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  1. 論文誌(ジャーナル)
  2. Vol.59
  3. No.1

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/185370
ca7b8bd1-97e8-49fd-ba7f-3eabc77190ab
名前 / ファイル ライセンス アクション
IPSJ-JNL5901024.pdf IPSJ-JNL5901024.pdf (1.6 MB)
Copyright (c) 2018 by the Information Processing Society of Japan
オープンアクセス
Item type Journal(1)
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

Hiroshi, Yamada

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Kazuya, Murao

× Kazuya, Murao

Kazuya, Murao

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Tsutomu, Terada

× Tsutomu, Terada

Tsutomu, Terada

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Masahiko, Tsukamoto

× Masahiko, Tsukamoto

Masahiko, Tsukamoto

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著者名(英) Hiroshi, Yamada

× Hiroshi, Yamada

en Hiroshi, Yamada

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Kazuya, Murao

× Kazuya, Murao

en Kazuya, Murao

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Tsutomu, Terada

× Tsutomu, Terada

en Tsutomu, Terada

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Masahiko, Tsukamoto

× Masahiko, Tsukamoto

en 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
------------------------------
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
------------------------------
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
ISSN
収録物識別子タイプ ISSN
収録物識別子 1882-7764
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