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An IoT Sensing Platform and Serious Game for Remote Martial Arts Training
Karlos Ishac1, Katia Bourahmoune1, Marc Carmichael1
1Faculty of Engineering and Information Technology, University of Technology Sydney, Broadway, P.O. Box 123, Sydney, NSW 2007, Australia.
Sensors (Basel, Switzerland)
|September 9, 2023
Summary
This study introduces the LifeMat system, an IoT pressure-sensitive mat, and Kung Future game for martial arts training. The system accurately classifies postures and provides feedback, enhancing training performance and engagement.
Area of Science:
- Sports Science
- Human-Computer Interaction
- Internet of Things (IoT)
Background:
- Remote martial arts training increased due to the pandemic, highlighting the need for effective self-training tools.
- Accurate technique execution is crucial in martial arts for learning and injury prevention, especially for foundational stances like the horse stance (Mabu).
Purpose of the Study:
- To develop and evaluate an IoT-based system (LifeMat) integrated with a Serious Game (Kung Future) for self-supported martial arts training.
- To assess the impact of game-based feedback on user performance, engagement, and motivation during martial arts practice.
Main Methods:
- Development of a novel IoT pressure-sensitive mat (LifeMat) utilizing pressure mapping and pattern recognition.
- Implementation of a Serious Game (Kung Future) focusing on the Mabu stance, providing real-time feedback on technique execution.
- Conducting user studies with 14 participants across three feedback conditions to measure performance, duration, engagement, and motivation.
Main Results:
- Participants demonstrated significantly higher performance, longer training duration, increased engagement, and enhanced motivation when utilizing the game feedback.
- The LifeMat system effectively classified key martial arts postures and detected incorrect technique execution.
Conclusions:
- The integrated LifeMat and Kung Future system offers a promising solution for self-supported martial arts training, improving user outcomes.
- User feedback indicates strong potential for real-world application, long-term use, and scalability for general sports training.

