This paper proposes a real-time system that supports the virtual competition environment of personal training for runners. The objective of the support is to improve the running performance about their average pace through a sense of competition. In particular, the sense is promoted by a virtual competitor based on their own motions of several specific body areas during exercise. We developed such a wearable system with plural wireless-sensor devices which combinations are possible according to observed body areas. In this scenario, runners wear these devices including 3D accelerometer on their arm and waist in training. The system provides the awareness information of relative positions between a runner and a competitor through a head-mount display. This virtual relationship of positions is produced by the difference of the waist acceleration between last and current training. Additionally, the system informs a runner change of arm swing which is the one of key points of running form with sound awareness. We focus on the virtual competitor in order to raise performance through improvements of running form.
Although keyboard is very important input device, how to get keyboard skill is not well investigated. We have developed a touch typing training system through constructing a cognitive model of traditional type training methods. The developed system was commercialized and widely used in universities until now. This research was extended to the development of Japanese language input system which does not use (now conventional) Kana to Kanji conversion. Some critical comments is made for the conversion input method.
Humans express their habits which reflect inherent dynamic characteristics in the unconscious. If the inherent dynamic characteristics can be incorporated in system design, it is possible to facilitate more smooth interaction between man and machine. In this study, we discuss an emergency mechanism of habits through rhythmic motion analysis.
Street performance of a pantomime performance group "to R mansion" was analyzed to elucidate the mechanism of evoking amusingness in audience. According to the analysis, to R mansion encourages audience interpret the meaning of the scenes created with their body movements and objects. When audience discover the meaning of the scenes, audience is invited to join the performance with their imagination, which may elicit amusingness.