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Augmenting the Boxing Game with Smartphone IMU-based Classification System on Waist

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Augmenting the Boxing Game with Smartphone IMU-based Classification System on Waist

  1. 1. Augmenting the Boxing Game with Smartphone IMU-based Classification System on Waist Keio University Fei Gu Keio University Chengshuo Xia Keio University Yuta Sugiura 01 Overview 02 Method Workflow • Player put a smartphone with calibrated sensors on waist • Perform 30-minute gaming boxing • Export data from the smartphone • 100-frame timeseries data normalized and converted grayscale images • CNN structure for training • Inertial sensors contribute interactively to sports recognition • Capability to distinguish specific boxing actions? Motivation • No consensus on measurement/ classification method for boxing • Professional IMUs not commonly available Background • Augment the video game with smartphone sensors • Classify six basic punches with a 12-layer CNN model Approach 04 Discussion 05 Future Work Possible Quantitative Evaluation • Use 3D model built for data simulation • Data generation based on extracted in-game model and empirical adjustments referencing the professional boxer’s movements • Score calculation by the distance between the sensor data points of the players’ and the simulated ones 2022 International Conference on Cyberworlds (CW) Contact: fegu@keio.jp 03 Participants • 4 female, 6 male • 20~25 years old • Varying experiences Dataset • 6 types of punches: jab, straight, left hook, right hook, left uppercut, and right uppercut • 24 times each, 1440 in total Training • TFLearn package • Commercial computer for 150 epochs In-Group Test • Randomly shuffled • 264 holdout test samples • Accuracy: 79.2% In-Subject Test • Test on 6 samples for every individual • Accuracy: 86.4% Experiment Phyphox Fit Boxing 2 9DOF inertial data, 100Hz • Possible as personal boxing helper • Small dataset, might be overfitting • Challenging to predict the movements of unknown users (a)

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