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基礎論文 Paper
Developing the Thrower Detection System for Seamless
Player-Ball Interaction in Augmented Dodgeball
Kadri Rebane*1, David Hoernmark*1, Ryota Shijo*1,
Sho Sakurai*1, Koichi Hirota*1 and Takuya Nojima*1
Abstract --- Getting enough movement is crucial for people of any age group. In the modern world,
the lifestyle has become increasingly sedentary, so getting enough physical activity in a day relies
on the free will of people during their leisure time. Augmenting sports is a way to make physical
activities more exciting, fun, and enjoyable by virtue of computer game concepts. However, to
achieve these augmented sports, a system to detect events in the physical world and send them to
a computer game engine is required. Thus, the reliability of such systems has a significant impact
on the player experience. Especially in augmented sports with a ball, player-ball interaction is
critical for detecting physical events. This paper discusses the hardware design implementations
that are used in developing the augmented dodgeball thrower detection system. We discuss the
system’s design iterations from the prototype with a helmet and RFID tags to the current glove
system using a Hall sensor and magnets on the ball. We overview the overall mechanical design
considerations to make the system light and portable, details about calibrating, and sensor
placement. The described sensor calibration and placement improved the accuracy of detecting
the ball near the sensor and therefore improved recognizing the player-ball interaction event
during the game.
Keywords: Augmented Sports, Augmented Dodgeball, Player-ball Interaction
1 Introduction
Getting enough physical movement in a day is essential for
maintaining physical and mental health [1], [2]. However,
according to the World Health Organization (WHO) statistics [3],
many people among adolescents and adults do not get the
recommended amount of physical movement in a day. Sedentary
work is common [4], [5] and the growth of remotely accessible
services means that people do not need to move as much as they
used to in their daily life. This also means that physical exercise
has become a more precious activity done voluntarily during
leisure time. Sports participation depends on the perceived fun,
health benefits, and confidence in one’s skills [6], [7].
Augmented sports focus on existing activities or exertions and
enhance them with computer game concepts [8]. They are a
potential way to create novel and fun sports with sophisticated
rules and handicaps for players with different skills and gaming
expectations. This can be made by tracking the game actions
with technology and creating a game engine with all the desired
rules. The desired rules are the additions to the game that game
designers have created to realize the augmented game. As an
early stage of augmented sports, we mainly focus on augmenting
ball sports due to their variety and familiarity.
When developing augmented sports, the original rules of a
physical sport are modified to use virtual parameters, which are
used to balance physical ability among players. For example, in
traditional dodgeball player is out of the game when they get hit
by the ball. In augmented dodgeball, their virtual parameter
called “life points” is decreased. The amount of “life points”
decreased depends on the virtual parameter named “attack power”
assigned to the thrower and the virtual parameter called “defense
power” given to the player who got hit. This virtual parameter
method can empower a player when playing augmented sports,
even if the player is physically weak [9].
To work this method, the physical interaction between players
and the ball, which we call “player-ball interaction” in this paper,
must be provided to the game engine to update each player’s
virtual parameters for game matching.
1.1 Player-ball interaction
In augmented sports, it can be said that the game takes place
in two different dimensions, in the physical world and the virtual
world. Actions in the physical world should produce reactions in
the virtual world and vice versa. For example, when playing
augmented dodgeball [10], a player’s virtual life points will be
modified when the ball physically hits the player. Virtual life
points in augmented dodgeball are similar to “life points” or
“stamina” in computer games. The player can continue the game
*1 The University of Electro-Communications
TVRSJ Vol.26 No.2 pp.129-138, 2021
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Transactions of the Virtual Reality Society of Japan Vol.26, No.2, 2021
when they have enough “stamina or “life-points”. In augmented
dodgeball, when the player loses all the virtual life points, the
player becomes an outfield player. In ball games, the player-ball
interaction is the center of attention and the source of actions. All
stakeholders of the game need to know the state of the ball during
playtime. In most ballgames, it is essential to know which player
is interacting with the ball at a particular moment and how and
where in the field is the ball.
These action/reaction pairs are expected to be logical, as
designed, explained by the rules, and almost immediate. The
virtual game engine, which is the essential part of augmented
sports that handles virtual parameters, must work seamlessly and
reliably for a good user experience. When considering this
feature, it is clear that the system to detect player-ball interaction
should have a considerable impact on playing augmented sports.
In this research, our goal is to develop a player-ball interaction
detection device capable of detecting which player, when, and
how is interacting with the ball. This paper describes two
different prototypes developed for playing augmented dodgeball,
capable of detecting a limited number of player-ball interactions.
Besides, we also describe the calibration method to increase
system reliability.
2 Related works
Augmenting ballgames and creating unique technology for
them has been done before. Most of these are trying to create
new game elements and/or reduce players’ skill gap(s). For
example, TAMA [11] is a ball that can change its trajectory using
injected gas from a gas tank placed inside the ball. Shepherd Pass
[12] is a ball-shaped quadcopter that can adjust its speed and
trajectory based on the player’s skill level. ACTUATE Racket
[13] can change the angle of a table tennis racket’s striking
surface. SomaticBall [14] can make the ball stick to the player’s
hand using a magnetic force. These projects created active
devices that can be used to introduce new game elements and
handicaps between players. However, the equipment design is
closely related to the game design and cannot be easily changed
or altered.
Augmenting something means making it greater in some way.
In games, diminishing technology has also been used to provide
unique and novel experiences. For example, D-Ball [15] uses a
head-mounted display to diminish all the environment except for
the markers on the ball and players. By doing this, passing the
ball between players changes significantly, creating a new ball-
catching game. Imaginary Reality basketball [16] uses a virtual
ball that is not visible to the players. The players are only
provided with some auditory feedback about the ball and should
watch how other players act, to understand where is the ball.
When augmenting games by uniting the virtual and the
physical world, it is essential to reflect actions and the
corresponding reactions in these worlds. Moreover, a monitoring
system is necessary. In projects like ShepherdPass [12],
Catching the Drone [17], and Sports Support System [18],
motion trackers are used to recognizing the players and ball(s),
so a unique environment and setup are needed for these systems
to work. For detecting the impact between the player and the ball,
sensors can also be used. For example, Piezo elements have been
used to calculate impact localization on table tennis rackets [19].
Gyro sensors attached to the players have been used to recognize
the type of beach volleyball serve [20]. In football, pressure
sensors integrated into the shoe have been used to detect and
analyze the interaction between the player’s foot and the ball
[21]. These systems are great for analyzing the kind of impact
the player and the ball had but are not suited to recognize any
longer holds of the ball. Dodgeball is one of the ball games
where holding the ball is permitted, and by knowing who is
holding the ball, the game can be augmented [10]. Now we
describe the solutions that have enabled us to detect the player
interacting with the ball.
3 Thrower detection system for augmented dodgeball
Augmented dodgeball [10] uses virtual parameters to balance
among players with different skill levels. To achieve this kind of
game, it is necessary to provide information such as who throws
the ball and who gets hit by the game engine. As a concept the
condition of the ball can be divided into three primary states
[22]:
(a) The ball gets closer to the player
(b) The ball is within the controllable range of the player
(c) The ball moves away from the player
The controllable range means that the player can change the
speed and/or direction of the ball. The actions that happen with
the ball during the time it is in the player-controllable range are
essential to game elements that should be forwarded to the game
engine. The game engine then keeps and updates the scores of
each player according to this information. For example, the
system could know who throws the ball from the combination of
(b) and (c). For the first stage of developing the thrower detection
systems, we focus on detecting (b) and (c) states.
3.1 Helmet system
The first-generation augmented dodgeball system consisted
of a helmet and a ball system for detecting the player who is
throwing the ball. When a player wants to throw the ball, they
must place it on their helmet just before throwing to register who
holds the ball. When the ball is correctly registered, a short alarm
sound is generated to let the player know that it registered
correctly. Adding this extra action, not present in the regular
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dodgeball game, slows down the game progress. This helps
players gain composure, especially making physically weak
players feel more relaxed during gameplay. At the same time, the
ball registration is an extra, unwanted action that interferes with
the smoothness of the game. Unfortunately, it is necessary due
to the system’s structure. Thus, to reduce the feeling of bothering,
we described this extra action as “giving special attack power to
the ball to damage the opposing team’s player”. The average
delay caused by the extra move was about 4 seconds for novice
players. The players were instructed to move the ball near the
helmet until they heard an audio signal indicating registration, so
timing the registration or passing the ball without registration
also became a tactic for the game.
Figure 1: Augmented dodgeball player holding the ball
The ball used in the game was a sponge ball (ɸ 160 mm). The
developed system was covered with 14 Radio-frequency
identification (RFID) tags (Figure 1, FeliCa by Sony [23]).
These tags enable contactless data transfer within a few
centimeters. The helmet worn by the player was equipped with
an RFID tag reader to compose a thrower registering system
(Figure 2). When the ball is placed near the tag reader for around
a second, the tag reader detects the tag’s existence, which means
the ball is near the helmet. This action of reading is then
processed by a microcontroller (Arduino UNO board [24]). Each
microcontroller is assigned a unique player identification
number (Player ID). This player ID is then sent to the game
engine to notify who holds the ball via the wireless module
(XBee [25]) on the helmet. The helmet is also equipped with a
small speaker unit that signals the player after the ball’s RFID
tag is registered. The whole system is powered with a 9V battery
and mounted into the box on top of the helmet. The system’s
game engine side was equipped with an XBee module to receive
the player ID. In the system, the last ID received is marking the
player who holds the ball. As a concept, this is the state we think
that the ball is in the controllable range of the player. In
dodgeball, the ball is thrown between players. So, we assume
that after registering the ball, the player throws the ball, making
it move away from it and there is a chance some other player gets
hit. To create an automatic augmented dodgeball system, this
information needs to be recorded and passed to the game engine.
The information flow of the thrower detection system is shown
in Figure 3.
Figure 2: Thrower registering system in the helmet
When using this system, the game engine can recognize who
holds the ball, identical to status (b). However, this system can
only detect action with intention: holding a ball in front of the
head. Therefore, sudden and instant action such as hitting the ball
or catching the ball cannot be detected.
Figure 3: Thrower detection device information flow
3.1.1 Discussions
This system consisted of a relatively simple circuit and the
development and building times were short. However, there
were some challenges with the system:
• Registering the ball correctly while playing the game was
difficult as it had to be placed very precisely near the reader.
The players could not see where the reader was, so sometimes
a fellow player would help them. Although this required more
collaboration than the traditional dodgeball game, sometimes
it slowed down the game too much.
• The box on top of the helmet was not secure enough when a
ball was thrown at it and could easily come loose. While the
equipment remained working in general, it needed to be
assembled, so the game had to be stopped for that time.
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Transactions of the Virtual Reality Society of Japan Vol.26, No.2, 2021
• The system took lots of time and effort to set up, such as
checking and changing batteries and setting player IDs when
the player needed the equipment changed.
Based on those findings, the second generation of the
augmented dodgeball system is developed.
3.2 Hall sensor and magnet system
The second prototype system is proposed based on the
findings through the first prototype. This system aims to detect
the ball being in the player’s controllable range without the
player having to make an additional movement for registering it.
The controllable range means that the player can interact with
the ball, change its movement direction and/or speed. The
information flow remains similar, but the detection is done via a
Hall sensor (Figure 4).
Figure 4: Information flow in Halls sensor and magnet system
More natural motion is deployed in this system to detect who
interacts with the ball by using a glove with a Hall sensor (Figure
5) and a magnet-embedded ball (Figure 6). In this system, the
Hall sensor monitors the magnetic field nearby. The sensor’s
output voltage is proportional to the applied magnetic field.
When the magnetic field value is over the set threshold value,
the system sends out a message with a plyer ID. When receiving
the message, the game engine assumes that the player ID
received represents the player who is holding the ball. When a
hit is registered in the system, the game engine assumes that the
last player holding the ball was the one who performed the hit.
This glove system makes reporting who interacts with the ball
seamless. The game engine can get that information without a
player making any extra movements, so it does not interfere with
the natural game flow. Each player wears the developed glove
only on their dominant hand.
Figure 5: Prototype of the Hall sensor and magnet system for
augmented dodgeball
In the magnetic ball, cylindrical neodymium magnets with a
diameter of 10 mm, a thickness of 2 mm, and a grade of N50 are
arranged on the surface dispersedly of a sponge ball having a
diameter of 170 mm. The sponge ball was chosen because it is
softer than regular dodgeball, even if magnets are on it. This
contributes to achieving a safer game [22].
Figure 6: Augmented dodgeball ball with magnets
The magnetic detection device is composed of a Hall element
and an Arduino Fio board [26]. The Hall element is Allegro
MicroSystems Phil Inc.’s A1324 LUA - T sensor. The resolution
is 1 G in the use environment, and the range can be measured up
to about ± 500 G. The threshold value for detecting the ball was
set to 10 Gauss.
The sensor position is set at the tip of a little finger. This is
because the little finger usually gets the smallest impact when
catching the ball, and therefore, it was thought to be the most
comfortable place for the player.
3.2.1 Catch and strike detection accuracy
We carried out a catch and strike detection experiment with 4
participants to prove the proposed system’s concept (Figure 7).
Striking the ball means that the player would only contact the
ball momentarily until it is bounced back from their hand.
Catching means that the player holds the ball and a throwing
motion occurs before the ball leaves the controllable range of the
player holding it. Each of the participants had to catch and strike
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the ball 20 times wearing the system. For catching the ball, the
system could recognize it 100% of the time for all participants.
Although a small number of catch events were investigated, the
system shows high potential in detecting catching in this
experimental condition. This was achieved by creating a tense
enough magnetic field on the ball and assuring that the sensor is
in the necessary proximity of the magnetic field when the ball is
caught. For striking, the average detection rate was decreased to
90%. The event of striking the ball by hand happens rarely in
dodgeball. However, this strike-detecting attribute is essential to
play augmented sports. Therefore, the detection rate should be
improved.
Figure 7: Measuring the accuracy of the catch and strike
detection
3.3 The second generation of the Hall sensor and
magnet system
Figure 8: The second-generation Hall sensor system
Based on the findings of the first prototype system, we
primarily focus on shrinking the device’s size and improving the
detection rate’s accuracy. Figure 8 shows our second prototype
based on the concept. In the updated system, Arduino Fio was
replaced with an Arduino-compatible Feather Huzzah32 board
[27]. Due to this replacement and rearranging of other circuit
elements, the circuit board size became smaller from 72x47 mm
to 47x36 mm. The system worn by the player can be seen in
Figure 9. The wooden box is designed to mount the circuit of the
system to the player's wrist. The top hole is to access a DIP
switch to easily change the player ID associated with the device.
There is a hole on the front of the box to let the Hall sensor wires
be mounted to the glove. In the back, there is another hole for
charging the battery.
Figure 9: Updated Hall sensor system worn on the wrist
The glove used was changed to the stretchable knitted fabric
glove as seen in Figure 10. This was because it can fit well for a
wide size of different hands. The sensor was placed outside of
the glove to make putting on the glove more comfortable. As the
wrist device connected with the sensor is placed on the top side
of the wrist, the sensor wire is also guided there. The wire used
flexible cables and was stitched to the glove so that it would
allow some slack to fit players with different hand sizes. The
connection between the sensor and wire was covered with a hot-
melt adhesive to protect the soldering point from breaking.
Figure 10: Player wearing the glove with a sensor placed in the
palm.
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To improve catch and strike detection accuracy, we
investigated causes that worsen the detection rates. When
considering the situation of detecting striking, it could have been
a temporal problem: a strike is a momentary event, and the
device detection speed might not have been fast enough to
register the event. Alternatively, the problem could also have
been positional: the participants were only instructed to strike
the ball. When striking with a palm, the little finger that had the
sensor attached may not have reached a value over the threshold
necessary to register the event. Our playtests suggested the Hall
sensor to be very sturdy for the hit caused by the ball we used.
We decided to change the sensor’s location from the tip of the
little finger to inside the palm, as indicated in Figure 10. This is
because the palm is where players usually contact the ball both
when holding and striking the ball.
3.3.1 Sensor evaluation
Figure 11: Ball divided into sections for testing
Then, we investigate the amplitude of the magnetic field of
the ball’s surface by using the hall sensor. This test is done to
choose the appropriate threshold value to detect catch and strike
events. We divided the ball into six segments to get the sensor
readings data and ran the sensor on the ball’s surface according
to the paths marked in red (Figure 11). The sensor was moved by
a human hand on the trajectories and was in contact with the ball.
For each path, 2000 data points were obtained. We also defined
the sensor faces during the test, as seen in Figure 12. The
experiments were conducted on two independent catch detection
devices referred to as Specimen 1 and Specimen 2 in our
experiment. The only difference between the devices’ setup was
that Specimen 2 had a bypass capacitor of 0.1 µF placed between
the sensor’s input power supply and ground. Specimen 1 did not
have the bypass capacitor installed. We found no significant
differences between the readings of the two different setups
during our experiments. The significance was tested with a two-
tailed paired t-test. The significant result is measured at the level
of p ≤ 0.05.
Figure 12: P-side of the sensor (left) and PF-side (right)
When moving the sensor on the ball’s surface and taking
readings of the Hall sensor without the Wi-Fi module enabled,
we found significant differences in detecting the magnetic field.
When the P-side of the sensor was facing the ball, the magnetic
field was recognized more often than when the PF side of the
sensor was facing the ball. Both Specimen 1 and Specimen 2
were tested with both setups of facing the p-side towards the ball
and facing the PF-side towards the surface of the ball.
The results of the experiment are seen in Figure 13. Green
columns represent the results obtained with Specimen 1 and
purple columns represent the results obtained with Specimen 2.
The horizontal axis shows which side of the sensor was facing
the ball and which path was tested. (P-12 means the P-side of the
sensor was facing the ball and the result is for path 1-2). We can
see that the side on which the sensor is placed on the ball matters,
and when using this specific sensor, directing the P-side towards
the object that we are trying to measure against gives a more
reliable reading. On average, 91% of the readings detected a
magnetic field over the threshold value when the p-side was
facing the ball. With the PF-side facing the ball, only 19% of the
readings were over the threshold value. The significance of the
sensor positioning was also confirmed with a two-tailed paired
t-test, where p ≤ 0.05.
Figure 13: Data for testing different sides of the sensor facing
the surface with magnets
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Rebane ‧ Hoernmark ‧ Shijo ‧ Sakurai ‧ Hirota ‧ Nojima: Developing the Thrower Detection System for Seamless Player-Ball Interaction in Augmented Dodgeball
3.3.2 Calibration
The second experiment to increase the system reliability was
made on the initial sensor calibration when turning on the device.
The first algorithm used for the sensor calibration was to read
the sensor 50 times with a 100 µs delay between the reads. The
average value of these readings was set as the baseline. The
threshold value was set to 10 Gauss above the baseline. The
catch detection worked well with this method, but sometimes
false positive catches were detected when playing augmented
dodgeball.
To track the false positive calls, we investigated the
following variables to see how they affect the calibration:
• Number of calibration iterations: 50, 250, 1000.
• Calibration delay (µs): 100, 10000, 50000.
• Number of loop iterations: 5000.
• Loop delay (µs): 100, 10000, 50000.
Calibration of the device is done once when the device is
turned on. The number of calibration iterations means how many
times is the sensor value measured during the initial calibration
step. Calibration delay is the amount of time between the
readings when calibrating the sensor. Loop iteration is the
number of times the sensor was read after calibrating to evaluate
the calibration effectiveness. Loop delay is the delay between
sensor readings after calibration to evaluate the sensor
calibration effectiveness. We focused on the minimum and
maximum measured magnetic flux density and the delta between
these two values during the calibration on idle settings without
any magnets present (Equation (1)). The lower the delta, the
better the result.
𝛿 = 𝐵𝑚𝑎𝑥 − 𝐵𝑚𝑖𝑛 (𝐺) , where (1)
δ – delta
Bmax – maximum recorded magnetic flux density
Bmin- Minimum magnetic flux density
G – Gauss
We found that the increase in the calibration iterations and an
increased delay positively affect the calibration. With this, the
minimum Gauss value becoming closer to zero. The maximum
Gauss-value increases with larger sample size. We can say that
the calibration is shifting to a more positive baseline. The raw
sensor data (vertical axis) readings can be seen in Figure 14. The
blue line represents the raw sensor data reading. The green circle
represents the area that was initially used to take the readings for
setting the baseline.
Figure 14: Raw data readings with 100 µs delay. The green
circle marks the place where calibration values were measured
using the initial calibration algorithm.
Another interesting thing to notice is that the readings at the
beginning of turning on the devices are lower than the ones
towards the end. We could determine that turning on the Wi-Fi
module produces noise and can influence the sensor’s readings
if the calibration is done without considering that noise. The
initial algorithm used only 50 readings with a 100 µs delay. This
means that the baseline was decided before the shift in the
baseline occurred. To account for the shift, the calibration
algorithm was changed to have a waiting period after starting the
device and take the readings after that. The results of applying
new parameters to calibration can be seen in Figure 15. The old
algorithm refers to the initial algorithm that was used. The new
algorithm refers to the proposed algorithm with a calibration
start delay, increased reading times, and increased delay between
readings.
Figure 15: Comparison between old and new calibration
algorithm
The specific changes that were made to the initial calibration
algorithm:
• calibration delay (time between reading the sensor when
calibrating) was changed (100 µs to 5000 µs),
• calibration iterations were increased (number of times the
sensor was read; from 50 to 1000)
• the readings during the first 200 ms were disregarded from
calculating the baseline value.
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Transactions of the Virtual Reality Society of Japan Vol.26, No.2, 2021
• loop delay (time between sensor readings after the calibration
is done) was changed from 100 µs to 5000 µs.
As can be seen in Figure 15, with the initial algorithm, the
minimum value measured by the sensor was -9.5 Gauss and the
maximum 0 Gauss with an average of -8.5 Gauss. The new
algorithm found a minimum value of -0.3 Gauss and a maximum
of 1.6 Gauss with an average reading of 0.5 Gauss. The delta of
minimum and maximum readings decreased from 9.5 Gauss (old
algorithm) to 2 Gauss (new algorithm). This means that the
calibration with the new algorithm is giving a steadier baseline
value.
These changes resulted in a calibration time of about 5
seconds after starting up the device. Additionally, it is essential
to keep the distance from any magnets during the calibration
time, affecting the baseline value. We still preserved the initial
10 Gauss threshold value.
3.3.3 Hall sensor system during gameplay
The developed system with the Hall sensor is an important
part of enabling the augmented dodgeball game. The system can
record automatically which player is holding the ball based on
the magnetic field. This information is then used to identify the
player who threw the ball that made the hit. We verified in our
first concept test that the Hall sensor can accurately detect the
occurrence of catching the ball with 100% accuracy in our test.
After improving the calibration algorithm, a steadier baseline
could be set for the system. In the gameplay, it meant that with
the old algorithm that had no steady base, sometimes constant
false-positive calls were made by some device. Figure 16
illustrates the case. This would mean that when entering a hit
occurrence to the system, the system would think that the player
wearing the device would be considered as the player who threw
the ball. When this episode happened, the device had to be reset.
As after resetting the calibration would take place again. As the
old algorithm used fewer readings to set the base, the set baseline
was sometimes steady enough, but sometimes not.
Figure 16: Device where the baseline had drifted, making
repeated false-positive calls to the database
With the new algorithm, we could not identify any false
positive calls to the database in an idle testing situation because
of having a steadier baseline. Figure 17 illustrates the readings
of a device in idle settings, calibrated with the new algorithm.
This would also mean that playing augmented dodgeball was
smoother and the game did not need to be stopped because of a
malfunctioning device.
Figure 17: Device calibrated with the new algorithm did not
result in false-positive calls to the database.
Not being able to register the ball when holding it was another
problem we sometimes faced when playing. After discovering
the difference between the p-side and pf-side facing the ball’s
surface, the detection rate also increased. This means that the
game engine had more precise data about who was the last
person holding the ball when a hit took place. This contributed
to an accurate point deduction from the person who got hit.
System reliability plays an important part in providing a good
playing experience for the players.
The devices with the modified sensor facing (P-side facing
outside) and the new algorithm were used in three public
demonstration sessions, each approximately three hours long.
Additionally, the setup was used in several private experiments
and demonstration sessions over approximately 300 minutes in
total. During that time, we could not identify any false positive
calls made to the database and the players did not show any
frustration towards the system for not being able to recognize
them holding the ball.
4 Conclusion
We have explained the process of developing a catch detection
device for the use of an augmented dodgeball game. We
introduced two different systems and how we calibrated the
system to ensure a more robust and reliable catch detection
during the game. Augmenting sports is a new and exciting field
with lots of potentials to make the exercise more engaging and
fun. However, these kinds of sports also rely on technology, and
the reliability of the technology determines how well the players
can experience the game design. That is why it is essential to
ensure the devices’ quality and reliability in such games. We
hope that our findings can provide interesting insights for further
developing equipment to enable augmented sports and provide
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Rebane ‧ Hoernmark ‧ Shijo ‧ Sakurai ‧ Hirota ‧ Nojima: Developing the Thrower Detection System for Seamless Player-Ball Interaction in Augmented Dodgeball
ideas on making the system both player-friendly and reliable.
Our work is limited by the device used for detecting which
player is holding the ball. However, the design principles for
player comfort and the functions to ease the setup can be used to
design other systems. Also, the way we troubleshoot to make the
system more reliable can be used in similar systems that use
some sensor(s) and/or different modules that produce noise that
can interfere with the intended device’s accuracy.
Acknowledgments
This work was supported by the Japan Society for the
Promotion of Science grants JP16H01741 and 19H01129.
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(Received on December 26th, 2020)
[著者紹介]
Kadri Rebane (非会員)
Kadri Rebane is a Ph.D. student at the
University of Electro-Communications. Her
research field is augmented sports. Previously
she has obtained a has a BSC degree in
mechanical engineering from Tallinn University of Technology
and a M.Eng degree in informatics from the University of
Electro-Communications in Tokyo, Japan.
David Hoernmark (非会員)
David Hoernmark received a Bachelor’s
Degree in Software Engineering from
Blekinge Institute of Technology (BTH) in
2020. In 2018, during his education, he
attended one semester at the University of Electro-
Communications (UEC) in Chofu, Tokyo, Japan. At UEC he
joined the Nojima Laboratory, where he conducted his research
in the field of augmented sports. His current occupation is as a
software developer consultant in the field of telecommunications.
Ryota Shijo (学生会員)
Ryota Shijo is a Ph.D. student at the
University of Electro-Communications.
Previously he received the BE and M.Eng
degrees from the University of Electro-
Communications in Tokyo, Japan in 2015 and 2017. His research
interests are human interface, human-computer interaction and
human-robot interaction.
Sho Sakurai (正会員)
Sho Sakurai received a BE degree in social
and information studies from Gunma
University in 2007, a MAE degree in inter-
disciplinary information studies in 2010, and
a Ph.D. degree in Engineering in 2014 from the University of
Tokyo. She is currently a project assistant professor in the
Graduate School of Information Systems, the University of
Electro-Communications. Her research interests are multi-
modal/cross-modal interfaces, human-computer interaction, and
Perceptual/Cognitive psychology. She is also active as a manga
artist to introduce the latest research on virtual reality, human
interface, and artificial Intelligence.
Koichi Hirota (正会員)
Koichi Hirota received the BS and Ph.D.
degrees from the University of Tokyo, Japan, in
1988 and 1994, respectively. He was then an
Assistant Professor with the Toyohashi
University of Technology in 1995. In 2000, he was an Associate
Professor at the University of Tokyo. He is currently a Professor
with the Department of Informatics, Graduate School of
Informatics and Engineering, The University of Electro-
Communications. His research interests include haptic rendering
and human interfaces.
Takuya Nojima (正会員)
Takuya Nojima received a Ph.D. degree in
Engineering from The University of Tokyo,
Japan, in 2003. He joined the Japan Aerospace
Exploration Agency as a pilot interface and VR
simulation researcher in 2003. He is currently an Associate
Professor with the Department of Informatics University of
Electro-Communications, Tokyo, Japan from 2008. His research
interests include haptic interaction, superhuman sports, human
interface, and virtual reality.
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