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 field 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 scientific field 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 profitable 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. 603–611, 2018.
https://doi.org/10.1007/978-3-319-75175-7_59