z-logo
open-access-imgOpen Access
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.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom