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Proceedings ArticleDOI

A Wireless Electronic Training System for Cricket

15 Jul 2013-pp 55-57
TL;DR: The design and development of a prototype electronic training system for the game of Cricket that is designed to provide real-time feedback to players and coaches to help improve technique and performance in a game.
Abstract: With the advent of cheap and readily available body-worn sensors, new electronic pedagogical approaches are emerging. This paper describes the design and development of a prototype electronic training system for the game of Cricket. The system is designed to provide real-time feedback to players and coaches to help improve technique and performance in a game. The system uses a watch with a built-in accelerometer that transmits real-time 3-axis acceleration data from a player using a proprietary wireless protocol. Machine learning techniques are used to analyze this data to provide real-time critique to the player. Player's performance data is also recorded in a Learning Management System (LMS) and a coach or the player can view various reports related to their past performance. The system has been implemented using Dynamic Time Warping (DTW) and shows over 93% accuracy.
Citations
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Proceedings ArticleDOI
01 Jan 2018
TL;DR: A mobile phone application is developed that, when placed inside a car, intelligently classifies the type of accident it is involved in and notifies the EMS team of this classification along with the car's GPS location.
Abstract: Road accidents are one of the leading causes of mortality. While most accidents merely affect the exterior of the cars of the drivers involved, some of them have led to serious and fatal injuries. It is imperative that the Emergency Medical Services (EMS) are given as much information about the crash site as possible before their arrival at the scene. In this paper, a mobile phone application is developed that, when placed inside a car, intelligently classifies the type of accident it is involved in and notifies the EMS team of this classification along with the car's GPS location. The classification mechanism is built through a collection of data sets from a simulation of three types of collisions, which creates a knowledge base for an artificial intelligence-based classifier software. The experimental setup for data collection and the functionality of the mobile phone application called ‘Crash Detect’ are explored.

8 citations


Cites methods from "A Wireless Electronic Training Syst..."

  • ...For example, this algorithm used gesture recognition based on accelerometer data to create a wireless system for cricket training [16]....

    [...]

Book ChapterDOI
01 Jan 2018
TL;DR: An Adaptive Neuro-Fuzzy Inference Model is developed that considers various parameters of a player and he/she is clustered and rated by the use of Fuzzy rules into different categories as per his/her performance throughout the career.
Abstract: The traditional way of team selection in the game of cricket requires lot of expertise and consumes a lot of time. To make this process simpler and easy for the selection committee, an Adaptive Neuro-Fuzzy Inference Model is developed that considers various parameters of a player. Using the player parameters, he/she is clustered and rated by the use of Fuzzy rules into different categories as per his/her performance throughout the career. The player data along with their rating are sent into an Android application that does the task of team selection. This would ease out the work of the selection committee.

1 citations

References
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Proceedings ArticleDOI
09 Mar 2009
TL;DR: This work evaluates uWave using a large gesture library with over 4000 samples collected from eight users over an elongated period of time for a gesture vocabulary with eight gesture patterns identified by a Nokia research and shows that uWave achieves 98.6% accuracy, competitive with statistical methods that require significantly more training samples.
Abstract: The proliferation of accelerometers on consumer electronics has brought an opportunity for interaction based on gestures or physical manipulation of the devices. We present uWave, an efficient recognition algorithm for such interaction using a single three-axis accelerometer. Unlike statistical methods, uWave requires a single training sample for each gesture pattern and allows users to employ personalized gestures and physical manipulations. We evaluate uWave using a large gesture library with over 4000 samples collected from eight users over an elongated period of time for a gesture vocabulary with eight gesture patterns identified by a Nokia research. It shows that uWave achieves 98.6% accuracy, competitive with statistical methods that require significantly more training samples. Our evaluation data set is the largest and most extensive in published studies, to the best of our knowledge. We also present applications of uWave in gesture-based user authentication and interaction with three-dimensional mobile user interfaces using user created gestures.

717 citations


"A Wireless Electronic Training Syst..." refers methods in this paper

  • ...This research used an application of DTW called uWave [13] which calculates the DTW-based distance from each sample data from a particular reference signal of the different classes of signals (say, back lift) and selects the class with the minimum average distance....

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01 Jan 2008

544 citations


"A Wireless Electronic Training Syst..." refers background in this paper

  • ..., almost twist) which received the lowest DTW score [12]....

    [...]

Proceedings ArticleDOI
07 Jul 2003
TL;DR: A description of the Hawk-Eye tennis ball tracking system is presented in this paper, detailing the major design considerations, and how the various technical challenges were overcome by the system, which is used in the sports broadcasting area.
Abstract: A description of the Hawk-Eye tennis ball tracking system is presented, detailing the major design considerations, and how the various technical challenges were overcome. This system is used in the sports broadcasting area.

87 citations


"A Wireless Electronic Training Syst..." refers background in this paper

  • ...For s six or more cameras ras capture videos of the angles in real time and ta from all the cameras is oduce an accurate 3D ogy is expensive and is decisions [3]....

    [...]

Book ChapterDOI
26 Jan 2011
TL;DR: A wearable inertial monitoring unit was developed in order to serve as the biomechanical data processing unit of the BIOSWIM system, complemented by truly integrated EMG and ECG textile sensors and a chemical monitoring unit.
Abstract: BIOSWIM (Body Interface System based on Wearable Integration Monitoring) is a joint multidisciplinary effort involving a number of Portuguese R&D teams. It seeks a pervasive monitoring solution for physiological and biomechanical signals from a swimmer under normal training conditions, both in and out of the water. A wearable inertial monitoring unit (WIMU) was developed in order to serve as the biomechanical data processing unit of the system. The preliminary version of the WIMU has a commercially available microcontroller and transceiver set, as well as a tri-axial accelerometer and a bi-axial gyroscope serving as sensors. Testing in and out of the water has provided promising data and contributed to design modifications. These also took into account input from athletes, trainers, and physicians. Future work includes the integration of the WIMU within the complete BIOSWIM swimsuit system, complemented by truly integrated EMG and ECG textile sensors and a chemical monitoring unit.

11 citations


"A Wireless Electronic Training Syst..." refers background in this paper

  • ...Other systems based on this watch have been used to provide real-time feedback to swimmers [7] and tennis players [8]....

    [...]

Proceedings ArticleDOI
18 Feb 2011
TL;DR: This work presents an augmented reality online Tennis Game which was used as an entry for participating the Texas Instruments Co-op Challenge and uses ez430-Chronos, which is a highly integrated, wearable wireless development system that comes in a sports watch developed by Texas Instruments.
Abstract: In this work, we present our work on designing and implementing an augmented reality online Tennis Game which was used as an entry for participating the Texas Instruments Co-op Challenge. It is similar to Wii Tenis game which transfers the batting motion from the user to the avatar on the computer screen. Instead of using the Wii game controller we use ez430-Chronos, which is a highly integrated, wearable wireless development system that comes in a sports watch developed by Texas Instruments. This tool features a 96 segment LCD display and provides an integrated pressure sensor and 3-axis accelerometer for motion sensitive control. The whole development kit includes three pieces of hardware: Chronos watch, eZ430 USB programming and debugging interface and CC1111 USB RF access point as shown in Fig. 1

2 citations


"A Wireless Electronic Training Syst..." refers background in this paper

  • ...Other systems based on this watch have been used to provide real-time feedback to swimmers [7] and tennis players [8]....

    [...]