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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>KUMITRON: A Multimodal Psychomotor Intelligent Learning System to Provide Personalized Support when Training Karate Combats</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jon E</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science School</institution>
          ,
          <addr-line>UNED</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>aDeNu Research Group, Artificial Intelligence Dept., Computer Science School</institution>
          ,
          <addr-line>UNED</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Martial arts discipline can contribute to build multimodal psychomotor intelligent learning systems due to the nature of the movements involved to learn the corresponding motor skills: they are predefined and governed by the laws of physics. In this context, we are developing KUMITRON, an artificial intelligence system to support Karate practice. In particular, KUMITRON monitors the physical activity of the karatekas during a kumite (Karate combat) in real time using diverse sensors (physiological and inertial) as well as a drone camera in order to provide multisensorial personalized feedback computed with machine learning and computer vision algorithms. This multimodal monitoring aims to anticipate the movements that a fighter is going to perform on the mat, providing added value for training and offering personalized advice on the type of strategy to follow in order to win the kumite.</p>
      </abstract>
      <kwd-group>
        <kwd>Wearable</kwd>
        <kwd>IoT</kwd>
        <kwd>kumite</kwd>
        <kwd>drone</kwd>
        <kwd>modelling human behavior</kwd>
        <kwd>OpenCV</kwd>
        <kwd>karate</kwd>
        <kwd>Artificial Intelligence</kwd>
        <kwd>Smart Dojo</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Bloom's taxonomy defines a series of educational purposes from the behaviorist
perspective [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] identifying three domains: cognitive, affective and psychomotor.
Recent research has shown that classical computer-based support systems for learning
can be extended with sensors to provide formative assessment in those three domains,
paying special attention to their use as feedback tools [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In our current research we
focus on psychomotor learning which deals with physical movement, coordination and
the use of the motor-skill areas [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In particular, psychomotor learning starts from the
low level of motor ability (recognition, involuntary actions, imitation, etc.), up to the
high level (internalized performance and automated, sophisticated choreography,
creation of new patterns or art, etc.) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The acquisition of motor skills could benefit
from individualized personalized instruction and support [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], just as learning from
cognitive skills.
      </p>
      <p>
        Martial arts discipline can contribute to build multimodal psychomotor intelligent
learning systems due to the nature of the movements involved to learn the
corresponding motor skills: they are predefined and governed by the laws of physics
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The teaching methods that exist today in martial arts are based on attending a class
with a teacher (or sensei in the martial arts jargon), who in many occasions performs
some movements that must be copied and imitated by the learners. In addition, there
are a large number of audiovisual media that allow individual training, but this type of
material is of little use for collaborative learning (e.g., to support combat practice) and
in no case this approach provides a guide to whether the movements are correctly
executed or not by the learner, and how to improve them (and avoid injuries). In fact,
there is an opportunity to delve into the personalization of motor skills learning for
martial arts practitioners [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In that work several parameters to deliver feedback that
helps the practitioner to improve the execution of the technique are identified, such as
breathing, energy consumed, explosiveness, acceleration and correct position.
Furthermore, that paper analyses the work done so far to personalize the learning of
martial arts movements and highlights two challenges: 1) to improve the modelling of
movements in pairs, for example, in combat, since currently research focuses on
postural detection or striking movements, but not on the execution of techniques
between two practitioners; and 2) to improve the interactive design to make the virtual
environment more realistic, building intelligent environments that offer multisensory
feedback that includes other channels beyond the visualization of the techniques, such
as auditory (through voice commands) and tactile (through vibration or physically
guiding movements directly).
      </p>
      <p>
        Thus, there are already several scientific articles that discuss the need for intelligent
tools applied to the teaching of psychomotor skills [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In the same sense, a recent
systematic review [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] on intelligent psychomotor tutoring systems shows the lack of
this type of tools, as only nine psychomotor intelligent systems were found. This
outcome is being revised in an on-going review of the psychomotor learning field [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related works</title>
      <p>
        In our current review of the literature, no intelligent psychomotor systems have been
found that are useful for martial arts training in pairs. On the one hand, there are video
based applications to show how to perform Aikido techniques in pairs [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and virtual
reality based systems that presents physically simulated opponents [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In addition,
the applicability of sensors for performance analysis in combat sports has also being
reviewed [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. On the other hand, there are educational approaches based on STEAM
(Science, Technology, Engineering, Arts and Maths) education that uses sensors and
computer vision tools to develop educational material for scientific teaching that
involves the execution of martial arts movements in pairs, such as the kote-gaeshi
(projection technique - or immobilization - by twisting of the wrist) defense in Aikido
martial art to show the concept of physics torsion [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], but it does not directly support
the learning of the motor skills involved. In addition, neural networks have been
integrated in a mobile app to learn American Kenpo Karate movements on-line, but
currently only serves for arm movements performed individually [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        For video recording, works that present advances in relation to the use of fixed
cameras have been analyzed, which propose the use of drones. Drones (as in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]) improve the video taking since i) they provide more flexibility to capture
movements, either by fixing the recording point (for example, the front of the knee)
although the user moves and turns, and ii) they can direct the point of interest to any
part of the body at any time simply by moving the drone around the participant (at a
sufficient distance that it does not disturb him or her) [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. In this context, computer
vision [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] is being widely used for facial recognition, identification of objects or
identification of movements. There are computer vision algorithms [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] capable of
recreating the movement that a human is performing, recreating the skeleton of the
human body and imitating the movements that an individual performs during their
activity. Some systems use virtual reality environments (as in [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]) to make
the training experience of martial arts more immersive, but do not delve into the
creation of intelligent training tools in real time.
      </p>
      <p>Although there are works dealing with the monitoring and sensing of martial arts,
the objectives set out in our research are not fulfilled: to provide multisensory
personalized feedback when training physical activity in pairs that is monitored with
multimodal data coming from different types of capture devices. For this reason, we
have designed KUMITRON (KUMITe+dRONe), an Artificial Intelligence (AI) system
for martial arts learning that supports personalized training in pairs during a karate
combat (kumite) using drones for image capture (among other sensing technologies).
3</p>
    </sec>
    <sec id="sec-3">
      <title>KUMITRON System</title>
      <p>
        In this section we describe the system we are building to monitor the interaction
between various practitioners and provide intelligent advice in real time in the combat
practice of martial arts in general, and Karate in particular, where the combat practice
is called kumite. The development of KUMITRON [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] was inspired by the state
of the art: sensors to collect motion related data [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ][
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], existing karate systems
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ][
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] and sports [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ][
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], drones for dynamic video gathering [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ][
        <xref ref-type="bibr" rid="ref16">16</xref>
        ][
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], and
computer vision algorithms that combine video and inertial information [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
3.1
      </p>
      <sec id="sec-3-1">
        <title>Designing the KUMITRON system</title>
        <p>For the design of the system, user centered design methods have been applied, that is,
the system design has taken into account the information received from expert users
(i.e., martial art teachers or senseis) and learners. In this way, the points of view of the
training needs of both those who are going to receive the teaching of kumite practice
and those who are going to teach it were gathered with a questionnaire (Learners: N=15;
male=7/female=8; age range=10-65 years; Teachers: N= 5; all male; age range = +25
years). The main outcomes that were used as input to design the system were: 1) the
majority (teachers = 100% and learners = 93.3%) of the respondents are positive about
the use of new technologies in training, and 2) the following features were considered
of interest: i) inertial, physiological and video data should be shown in real time; ii)
demand analysis of the kumite in real time and its storage in a database for post-analysis;
iii) learners want to get feedback in real time, and iv) both teachers and learners are
interested in movements, technique, sensor data, and kumite strategy.</p>
        <p>
          In addition to the questionnaire, the four stages framework proposed in [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] to build
intelligent psychomotor systems has been applied in KUMITRON, as shown in Fig 1.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>KUMITRON system current implementation</title>
        <p>
          As shown in Fig. 2, KUMITRON uses a drone to capture the video with the best
viewing angle of both karatekas, which is processed with OpenCV filters. Karatekas
wear an Arduino board that collects inertial (accelerometer and gyroscope) and
physiological (pulse meter) signals that are synchronized and displayed in real-time.
The sensei visualizes this data in real time, so he or she can give audio instructions to
the karatekas during the kumite training. The application is connected to WEKA data
mining suit via sockets to generate automatic expert recommendations, but data
collection (following the GDPR [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]) needs to be performed to train the algorithms.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>KUMITRON expected benefits</title>
        <p>
          Karate has several benefits on the individual [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ][
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. As discussed in [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ],
KUMITRON takes advantage of Karate practice and enriches it with intelligent
support, which expects to provide the following benefits:
• Innovation in martial arts teaching: KUMITRON introduces new technologies in
the dojo (the gym where martial arts are practiced), improving and transforming it
into a “smart dojo”. In this sense, KUMITRON supports the analysis and evaluation
of psychomotor learning through the collection of data from the sensors worn by the
learner, comparing the learner’s current data with historical data and expert datasets,
so that the activity and development of the learner can be measured. In fact, the
application is supported by ubiquity and mobility capabilities to be able to track the
motion activity in real time and thus provide appropriate formative multisensorial
personalized feedback (currently visual and aural). In addition the sensei can use
KUMITRON to record teaching material (both of the movements involved in the
kumite to be learn as well as to learn physics concepts as in Phy+Aik [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]) using the
services on the web to upload MOOC-type didactic material to support the learner.
• Physical condition improvement and peripheral vision: Physiological values
(pulse and calculated effort) are tracked to improve fatigue management during
combat. Applying analytics and AI algorithms can improve effort management on a
mat. Despite the fact that KUMITRON is a tool for training in pairs, it also allows
individual training to improve skills such as peripheral vision, as explored in [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ].
• Kumite tactic improvement: KUMITRON applies computer vision filters in real
time to the video captured with the drone in order to analyze the movements applied
in the combat and provide multisensorial personalized feedback. The inertial data
received from the sensors is visualized through a motion vector that illustrates the
direction of movement of the practitioners, being able to generate warnings of
change of direction and anticipate movements of the fighters. Thus, AI is used for
the analysis of the video images in real time and to obtain expert advice through
predictive algorithms. In addition, learners can access the recorded sessions to
analyze the technical errors made during the kumite training.
• Kumite strategy improvement: AI applied to historical data can provide expert
knowledge to select the strategy to be applied during the performance of a kumite
based on various factors such as physical characteristics, type of the most effective
technique, historical data of victories, etc.
3.4
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>Outcomes from studies using KUMITRON</title>
        <p>
          KUMITRON brings multiple improvements not only to kumite training, but also to
combat skills. As an example, in [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] we report an intra-subject study exploring if
KUMITRON can support individual peripheral vision training using OpenCV motion
filters. The experiment was carried out with two subjects, a female (46 years old) white
belt and a male (46 years old) green belt. The experiment was performed through the
analysis of video images, comparing the filtered images with OpenCV (using the
Tracking Mode algorithm) with the raw images recorded with the drone.
        </p>
        <p>The experiment was as follows: one of the karateka threw tsukis (fist punches) from
either left and right sides in several series of 60 blows from a room while recorded by
a mini-drone that sent the image (using KUMITRON infrastructure) to the computer in
another room, where the other karateka watched the videos (either raw video or filtered)
and had to anticipate the origin of the attack/blow (left or right) in the shortest possible
time. The order of raw and filtered videos was changed among series and between the
participants to avoid effects in the order of the data collection.</p>
        <p>
          The results (shown in Fig. 3) suggest that the use of some motion filters of OpenCV
library can increase the success rate and decrease the time required to detect the
direction of the opponent’s punch. As discussed in [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], this findings are of relevance
since the training of body reading in anticipation of the opponent’s movements is not
only useful in Karate performance but it is likely that peripheral vision ability can be
trained with this practice.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Exploring Personalized support using Multimodal Data</title>
      <p>
        In Karate there are three main forms of kumite [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]: i) Jihu Ippon kumite, which consists
in a preset match, ii) Jihu kumite, which is a free combat, and iii) Shiai kumite, which
is a regulated or competitive combat. KUMITRON is a tool mainly aimed at preparing
karateka for Shiai kumite, or regulated combat. With this objective, KUMITRON is
being designed to analyze the strategies of the karatekas and try to give expert advice
during combat at a physical, tactical and strategical level, as commented in section 3.3.
      </p>
      <p>In turn, there are three main strategies in a kumite: i) Sen no Sen (Taking the
initiative) where both karatekas initiate movement simultaneously, ii) Sen Sen no Sen
(Superior Initiative or Anticipate Initiative), where both karatekas are ready and
determined to attack, and iii) Go No Sen (Defense Initiative), where each karateka
remain calm and carefully observe the opponent.</p>
      <p>
        Different tactics [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] are developed on these general strategies, which should be
trained by learners according to their psychomotor abilities. A specific tactic that can
be implemented in KUMITRON is counterattack, a very effective technique [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] as it
can be seen in Fig. 4. The idea is that when a learner is training against a defensive
karateka, KUMITRON warn the learner when he or she is going to receive a
counterattack from the opponent.
      </p>
      <p>
        To predict a counterattack, KUMITRON can process the inertial and physiological
data obtained from the sensors. For this, we are exploring the heart rate and heart rate
variability during training [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ][
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]. An example of heart rate variability processed with
KUMITRON is shown in Fig. 5, where it can be seen the distance between beats.
      </p>
      <p>Moreover, KUMITRON can analyze the opponent's direction through a direction
vector (shown in Fig. 6) obtained from the inertial sensors. In this way, it can show
both the directions of the karateka who is following a defensive strategy (backs away)
represented by the blue vector (left image) and, the directions of the karateka who is
tackling (advances) represented by the orange vector (right image).</p>
      <p>
        With the above information, the feedback in KUMITRON can be implemented to
warn that a counterattack is about to be launched. In particular, we hypothesize that a
counterattack is being prepared when the karateka goes backward and at the same time
a pulse change occurs (since stressful emotional parameters and sudden movement
changes can cause the pulse to increase, so a counterattack is expected to generate a
spike in heart rate). Currently we are designing a user study to validate this hypothesis.
For the experiment, KUMITRON will launch an on-screen message of “Warning!!!”
as shown in Fig. 7 and speak it aloud to the practitioner by synthesize voice through the
earphones. In the user study we will also explore if these are the most appropriate
multisensorial channels to deliver the feedback.
Finally, in order to predict the movement of the opponent in the counterattack, we
are also exploring (see Fig. 8) how to combine deep learning computer vision
algorithms such as OpenPose [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] that builds a skeleton of the movement, with motion
indicators trained with Weka. Moreover, we are adding OpenPose face detection
algorithms to analyze the change in the emotional state of the opponent during the
kumite as we hypothesize that this change might also reflect the intention of the
opponent regarding the next movement to be executed.
In this way, we are working on processing the multimodal data collected using diverse
sensors (physiological and inertial) as well as a drone camera in order to provide
multisensorial personalized feedback computed with machine learning and computer
vision algorithms. This multisensorial feedback currently combines visual and aural
information and is aimed to anticipate the movements that a fighter is going to perform
on the mat, in such a way that it can provide added value for training and offer expert
personalized advice on the type of strategy to follow in order to win the kumite.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and On-going works</title>
      <p>KUMITRON is an AI-based tool that aims to provide personalized intelligent support
in Karate training. Computer vision algorithms are being explored to train peripheral
vision and thus, help to improve the anticipation of the opponent's attacks during a
kumite. In addition, the different sensors send information (inertial and physiological)
to be processed in combination, and thus can provide expert knowledge about the
reactions of the human body during high-demand exercise that is being performed in
pairs. In particular, we have explored the personalized support that can be provided
with the multimodal data collected to prepare for a counterattack in a regulated kumite
considering the physiological information obtained with the pulse meter (i.e., heart rate
and heartrate variability) and the opponent's direction obtained with the inertial sensors.
Moreover, we are also exploring OpenPose deep learning computer vision algorithm in
two ways: i) to predict the movement of the opponent in the counterattack by
considering the motion indicators trained with Weka within the OpenPose processing,
and ii) to analyze the change in the emotional state of the opponent’s face during the
kumite as this change might reflect the intention of the opponent regarding the next
movement to be executed. In this way, warning signals are to be identified to train
karatekas in anticipating to the opponent’s movements. In this context, the integration
of virtual glasses could extend KUMITRON for individual combat training with
imaginary and simulated opponents, where learners could train without the supervision
of the sensei, but with the personalized intelligent support provided by the system.</p>
      <p>Besides the on-going developments mentioned previously and the consideration of
other computer vision algorithms and machine learning techniques to obtain more
relevant information for the feedback (as well as to consider tactile feedback in addition
to visual and aural) and build the corresponding models for the adaptation purpose (i.e.,
user, expert and domain), we are also interested in extending the sensors of the system
with a chest wearable that includes a breathing sensor to measure the respiratory rate
and hence, enrich the physiological data obtained in KUMITRON (which currently
only includes data collected with a pulse meter). This sensor can complement the
affective information obtained with OpenPose face detection algorithms. The rationale
behind is to extend the personalized support to consider another Bloom’s domain (i.e.,
the affective one) in addition to the psychomotor and thus, analyze the impact of
emotions during the kumite training. In this way, it could be possible to model certain
emotional states such as concentration and relaxation, or at least, changes between
different emotional states that provide relevant information to be used in the feedback
delivery.</p>
      <p>
        Moreover, we are also exploring the technological support provided in psychomotor
teaching in other arts such as dance where technologies for motion analysis such as
motion capture and whole-body interaction have been applied and provide some
annotation mechanism that helps to define a ground truth against to which compare the
results of different implementations ([
        <xref ref-type="bibr" rid="ref38">38</xref>
        ], [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ] and [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]). In addition wearable
technology has also been used in dance systems to build user models that can
personalize dance learning [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ].
      </p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>Sincerely thank all the people involved in the development of the project, without
whose contribution and support it would not have been possible to bring it to fruition.
Special thanks to the martial community in general and Karate in particular for their
participation in answering the different questionnaires sent. Specifically, we would like
to thank Victor Sierra and Marcos Martín at Idavinci. The work is also partially
supported by the project INT2AFF funded under Grant PGC2018-102279-B-I00
(MCIU/AEI/FEDER, UE) by the Spanish Ministry of Science, Innovation and
Universities, the Spanish Agency of Research and the European Regional Development
Fund (ERDF).</p>
    </sec>
  </body>
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