During sports training, providing athletes with real-time feedback that is based on the automatic analysis of motion is both useful and challenging. In this work, a novel system that is based on mixed reality is proposed and verified. The system allows for immersive and real-time visual feedback in fencing training. Novel methods have been introduced for 3D blade tracking from a single RGB camera, creating weapon-action models by recording the actions of a coach and evaluating the trainee’s performance against these models. Augmented reality glasses with see-through displays are employed, and a method for coordinate mapping between the virtual and real environments is proposed; this will allow for the provision of real-time visual cues and feedback by overlaying virtual trajectories on the real-world view. The system has been verified experimentally in fencing bladework training (with the supervision of a fencing coach). The results indicate that the proposed system allows novice fencers to perform their exercises more precisely.
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This paper presents how the Virtual Reality (VR) technology and Computer Graphics (CG) is used nowadays by industry to reduce productions costs, minimize learning curve and eliminates hazard situations. Few examples of procedural training and VR simulators are being presented, as well as the usage of CG for military training and troops support.
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A central challenge for the oil industry is to make correct decisions in abnormal, complex and time-critical settings. This is to ensure safety, regularity and optimized operation and production. A new information platform has been developed to identify and localize unwanted events, and to train control room operators for optimal decision making. This platform has been implemented in an immersive CAVE environment to ensure a realistic setting and a better understanding of the problem. The system reports unwanted events in a 3D environment, and the user may obtain error handling procedures to rectify the given problem. These procedures are retrieved by semantic searches in an ontology. The ontology is stored in a central repository, and accessed through a client-server connection.
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