936 research outputs found
Classification of sporting activities using smartphone accelerometers
In this paper we present a framework that allows for the automatic identification of sporting activities using commonly available smartphones. We extract discriminative informational features from smartphone accelerometers using the Discrete Wavelet Transform (DWT). Despite the poor quality of their accelerometers, smartphones were used as capture devices due to their prevalence in today’s society. Successful classification on this basis potentially makes the technology accessible to both elite and non-elite athletes. Extracted features are used to train different categories of classifiers. No one classifier family has a reportable direct advantage in activity classification problems to date; thus we examine classifiers from each of the most widely used classifier families. We investigate three classification approaches; a commonly used SVM-based approach, an optimized classification model and a fusion of classifiers. We also investigate the effect of changing several of the DWT input parameters, including mother wavelets, window lengths and DWT decomposition levels. During the course of this work we created a challenging
sports activity analysis dataset, comprised of soccer and field-hockey activities. The average maximum F-measure accuracy of 87% was achieved using a fusion of classifiers, which was 6% better than a single classifier model and 23% better than a standard SVM approach
An advanced virtual dance performance evaluator
The ever increasing availability of high speed Internet access has led to a leap in technologies that support real-time realistic interaction between humans in online virtual environments. In the context of this work, we wish to realise the vision of an online dance studio where a dance class is to be provided by an expert dance teacher and to be delivered to online students via the web. In this paper we study some of the technical issues that need to be addressed in this challenging scenario. In particular, we describe an automatic dance analysis tool that would be used to evaluate a student's performance and provide him/her with meaningful feedback to aid improvement
Title III of the ADA Allows a Qualified Disabled Entrant to Use a Motorized Cart on the Professional Golf Tour: \u3cem\u3ePGA Tour, Inc. v. Martin\u3c/em\u3e
The Supreme Court of the United States held that Title III of the ADA protects access to professional golf tournaments by a qualified entrant with a disability, and that a disabled participant\u27s use of a motorized golf cart during play would not fundamentally alter the nature of tournament play.
PGA Tour, Inc. v. Martin, 121 S.Ct. 1879 (2001
Persistent homology for 3D reconstruction evaluation
Space or voxel carving is a non-invasive technique that is used to produce a 3D volume and can be used in particular for the reconstruction of a 3D human model from images captured from a set of cameras placed around the subject. In [1], the authors present a technique to quantitatively evaluate spatially carved volumetric representations of humans using a synthetic dataset of typical sports motion in a tennis court scenario, with regard to the number of cameras used. In this paper, we compute persistent homology over the sequence of chain complexes obtained from the 3D outcomes with increasing number of cameras. This allows us to analyze the topological evolution of the reconstruction process, something which as far as we are aware has not been investigated to date
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