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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development of a simulation VR system for kyudo beginners to train the shooting form empty-handed or with a rubber practice bow</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Shoei Nakamura</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Keita Ushida</string-name>
          <email>ushida@cc.kogakuin.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>APMAR'24: The 16th Asia-Pacific Workshop on Mixed and Augmented Reality</institution>
          ,
          <addr-line>Nov. 29-30, 2024, Kyoto</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kogakuin University</institution>
          ,
          <addr-line>1-24-2 Nishi-shinjuku, Shinjuku, Tokyo 163-8667</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The authors developed a simulation VR system for kyudo beginners to train the shooting form. Before kyudo beginners can practice with a (real) bow, they train the shooting form empty-handed and with a rubber practice bow. The system is expected to be used during this period. The user wears the HMD and practices in the training hall in the VR space empty-handed or with a rubber bow. The user's shooting form is measured, and when the form is appropriate (compared to the kyudo expert's form equipped in the system), the arrow hits the target in the VR space. Whether the arrow hits the target depends only on the user's forms, which reflects seisha hitchu (“true shooting, certain hitting”), i.e., the importance of the shooting form. In addition, when the arrow hits the target, the user feels a sense of fulfillment and is motivated to continue practicing kyudo.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;kyudo</kwd>
        <kwd>Japanese archery</kwd>
        <kwd>shooting forms</kwd>
        <kwd>training with VR1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>When you first start kyudo (Japanese archery), you can’t
shoot an arrow with a (real) bow. You must learn the
shooting form, how to control your body for shooting,
and so on. Therefore, you must train the shooting form
empty-handed and with a rubber practice bow for six
months to a year. During this training, you practice
without arrows and a (real) bow. You may find it hard to
continue practicing kyudo.</p>
      <p>In this paper, the authors study the training of the
shooting form in the period described above, referring
to the previous works on practicing kyudo shooting form.
The authors also focus on motivating the user in this
period. The authors expect the user to be motivated when
his/her appropriate form make the arrow hit the target.
This reflects a famous kyudo phrase seisha hitchu (“true
shooting, certain hitting”). Though the user doesn’t
equip an arrow or a bow, s/he can make the arrow hit
the target in the VR space. This idea will let the user
know the importance of the shooting form and motivate
him/her (moreover, this concept is a kind of
gamification).</p>
      <p>0000-0003-3972-4332 (K. Ushida)
© 2023 Copyright for this paper by its authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Works</title>
      <p>Many studies on sports, including budo, deal with the
practice and evaluation of the form. As for kyudo, there
are also studies on the form. In [1], an evaluation of the
user’s shooting form with motion capture using a Kinect
sensor is developed. In [2], the advice for improving the
form is superimposed on the user’s image in the display
calculated from his/her motion data. In [3], the
evaluation and the advice to improve the form are provided
from the measured form in real time. In [4], the user
examines his/her form by superimposing and comparing
the model form and his/her form with an HMD. In [5],
the user learns the shooting form by observing the
images of the model form and adapting his/her form to the
model. In [6], a self-training system of kyudo shooting
posture using a computer vision method is proposed. In
[7], a training method is proposed in which the user
makes a sketch doll pose in the shooting form and poses
by him/herself as making the doll pose.</p>
      <p>
        VR-based kyudo shooting form training systems
have also been developed. In [8], a VR-based shooting
form training system using multi-modal information is
proposed. In [
        <xref ref-type="bibr" rid="ref12">9</xref>
        ], the user trains the shooting form with
an HMD and a VR controller. In [
        <xref ref-type="bibr" rid="ref13 ref5 ref9">10</xref>
        ], a VR training
system with which the user can correct his/her shooting
form in real time with motion trackers is developed.
      </p>
      <p>In addition to measuring and evaluating the
shooting form, the remarkable feature of the authors’ system
is that the appropriate form makes the arrow hit the
target in VR space. Hitting the target with the arrow is the
real charm of kyudo. This feeling will lead to a sense of
fulfillment and motivation to practice kyudo.</p>
    </sec>
    <sec id="sec-3">
      <title>3. The Flow of Shooting Form</title>
    </sec>
    <sec id="sec-4">
      <title>Training with the System</title>
      <p>Those who train the shooting form empty-handed and
with rubber bows before they are permitted to equip real
bows are the expected users of the developed system.
They have learned the overview of the shooting form.</p>
      <p>The user wears an HMD, stands against the sensor,
and trains the shooting form empty-handed or with a
rubber bow. There is a training hall and a target in the
VR space displayed in the HMD. At the top right of the
view, the user’s skeleton measured by the sensor is
shown (Figure 1).</p>
      <p>The user trains following the eight-step movement
of the shooting form (shaho hassetsu). After the user
completes the setup for the shooting (ashibumi, dozukuri,
and yugamae), the measurement starts. Thus, the last
five steps (uchiokoshi, hikiwake, kai, hanare, and
zanshin) are measured and evaluated. As the movement
progresses, the evaluation indicators (at the top left of
the view) turn on. The green lamp represents qualified,
and the yellow lamp represents unqualified.</p>
      <p>After the shooting motion (hanare and zanshin) is
completed, the arrow in the VR space is shot. The arrow
hits the target when the total score of the four
movements (hanare and zanshin are evaluated into one) is
higher than the qualifying score. Whether the arrow hits
the target is closed-up in the view and indicated by “○”
(hit) or “×” (miss) (Figure 2). Thus, whether the arrow
hits the target depends on the appropriateness of the
shooting form. Therefore, when the user qualifies for the
current goal, i.e., his/her shooting form is appropriate,
s/he can make the arrow hit the target in the VR space.</p>
      <p>Finally, the detailed evaluation and the comments
are displayed. The user can restart the training by
pressing the button on the VR controller.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Details of the System and Its</title>
    </sec>
    <sec id="sec-6">
      <title>Behavior</title>
      <sec id="sec-6-1">
        <title>4.1. Implementation environment</title>
        <p>The authors developed the system using Unity on
Windows. The HMD is Oculus Rift S, and the sensor is
Microsoft Kinect v2.</p>
      </sec>
      <sec id="sec-6-2">
        <title>4.2. The shooting form the user trains with the system</title>
        <p>The kyudo shooting form consists of eight steps (shaho
hassetsu): ashibumi, dozukuri, yugamae, uchiokoshi,
hikiwake, kai, hanare, and zanshin. In the developed system,
the user trains mainly uchiokoshi (raising the bow),
hikiwake (drawing apart), kai (the full draw), hanare (the
release), and zanshin (the remaining body or mind). In the
system, hanare and zanshin are lumped together because
the time of hanare is very short.</p>
      </sec>
      <sec id="sec-6-3">
        <title>4.3. The view from the user</title>
        <p>The system displays the training hall to the user, as
shown in Figure 1. In addition, in the training, the
skeleton of the user measured by the sensor (at the top right
of the view) and the evaluation indicator (at the top left
of the view) are displayed. The four indicators represent
the evaluation of uchiokoshi, hikiwake, kai, and hanare
and zanshin, respectively. The user can see the position
of the hands and the arrow which follows the position
of the hands.</p>
      </sec>
      <sec id="sec-6-4">
        <title>4.4. Training the shooting form and its evaluation</title>
        <p>The user presses the button on the VR controller to start
the training (the controller should be within reach). The
user places the footing (ashibumi), forms the body
(dozukuri), and readies the bow (yugamae). These setup
steps are out of evaluation.</p>
        <p>When the user starts uchiokoshi, the system begins
to measure and evaluate the shooting form. The user’s
shooting form is compared with the prerecorded model
form performed by a 6-dan kyudo expert (Figure 3). The
evaluation points are: the angle between the torso and
the right upper arm from the side view, the angle
between the torso and the left upper arm from the side
view, the angle of the right elbow, the angle of the left
elbow, the angle between the torso and the armpit, the
angle between the back and the chest, the positions of
both hands, the positions of the shoulders, and the
inclination of the body. Most items are angles because they
don’t depend on the user’s physique. The score is higher
when the difference between the measured value of the
user and that of the model is slighter.</p>
        <p>The scores of each step (uchiokoshi, hikiwake, kai,
and hanare and zanshin) are indicated by the lamps at
the top left of the view. The green lamp represents
qualified and the yellow lamp represents unqualified.</p>
        <p>After hanare and zanshin motion, the arrow in the
VR space is shot. When the total score of the four steps
is higher than the qualifying score, the arrow hits the
target. (when the total score is lower, the arrow doesn’t
hit the target). The target is closed-up at the top right of
the view, as shown in Figure 2. Whether the arrow hits
the target is indicated by “○” (hit) or “×” (miss). In Figure
(a) Uchiokoshi
(b) Hikiwake</p>
        <p>(c) Kai
(d) Hanare and zanshin
2, though uchiokoshi, hikiwake, and hanare and zanshin
are unqualified, the arrow hits the target because the
total score is qualified.</p>
        <p>Figure 4 shows a user training with the system and
his view. The cyan line is the arrow and the hand
positions are displayed near it. As shooting progresses, the
indicators at the top left turn on. Finally, his form made
the arrow hit the target.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>5. Test Drive and Usability Study</title>
      <sec id="sec-7-1">
        <title>5.1. Test drive</title>
        <p>A test drive was carried out by one of the authors who
was experienced in kyudo. Figure 4 shows his training.
Those who have mastered the kyudo shooting form can
make the arrow hit the target because their shooting
forms are appropriate.</p>
      </sec>
      <sec id="sec-7-2">
        <title>5.2. Usability Study</title>
        <p>The authors carried out a usability study. The authors
checked that the system was easy for everyone to use
before it was extensively tested by kyudo beginners and
experienced kyudo players.</p>
        <p>Ten participants aged 18–20 tried the kyudo training
using the system. All of them had no kyudo experience,
and they tried the training after the authors showed and
explained the form. The authors observed their trials
and received comments from them</p>
        <p>All of them were able to train without problems.
However, none of them were able to make the arrow hit
the target. Their inability was inevitable because they
had to acquire the shooting form to a sufficient level to
make the arrow hit the target. Nevertheless, their
smooth training indicated that the system’s usability
was appropriate.</p>
        <p>Two of them were familiar with VR experiences and
gave detailed comments: The feedback (displayed hand
positions and marking indicators) was useful for smooth
training. It was better to display the model form (this
indicates that integration of a presentation method like [4]
will be useful for the users at a lower level than
expected).</p>
        <p>No usability problems were found. The next step is
to evaluate the system by kyudo beginners and
experienced kyudo players.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>6. Conclusion and Future Works</title>
      <p>In this paper, the authors reported a VR simulation
system for training the kyudo shooting form. The
appropriate form makes the arrow hit the target in the VR space,
which reflects seisha hitchu. The real charm of making
the arrow hit the target will motivate the users who
haven’t been permitted to equip the real bow.</p>
      <p>Currently, the usability of the system has been tested.
After this, improving the training quality and the
practicality of the actual training will be studied. The former
is to improve the method of measurement and
evaluation referring to the related works. The latter is the trial
and evaluation by kyudo beginners and experienced
kyudo players. The effectiveness will also be studied in
the long term.</p>
      <p>
        Furthermore, considering the study in Section 5.2,
the system can be used as VR content to introduce kyudo
(such as [
        <xref ref-type="bibr" rid="ref14">11</xref>
        ]). The authors also take this potential into
account.
      </p>
    </sec>
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