Instructional Mirroring Applied in Basketball Shooting Technique Hippokratis Apostolidis 1 , Nikolaos Politopoulos 1(&) , Panagiotis Stylianidis 1 , Agisilaos Chaldogeridis 1 , Nikolaos Stavropoulos 2 , and Thrasyvoulos Tsiatsos 1 1 Department of Informatics, Aristotle University of Thessaloniki, Thessaloniki, Greece {aposti,npolitop,pastylia, achaldog,tsiatsos}@csd.auth.gr 2 Department of Physical Education and Sports Science, Aristotle University of Thessaloniki, Thessaloniki, Greece Magic.paok@gmail.com Abstract. Human posture recognition is a very promising eld of computer vision and it is applied in the areas of personal health care, human-computer- interaction, sports etc. In this paper a non-contact view-based approach of human body movement analysis is introduced using Microsoft Kinect V2 sen- sor. Moreover, there is a developing interdisciplinary scientic eld which is trying to integrate modern technology into sports. Computer technology may prove a valuable supportive tool for (a) athletes of all ages to improve their technical skills, and (b) advanced coaching. The aim of this study is to integrate educational technology and sports in order to support the training of young athletes and boost their performance. This research utilizes Kinect V2 as a 3D depth camera in order to apply body tracking of a young athlete during a shooting attempt. The shooting movement is mir- rored to the computer screen with instructions showing the right shooting technique. The application was developed using Microsoft Development Kit 2.0 (SDK) and it was evaluated in a basketball camp. The results of the evaluation were very encouraging concerning the ease of use and the usefulness of this application. Keywords: Game-based learning Á Natura user interfaces Á Microsoft Kinect Sports 1 Introduction Nowadays, playing video games is nearly universal among all ages. Especially kids between 12 and 17 years old, 99% of boys and 94% of girls play them (Lenhart 2008). They are enjoyable and sustainable activities. After 2010, the tendency that emerged was exergames as a protable market. Exergames or active video games are innovative tools that have the potential to turn a traditional sedentary activity, such as playing video games, in physical exercise (Politopoulos and Katmada 2014). Dance and rhythm © Springer International Publishing AG, part of Springer Nature 2018 M. E. Auer and T. Tsiatsos (Eds.): IMCL 2017, AISC 725, pp. 603611, 2018. https://doi.org/10.1007/978-3-319-75175-7_59