Professional Documents
Culture Documents
Publication MehediHassan
Publication MehediHassan
net/publication/310938998
CITATIONS READS
40 2,798
4 authors:
All content following this page was uploaded by Ariful Islam Anik on 10 July 2019.
Abstract—The scope for doing physical exercises in daily life It is noteworthy that there are in fact some existing
is declining day by day. But, the importance of human physical solutions for the mentioned cause. The well-known providers
exercise for a healthy life, remains the same. It is necessary are Xbox360, PlayStation, Wii Nintendo etc. But these
to generate a solution to simulate the outdoor experience of
physical exercises and sports inside our home. In this paper, solutions cost a hefty amount of money. They also have some
we propose an idea of recognizing the activities of a badminton technical issues. Most of these games use a vision based
game which has the potential to be useful in simulating system where low light, ambiguous background, unaware
the Badminton Sport. We have used motion sensors (e.g. movement might be mistaken as a move of the game itself.
Accelerometer, Gyroscope) to recognize different activities like, The vision based systems are also known to be on the slower
serve, smash, backhand, forehand, return etc. We have collected
data from a large set of users and labeled their data over several side when it comes to the flow of data.
instances. We have applied the K-Nearest Neighbors (k-NN)
and Support Vector Machines (SVM) classifiers to recognize
those activities. Existing approaches (e.g. Microsoft Xbox 360) A. Activity Recognition Idea
used vision based techniques to recognize activities and use it Activity recognition is the mathematical interpretation of a
in simulated games but we are using sensor based approach.
Vision based approaches have some limitations such as slow human motion by a computing device. In personal computing,
rate of data, illumination constraints, occluded backgrounds gestures are mostly used for input commands. Recognizing
etc. Our approach gives a low cost solution with a classification gestures as input allows computers to be more accessible for
technique which is faster. The experimental result shows a the physically-impaired and makes interaction more natural in
decent recognition rate. a gaming environment [2]. In this activity recognition part,
Keywords - Badminton Sport, Activity Recognition, we will identify some well-known and mostly used moves of
Accelerometer, Gyroscope, k-NN, SVM. the Badminton game. The selected moves for our system are
Smash - a move that generates the highest magnitude of force
I. I NTRODUCTION from a player, Serve - a move to start the game from one
Physical activity is any activity that helps to improve or end, Backhand - A move played with rear part of one hand,
maintain one’s physical fitness. For the assurance of a healthy Forehand - a move played with usual hand position, Return -
physique and mind, there are hardly any substitutes of regular A move that is played to reverse the serve of the opponent.
physical exercise and activities. As we speak of activities, they Our idea of the activity recognition system can also extend to
also extend to several outdoor sports and games. But from a Virtual Reality game.
our current social point of view and working schedule, it is
not possible for the people from all professions to participate B. Hardware Definitions
in physical exercises and outdoor sports in a regular basis. For this entire system, firstly we need a Badminton racket.
Studies show that physically active people are less likely to This racket will be integrated with a MPU-6050 sensor.
develop coronary heart disease than those who are inactive [1]. An MPU-6050 is a conjunction of an accelerometer and a
gyroscope. An accelerometer is a device that measures proper
So, we decided to focus our research on how can a usual acceleration (’g-force’). Proper acceleration is not the same
person who doesn’t have regular opportunity of physical as coordinate acceleration (rate of change of velocity). For
exercise and sports can have the same experience in his leisure example, an accelerometer at rest on the surface of the Earth
without even stepping out of this room. The initial idea that will measure an acceleration g = 9.81ms−2 straight upwards.
we encountered is a Virtual Reality game of the Badminton By contrast, accelerometers in free fall (falling toward the
sport that can give a real life experience. The reason for center of the Earth at a rate of about 9.81ms−2 ) will measure
selecting Badminton among the others sports is that the range zero. A Gyroscope is a spinning wheel or disc in which the
of exercises that one can do for the sport of badminton is axis of rotation is free to assume any orientation by itself.
quite big. This wide range of physical movements will enable The Racket along with the MPU-6050 will be connected to
a person to explore various exercise related activities. an Arduino module. This Arduino module creates a data flow
with the computer. The accelerometer will provide us with raw
acceleration data in the X, Y, and Z axes and the gyroscope tennis sport are actually different type of sports even though
will provide us the angular value in the X, Y and Z axes. there are some similarities among them. Tennis is a sport that
involved the movement mainly on the left and right, the ball
is much heavier, much power is needed to whack them to the
opposite side and the overall speed of the game is slower.
While badminton is a sport that involved a lot of footwork
on the sport field, lighter shuttle weight, consumes greater
stamina, highest game speed among the racket sports and it
requires a lot of wrist movements. The similarities of these
two sports are that, they are racket sports and both of these
sports use very similar muscle and arm movements.
TABLE I
F EATURES WITH BRIEF DESCRIPTION
ACKNOWLEDGMENT
We would like to thank Systems and Software Lab(SSL)
for providing us with the necessary hardware equipments.