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Development and Evaluation of the V-Catch Vision System

  • Journal of The Korea Society of Computer and Information
  • Abbr : JKSCI
  • 2022, 27(3), pp.45-52
  • DOI : 10.9708/jksci.2022.27.03.045
  • Publisher : The Korean Society Of Computer And Information
  • Research Area : Engineering > Computer Science
  • Received : March 10, 2022
  • Accepted : March 24, 2022
  • Published : March 31, 2022

Kim Dong Keun 1 Cho, Yongjoo 1 Kyoung Shin Park 2

1상명대학교
2단국대학교

Accredited

ABSTRACT

A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Citation status

* References for papers published after 2023 are currently being built.

This paper was written with support from the National Research Foundation of Korea.