2024-03-28T23:44:38Zhttps://ipsj.ixsq.nii.ac.jp/ej/?action=repository_oaipmhoai:ipsj.ixsq.nii.ac.jp:001853702022-10-21T05:24:51Z00581:09322:09323
A Method for Determining the Moment of Touching a Card Using Wrist-worn Sensor in Competitive KarutaA Method for Determining the Moment of Touching a Card Using Wrist-worn Sensor in Competitive Karutaeng[一般論文] karuta (Japanese playing cards), accelerometer, officiating systemhttp://id.nii.ac.jp/1001/00185282/Journal Articlehttps://ipsj.ixsq.nii.ac.jp/ej/?action=repository_action_common_download&item_id=185370&item_no=1&attribute_id=1&file_no=1Copyright (c) 2018 by the Information Processing Society of JapanGraduate School of Engineering, Kobe UniversityCollege of Information Science and Engineering, Ritsumeikan UniversityGraduate School of Engineering, Kobe University/PRESTO, Japan Science and Technology AgencyGraduate School of Engineering, Kobe UniversityHiroshi, YamadaKazuya, MuraoTsutomu, TeradaMasahiko, TsukamotoCompetitive karuta is an official Japanese card game and is described as “martial art on the tatami.” Recently, competitive karuta has attracted a great deal of attention among young people. One of characteristic rules of competitive karuta is that there is no referee; therefore players must judge themselves even if the difficult situation arises. Consequently, the players sometimes get into an argument over their judgement, which disrupts the other matches in the room because all the matches proceed in parallel. In this paper, we propose a system that judges the player who took a card first in a competitive karuta match. Our system measures motion data when players take a card by using a wrist-worn accelerometer and gyroscope, and estimates the times when the players touched the card. From the evaluation experiments, 69.2% of rounds were estimated without error and 99.0% of rounds were estimated within 20-ms error. When our system was introduced on the close game, the accuracy of deciding the player taking a card was 75%.------------------------------This is a preprint of an article intended for publication Journal ofInformation Processing(JIP). This preprint should not be cited. Thisarticle should be cited as: Journal of Information Processing Vol.26(2018) (online)DOI http://dx.doi.org/10.2197/ipsjjip.26.38------------------------------Competitive karuta is an official Japanese card game and is described as “martial art on the tatami.” Recently, competitive karuta has attracted a great deal of attention among young people. One of characteristic rules of competitive karuta is that there is no referee; therefore players must judge themselves even if the difficult situation arises. Consequently, the players sometimes get into an argument over their judgement, which disrupts the other matches in the room because all the matches proceed in parallel. In this paper, we propose a system that judges the player who took a card first in a competitive karuta match. Our system measures motion data when players take a card by using a wrist-worn accelerometer and gyroscope, and estimates the times when the players touched the card. From the evaluation experiments, 69.2% of rounds were estimated without error and 99.0% of rounds were estimated within 20-ms error. When our system was introduced on the close game, the accuracy of deciding the player taking a card was 75%.------------------------------This is a preprint of an article intended for publication Journal ofInformation Processing(JIP). This preprint should not be cited. Thisarticle should be cited as: Journal of Information Processing Vol.26(2018) (online)DOI http://dx.doi.org/10.2197/ipsjjip.26.38------------------------------AN00116647情報処理学会論文誌5912018-01-151882-77642018-01-10