flock decoration • Velcro for fastening• No frame
• Adjustment buckle• Laser cut decoration • Velcro for fastening• Plastic frames
• Transfer print decoration • Magnets for fastening• Plastic frame
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Physical game controller
• To increase physical activity• To decrease sedentary life among children • Used for business case study
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The complete concept
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E-fit zone
• Specially designed active gaming fitness centre
• A collection of the state of the art active gaming systems
• Field lab for new innovations in active gaming
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Interactive gaming floor
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Interactive gaming wall
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Trazer movement tracking games
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Makoto light and sound reaction game
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Field lab testing
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Optical fibre technology
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Knee brace PDA
• Application development• New concepts in health care, work, sports
TNO
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Wrist-top display shows how you are running.
• Foot pressure pattern• Central pressure point• Step rate• Foot to ground contact time
Pressure sensors are positioned at key locations within the insole
Ankle brace or shoe clip electronics measure
sensor data and transmit it to the wrist unit
TNO RunalyserRunning and movement analysis system
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Runalyser Hardware
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Runalyser evolution
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Example: User feedback
• Active muscles• Use muscles as spring
• Pretension• Lift foot before landing• Use muscles as spring
• Improving• Active landing• Pretension of leg muscles• Reactivity (BK)
pull your heel
In case of long heel off time
lift your foot
In case of long contact time
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User feedback
• Forward leaning• Reduce breaking force
during landing• Use your weight to
‘fall forward’• Increase
fore foot percentage• In case of long contact time
lean forward tobreak less
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User feedback
• Landing technique: • Strike position
Mid foot landing
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Conclusions
• Interactive fitness media is beginning to break into popular culture
• However, intensity and relevance of the movement is still insufficient
• Technology is being developed with more focus on the movement of the human body
• These developments are still in their infancy