ACM Home Page
Please provide us with feedback. Feedback
NiceMeetVR: facing professional baseball pitchers in the virtual batting cage
Full text PdfPdf (1.04 MB)
Source Symposium on Applied Computing archive
Proceedings of the 2002 ACM symposium on Applied computing table of contents
Madrid, Spain
SESSION: Virtual reality, digital media, and computer games table of contents
Pages: 1060 - 1065  
Year of Publication: 2002
ISBN:1-58113-445-2
Authors
Taku Komura  RIKEN, Hirosawa 2-1, Wako Saitama, Japan
Atsushi Kuroda  GSPORT, Inc., Venture Sumida, Honjo 3-15-5, Sumida-ku, Tokyo, Japan
Yoshihisa Shinagawa  University of Illinois, Urbana-Champaign, Urbana, IL
Sponsor
SIGAPP: ACM Special Interest Group on Applied Computing
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 6,   Downloads (12 Months): 23,   Citation Count: 1
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/508791.509000
What is a DOI?

ABSTRACT

In this paper, we introduce a new virtual baseball batting training system called NICEMEET VR, which enable batters to face a variety of baseball pitchers. The pitching motions are obtained using the video-based motion capture system called KROPS, which enable users to capture the 3D human motion from a single view video sequences. The batter holds a bat with a reflector attached to the sweet spot, and stands in front of the screen where the pitching motions are projected. No real baseball is actually thrown. Instead, a 3D virtual ball is rendered over the screen. The batter swings the bat toward the ball when it reaches the home-base. The trajectory of the swung bat is analyzed using dual supply photoelectric sensors behind the screen, that cast and also detect the infra red beam reflected by the bat. Using our system, the player can practice batting against any pitcher, such as top professional major league pitchers, or famous pitchers in the past by capturing their motion from videos.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
R. Andersson. A real experiment in virtual environments - a virtual batting cage. Presence, 2(1):16-33, 1993.
2
 
3
R. Gray. Perceptual and cognitive strategies used by baseball batters. The Proceedings of the 10th World Congress of Sport Psychology, Skiathos, Greece, May28-June2, 2001.
 
4
 
5
Z. Lao and L. Li. Video-approach to human animation. Computer Graphics forum, 19(3):401-409, 2000.
 
6
H. Noser and D. Thalmann. Sensor based synthetic actors in tennis game simulation. The Visual Computer, 14(4):193-205, 1998.
 
7


Collaborative Colleagues:
Taku Komura: colleagues
Atsushi Kuroda: colleagues
Yoshihisa Shinagawa: colleagues