Research with CoMBaT
Research work done with CoMBaT
Paper title:
CoMBaT: Wearable Technology Based Training System for Novice Badminton Players
Cite as:
Raina A.., Lakshmi T. G., Murthy S. (2017). CoMBaT: Wearable Technology Based Training System for Novice Badminton Players. In IEEE 17th International Conference on Advanced Learning Technologies (pp. 153-157).
Abstract:
Mastery of a shot technique is one of the important skills to be developed by novice badminton players. A shot technique includes the application of effort and swing of the arm. It is desirable for a novice badminton trainee to visualize the above parameters immediately after playing a shot. There has been an inadequate utilization of wearable technology for visualizing these aspects. Myo armband, a wireless wearable device has the ability to sense the physical characteristics of effort and swing. CoMBaT, our Myo band-based training system processes and plots the sensor data patterns of badminton shot for reviewing the effort and swing. Additionally, in our system, we have used the Dynamic Time Warping (DTW) algorithm to compare the trainee data with a reference data to provide corrective real-time visual and haptic feedback. This paper describes the design and development of CoMBaT along with a study plan to evaluate its usability and effectiveness.
Future work:
The project is closed now but you can explore the following areas:
The present CoMBaT system uses EMG and IMU data to find variations in the parameters that govern the correctness of a badminton shot, and instructs the haptic motor on the Myo band to provide real-time time feedback. The potential areas of future research can be:
Teaching-Learning of Badminton:
The CoMBaT system could detect and guide corrections based on the common error patterns. To extend the functioning of the training system, further research would involve design upgrade in the system to scaffold improved graph interpretation, and its translation into teaching and learning of actual shots. Feedback mechanisms should also be explored in the next cycle of research studies.The usability study of the CoMBaT system, on teaching and learning badminton, should be conducted with a larger sample set to gather comprehensive data. The study should involve participants, who will first play without (control), and then with (experimental) the CoMBaT system. The results can be analyzed to measure the effectiveness of the system in skill learning.
Making Invisible Visible:
The CoMBaT system provides insights on some of the hidden aspects of training for novice players. The visual plots showed that muscular effort is applied before swinging the arm while playing a correct shot. While this aspect is evident to expert players, visualising it on a screen reassures the novice players about their technique. Such a cognitive science approach, when explored further in similar sports or other activities, can provide concealed insights, valuable for skill learning.The system was also used to examine the variations in swinging of the arm (action) in professional versus a novice badminton player, while playing with and without the racquet (tool). The data showed that the swings of the professional were more close to the expert, irrespective of whether he played with or without a racquet. However, the novice’s shots varied significantly from the professional in imaginary racquet scenarios. Further research in embodiment of the tool through tool-based activities using CoMBaT, or a similar system, can possibly enhance the process of learning an activity.
Applicability in Other Sports:
The CoMBaT system is a device contribution which can be applicable in various domains. Similar systems can be used for any sport that deals with the movement of arms and muscular force, such as cricket and golf, or activities such as pottery and carpentry. Further studies could explore training systems for leg muscles or foot movements in sports such as football and athletics.