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A Method for Determining the Moment of Touching a Card Using Wrist-worn Sensor in Competitive Karuta
https://ipsj.ixsq.nii.ac.jp/records/185370
https://ipsj.ixsq.nii.ac.jp/records/185370ca7b8bd1-97e8-49fd-ba7f-3eabc77190ab
| 名前 / ファイル | ライセンス | アクション |
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Copyright (c) 2018 by the Information Processing Society of Japan
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| オープンアクセス | ||
| Item type | Journal(1) | |||||||||||||
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| 公開日 | 2018-01-15 | |||||||||||||
| タイトル | ||||||||||||||
| タイトル | A Method for Determining the Moment of Touching a Card Using Wrist-worn Sensor in Competitive Karuta | |||||||||||||
| タイトル | ||||||||||||||
| 言語 | en | |||||||||||||
| タイトル | A Method for Determining the Moment of Touching a Card Using Wrist-worn Sensor in Competitive Karuta | |||||||||||||
| 言語 | ||||||||||||||
| 言語 | eng | |||||||||||||
| キーワード | ||||||||||||||
| 主題Scheme | Other | |||||||||||||
| 主題 | [一般論文] karuta (Japanese playing cards), accelerometer, officiating system | |||||||||||||
| 資源タイプ | ||||||||||||||
| 資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||||||||||
| 資源タイプ | journal article | |||||||||||||
| 著者所属 | ||||||||||||||
| Graduate School of Engineering, Kobe University | ||||||||||||||
| 著者所属 | ||||||||||||||
| College of Information Science and Engineering, Ritsumeikan University | ||||||||||||||
| 著者所属 | ||||||||||||||
| Graduate School of Engineering, Kobe University/PRESTO, Japan Science and Technology Agency | ||||||||||||||
| 著者所属 | ||||||||||||||
| Graduate School of Engineering, Kobe University | ||||||||||||||
| 著者所属(英) | ||||||||||||||
| en | ||||||||||||||
| Graduate School of Engineering, Kobe University | ||||||||||||||
| 著者所属(英) | ||||||||||||||
| en | ||||||||||||||
| College of Information Science and Engineering, Ritsumeikan University | ||||||||||||||
| 著者所属(英) | ||||||||||||||
| en | ||||||||||||||
| Graduate School of Engineering, Kobe University / PRESTO, Japan Science and Technology Agency | ||||||||||||||
| 著者所属(英) | ||||||||||||||
| en | ||||||||||||||
| Graduate School of Engineering, Kobe University | ||||||||||||||
| 著者名 |
Hiroshi, Yamada
× Hiroshi, Yamada
× Kazuya, Murao
× Tsutomu, Terada
× Masahiko, Tsukamoto
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| 著者名(英) |
Hiroshi, Yamada
× Hiroshi, Yamada
× Kazuya, Murao
× Tsutomu, Terada
× Masahiko, Tsukamoto
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| 論文抄録 | ||||||||||||||
| 内容記述タイプ | Other | |||||||||||||
| 内容記述 | 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 of Information Processing(JIP). This preprint should not be cited. This article should be cited as: Journal of Information Processing Vol.26(2018) (online) DOI http://dx.doi.org/10.2197/ipsjjip.26.38 ------------------------------ |
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| 論文抄録(英) | ||||||||||||||
| 内容記述タイプ | Other | |||||||||||||
| 内容記述 | 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 of Information Processing(JIP). This preprint should not be cited. This article should be cited as: Journal of Information Processing Vol.26(2018) (online) DOI http://dx.doi.org/10.2197/ipsjjip.26.38 ------------------------------ |
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| 書誌レコードID | ||||||||||||||
| 収録物識別子タイプ | NCID | |||||||||||||
| 収録物識別子 | AN00116647 | |||||||||||||
| 書誌情報 |
情報処理学会論文誌 巻 59, 号 1, 発行日 2018-01-15 |
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| ISSN | ||||||||||||||
| 収録物識別子タイプ | ISSN | |||||||||||||
| 収録物識別子 | 1882-7764 | |||||||||||||