We propose an IoT framework for next-generation racket sports training. To validate its performance, a wireless wearable sensing device (WSD) based on MEMS (microelectromechanical systems) motion sensors was used to recognize different badminton strokes and classify skill levels from different badminton players. The system includes a customized sensor node for data collection, a mobile app and a cloud-based data processing unit. The WSD developed is low-cost, easy-to-use and computationally efficient compared to video-based methods for analyzing badminton strokes. It offers the advantage of dynamic monitoring of multiple players in indoor and outdoor environments. In this paper we present the hardware design, mobile software implementation, and data processing algorithms of the system. Twelve right-handed male subjects wore the WSD on their wrists while each performed 30 trials of different strokes in a real badminton court. The results show that our system is capable of recognizing three different actions, i.e., smashes, clears and drops, with an accuracy rate of 97%. The skill assessment function can differentiate between professional, sub-elite, and amateur players from their stroke performance. This IoT framework aims to change the way of racket sports training from experience-driven (subjective) to data-driven (objective), and which can be easily extended to analyze the motions and skill levels of players in other racket sports (e.g., tennis, table tennis and squash) for training and/or practice.
Motion recognition (MR)‐based somatosensory interaction technology, which interprets user movements as input instructions, presents a natural approach for promoting human‐computer interaction, a critical element for advancing metaverse applications. Herein, this work introduces a non‐intrusive muscle‐sensing wearable device, that in conjunction with machine learning, enables motion‐control‐based somatosensory interaction with metaverse avatars. To facilitate MR, the proposed device simultaneously detects muscle mechanical activities, including dynamic muscle shape changes and vibrational mechanomyogram signals, utilizing a flexible 16‐channel pressure sensor array (weighing ≈0.38 g). Leveraging the rich information from multiple channels, a recognition accuracy of ≈96.06% is achieved by classifying ten lower‐limb motions executed by ten human subjects. In addition, this work demonstrates the practical application of muscle‐sensing‐based somatosensory interaction, using the proposed wearable device, for enabling the real‐time control of avatars in a virtual space. This study provides an alternative approach to traditional rigid inertial measurement units and electromyography‐based methods for achieving accurate human motion capture, which can further broaden the applications of motion‐interactive wearable devices for the coming metaverse age.
Traditional approaches to improving basketball players’ shooting skills rely on coaches’ experience in adjusting players’ biomechanical motions. However, such an approach cannot provide specific instructions or facilitate immediate feedback for improvement of the shooting motion. In this article, a method is presented to quantitatively evaluate four key action indicators of shooting basketballs using a machine‐learning model based on Bayesian optimization of a light gradient boosting machine (LightGBM). Important motion data for the model are collected by micro‐inertial measurement units embedded in a wrist motion sensor and an internet of things (IoT) smart basketball. Basketball shooting motion data are collected from 16 subjects and used for model training and data testing, and four important action indicators that influence the shot quality are selected for quantitative assessment. The LightGBM model is then developed for the regression prediction of the four action indicators of shooting. In the results, it is indicated that for an individual player, the highest correlation scores of the four indexes range from 97.6% to 99.3%. The proposed approach for quantitatively assessing shooting indexes can provide objective and data‐based guidance to improve players’ shooting performance. Foreseeably, the prediction model can be embedded into a chip of a wearable device to evaluate the real‐time shot quality quantitatively.
In this paper, we aim to study and classify gait patterns among flat walking, descending stairs, and ascending stairs using inertial measurement unit (IMU) including triaxial accelerometers and gyroscopes. Six subjects were invited to gather gait data of flat walking, descending stairs, and ascending stairs wearing the shoe-integrated system with free speeds. The design of the classifier for identifying gait patterns based on continuous kinematic signals is composed of three steps. In the first step, we separate gait signals of the six sensors in the same period into gait segments which are further used as the units for pattern feature analysis. Secondly, based on discrete wavelet transform (DWT), the average sum of squares of wavelet coefficients of each segment for anteroposterior acceleration, vertical acceleration, and sagittal plane angular rate are demonstrated and selected as the common features for gait pattern classification. At the last step, the fuzzy logic based classifier is proposed according to the distribution of the common features of different gait patterns. Experimental results demonstrate the proposed methodology is efficient for classifying gait patterns during humans' daily activity.
Sports performance is often judged based on the results of a series of motions rather than observing and analyzing the detailed sequential motions that lead to the results. Hence, subjective feedback from the coaches is often ineffective in improving player performance. In this work, we custom-built a smart Internet of Things wristband motion sensor to implement data-based sports performance evaluation. A phase-based feature selection method is also proposed to assess the athletes’ sequential detailed motion for selected sport activities. To demonstrate the merits of this technology, we quantified the quality of the sequential motions of a specific type of volleyball serve by analyzing 183 samples of motion data obtained from a total of 18 players. The general skill levels (i.e., elite, subelite, and amateur) of the players were identified by machine learning algorithms, with accuracies of up to 95%. Moreover, we adopted biomechanical principles to extract 11 motion-related performance metrics from various phases of the players’ serve motion. We identified the distributions of these metrics across different skill levels and found eight key metrics that were highly correlated to the skill level of a players. We suggest that these metric distributions can be used as a reference for providing feedback to the coaches and players, to improve a player’s skill in the future. This phased-based analysis method can potentially be applied across many sports to increase the effectiveness of athletes’ training.