Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue

被引:0
|
作者
Hou, Yiming [1 ]
Li, Zheng [2 ]
Li, Hongbo [3 ]
机构
[1] Krirk Univ, Sch Phys Educ, Bangkok 10220, Thailand
[2] Beijing City Univ, Int Culture & Commun Dept, Beijing 100083, Peoples R China
[3] Linyi Univ, Coll Phys Educ & Hlth, Linyi 276000, Shandong, Peoples R China
关键词
Sensor; Interactive; Digital entertainment; Gamification training; A basketball player; Exercise fatigue;
D O I
10.1016/j.entcom.2024.100838
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
In recent years, due to the increasing number of basketball games and training activities, basketball players often face the problem of fatigue and injury. This study aims to develop an interactive digital entertainment and gamification training method to provide basketball players with more efficient training methods and enhance their training fun. Sensors can be installed in various key parts of the athlete's body, through the use of highprecision sensor equipment, real-time acquisition of athlete action data, the use of machine learning and data mining technology, real-time analysis and modeling of sensor data to extract key information and movement patterns. Using gamified training theory to design interactive digital entertainment system, develop a series of training scenarios and gamified tasks for different technical elements, combine sensor data and motion analysis results, and provide athletes with personalized training plans and feedback mechanisms to help them improve their technical level. Through an interactive digital entertainment system, basketball players can train and compete in a virtual environment. They can complete various training tasks by interacting with the system, which will give real-time evaluation and guidance based on the athlete's performance to help them correct mistakes, improve technique and improve training results.
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页数:8
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