iKarate: Improving Karate Kata
Author(s) -
Bassel Emad,
Omar Atef,
Yehya Shams,
Ahmed El-Kerdany,
Nada Shorim,
Ayman Nabil,
Ayman Atia
Publication year - 2020
Publication title -
procedia computer science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.334
H-Index - 76
ISSN - 1877-0509
DOI - 10.1016/j.procs.2020.03.090
Subject(s) - computer science , mistake , martial arts , simple (philosophy) , block (permutation group theory) , human–computer interaction , interface (matter) , artificial intelligence , operating system , mathematics , philosophy , geometry , archaeology , epistemology , bubble , maximum bubble pressure method , political science , law , history
Karate is a martial art that can be practiced using hands and feet to deliver and block strikes. Karate moves must be done in a certain way, many moves are practiced incorrectly during training. In this paper, we present a fully functional system which Karate players, coaches, judges and clubs could use. The system helps in capturing Karate moves using Kinect v2 sensor and analyzing these moves using F-DTW. Real-time feedback and a report are displayed to the users using a simple GUI (Graphical User Interface) that the users can easily use, to learn how a mistake was made, and how to fix it/learn from it. F-DTW was used for proving the concept, and an average accuracy of 90% was achieved. This Paper is mainly concerned about the moves named: Age-Uke, Mae-Geri, Gedan-Barai and Soto-Uke.
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