Towards a Virtual Coach for Boccia: Developing a Virtual
Augmented Interaction based on a Boccia Simulator
Alexandre Calado
1a
, Simone Marcutti
3
, Vinícius Silva
1
, Gianni Vercelli
3
, Paulo Novais
2b
and Filomena Soares
1c
1
Algoritmi Centre, University of Minho, Guimarães, Portugal
2
Department of Informatics, University of Minho, Braga, Portugal
3
Department of Informatics, Bioengineering, Robotics and Systems Engineering, University of Genova, Genoa, Italy
pjon@di.uminho.pt, fsoares@dei.uminho.pt
Keywords: Boccia, Virtual Reality, Gesture Recognition, Virtual Coach.
Abstract: Disability can be a factor that leads to social exclusion. Considering that involvement in society is paramount
for a person with disability, participation in sports can be a powerful tool for inclusion. Based on this premise,
the authors propose an intelligent virtual coach for Boccia to encourage the practice of this sport on persons
with disabilities, while promoting social inclusion and shortening the learning curve for individuals new to
the sport by learning about game strategy. The envisioned virtual coach will rely on Artificial Intelligence
models, thus requiring the creation of large datasets, namely for ball placement and throwing movement
recommendations. To answer these problems, this work is focused on the development of a Boccia simulator.
With this simulator, it is possible to generate artificial gameplay images and allow the user to control an avatar
with body tracking. Gesture recognition was implemented with a state-machine, thus enabling the player to
throw the ball, with customizable physics, by performing one of two different throwing movements. This
functionality can allow the recording of data describing the body movement associated with the placement of
the ball in a certain position within the virtual court, which is essential for the proposed recommendation
system.
1 INTRODUCTION
The World Health Organization estimates that, based
on data from 2010, more than one billion individuals
live with some form of disability worldwide.
However, the term “disability” is one difficult to
define due to its complexity. According to the
International Classification of Functioning, Disability
and Health (ICF) (World Health Organization, 2011),
problems with human functioning can be organized in
three areas: impairments, activity limitations and
participation restrictions. Thus, disability can be
interpreted as the difficulties encountered in any or all
the three aforementioned areas, result of the
interaction of health conditions with environmental
and personal factors. Additionally, the United
Nations General Assembly (UNGA) has established
a
https://orcid.org/0000-0002-2725-1067
b
https://orcid.org/0000-0002-3549-0754
c
https://orcid.org/0000-0002-4438-6713
that the condition of disability is a key factor of social
exclusion (Fina, Cera, & Palmisano, 2017).
The extensive work developed by John Pierson
(Pierson, 2009) proposes the following broad
definition for the term “social exclusion”: “Social
exclusion is a process that deprives individuals […]
of the resources required for participation in the
social, economic and political activity of society as a
whole. […] Through this process people are cut off
for a significant period in their lives from institutions
and services, social networks and developmental
opportunities that the great majority of a society
enjoys.”. Moreover, the United Nations (UN) defends
that sutainable development is based on three
dimensions: economic, social and economic (UN,
2013). Considering these remarks, one can
understand the importance of the social aspect in the
Calado, A., Marcutti, S., Silva, V., Vercelli, G., Novais, P. and Soares, F.
Towards a Virtual Coach for Boccia: Developing a Virtual Augmented Interaction based on a Boccia Simulator.
DOI: 10.5220/0009142602170224
In Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2020) - Volume 2: HUCAPP, pages
217-224
ISBN: 978-989-758-402-2; ISSN: 2184-4321
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
217
life of a person with disability. Thus, it is paramount
to design and implement strategies to counteract the
effect of disability on social exclusion and promote
inclusion.
According to Burchel (Burchell, 2006), the
participation in sports is important for socio-cultural
integration and equity. Furthermore, besides the well-
known health-related benefitis, engaging in sports
can contribute for the empowerment of persons with
disabilites, as long as increasing their independence
However, persons with disabilities often face
barriers concerning participation in sports. According
to Donnely & Kidd (Donnelly & Kidd, 2006), two of
the most common causes for non-participation are the
lack of early experience and the lack of awareness of
how to include these individuals in sports.
Taking into account the aforementioned remarks,
the authors propose a solution based on the game of
Boccia to tackle social exclusion of persons with
disabilities.
Boccia is a strategy-based precision ball game that
has been developed for individuals with cerebral
palsy. However, due to the dynamics of the game, it
can be easily adapted to persons with other types of
motor impairments or even mental ones. Since 1984,
this game is considered a Paralympic Sport, which is
an important fact to point out, since the Paralympic
Games are one of the most relevant elite sporting
events nowadays.
Although Boccia can be played individually, i.e.
one against one, it can be played in teams of two or,
more generally, of three players. Considering that it
can be played in teams, Boccia is a game that
promotes social interaction, as players of the same
team need to communicate between each other to
define a team strategy. Besides, it also promotes
competitivity between teams, which have to stick
together in order to reach a common goal and beat
their opponents.
Mainly due to its social and inclusive aspect,
along with the flexibility concerning rules, the
authors propose to develop an artificial intelligence-
based virtual coach for Boccia, already referenced in
previous work (Calado, Marcutti, Vercelli, & Novais,
2019). The goal is to encourage more individuals with
disabilities to play the game, promoting physical
activity and shortening the learning curve, but most
importantly, this application aims to contribute for the
social inclusion of these individuals using the
dynamics of the sport.
Although it is still a work in progress, the latter
will be based on a virtual assistant, with whom the
player can interact through voice commands, that will
be capable of auto-suggesting the best possible move
for each player (i.e. the best position to place the
Boccia ball), depending on the circumstances of the
game. The virtual coach will also be able to suggest
the most adequate way of performing the throwing
movement, depending on the recommended position
to place the ball within the court. These
recommendations will be made by the virtual coach
via visual and auditory feedback.
However, considering the possible use of deep
learning approaches to build a reliable recommender
system, a high amount of data is needed. Thus, it is
necessary to build a large image dataset containing a
wide variety of game situations in order to train a
model with good generalization properties. Because
Boccia is not as “mainstream” as other sports, such as
football or tennis, it is difficult to acquire a large
number of images from television broadcasts or from
the internet, as there are no Boccia image datasets
available, at least to the best of the authors’
knowledge. This requires serious efforts to build a
good dataset, an issue that was approached in
previous work (Calado, Marcutti, et al., 2019). In the
latter, a virtual Boccia simulator was developed with
functionalities that enable the user to easily place
each Boccia ball in any desired position within the
virtual court and take a screenshot from any camera
angle. This allows the convenient generation of
images containing artificial Boccia game situations,
thus substantially aiding in the construction of a
consistent dataset. However, one must bear in mind
that real game situations must also be present in the
dataset.
The work described in this paper mainly focuses
on new developments made for this simulator
regarding the tracking of the player’s body for
controlling an avatar within the virtual court. To be
more specific, a Microsoft Kinect v2 was used to
capture the player’s body data. The data stream is
then used to make the virtual avatar replicate the
movements performed by the player, allowing the
latter to throw the Boccia balls inside the virtual
court, in a similar fashion as he/she would in real-life.
This new functionality was added to the simulator
with the purpose of understanding what may be the
most appropriate throwing movement to place the ball
in the desired position, inside the virtual court. With
the proper parameters, the simulated throw can be a
good approximation of a real one, thus, this tool can
be used to record data for training models regarding
the throwing movement recommendations made by
the virtual coach.
The present paper is divided in four sections.
Section 2 addresses a literature review regarding
existing virtual coaches and Boccia simulators.
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Section 3 describes the current virtual Boccia
simulator system architecture, along with a preview
of the virtual coach system architecture. Section 4
presents the preliminary results, showcasing the
functionalities of the current implementation of the
simulator. Finally, final remarks and future work are
discussed in Section 5.
2 LITERATURE REVIEW
The concept of a virtual coach is no novelty, the idea
of a personal device that can monitor, motivate and
teach the user is very attractive for individuals who
want to improve their fitness or their general health
but do not want to hire a personal trainer, whether due
to the cost or due to shyness. According to the review
from Lowe et al. (Lowe & ÓLaighin, 2012), some of
the virtual coaching systems that are available in the
market can be divided into three categories:
smartphone applications, sensors devices and image
processing devices. Smartphone applications use
some of the sensors that are typically integrated in a
smart phone (e.g.: GPS and inertial sensors) for
monitoring physical activity, such as Google Fit and
RunKeeper. Sensor devices can be considered
systems that use a central controller, such as a
smartphone, wristband or other embedded
controllers, and external sensors. Nike+ and Polar
systems are some of the existing solutions that fit in
this category. Finally, image processing devices use
cameras or similar solutions to monitor the
movements and position of the user’s body during
physical activity, such as “Your Shape: Fitness
Evolved”, a game for Xbox 360 that uses Microsoft
Kinect. In general, these virtual coaching systems can
provide feedback to the user during or after the
exercise, along with the possibility of creating a
training program. Taking this into account, the system
proposed in this work can be considered to fall into
this category.
Besides the systems that can be found in the
market, several other examples of virtual coaches
regarding its application for physical activity
motivation and monitoring can be found in the
literature. For instance, Watson et al. (Watson,
Bickmore, Cange, Kulshreshtha, & Kvedar, 2012)
developed an internet-based virtual computer agent
with the goal of increasing the level of physical
activity on overweight or obese individuals.
Ruttkay et al. (Ruttkay & Van Welbergen, 2008)
implemented an intelligent virtual agent that, besides
presenting a sequence of exercises to be performed, it
provides feedback based on utterances and
animations to correct the exercise specific
movements in real-time and also to motivate the user.
Furthermore, it can also adjust its tempo to be in sync
with the user. The results of a try-out showed that the
users got engaged with this virtual coach, however,
the feedback could be misleading or too general and
the speech quality, along with the aspect of the avatar,
should be improved. These are remarks to be taken
into account when designing a similar system, in the
sense that the interactions between the virtual coach
and the user should resemble real interhuman
interactions in order to motivate the user.
Additional approaches for correcting technical
movements by a virtual agent were explored in other
works, such as the one by Kelly et al. (Kelly, Healy,
Moran, & O’Connor, 2010), whom used a virtual
coaching environment to improve the golf swing
technique. In this case, the authors used forty-four
reflective spherical markers (forty-one placed on
anatomical landmarks and three on the golf club) to
record the subject’s golf swing movement in 3D, by
using an infra-red motion capture system. A 3D
virtual avatar mimicking the subject’s swing
movement is then aligned and compared to the
movements of a “coach” 3D virtual avatar, which are
based on the average positions of multiple skilled golf
players. Additionally, graphs can be used to analyse
the joint angles throughout the swing movement and
examine the differences between the “apprentice” and
the “expert” player. Overall, both features can help
the user to learn how to achieve the correct golf swing
technique by adjusting his/her movement to a virtual
coach.
Eyck et al. (Eyck et al., 2006) claims that the use
of a virtual coach is capable of increasing the athletes’
interest and enjoyment. Furthermore, it is a
controlling factor in the sense that individuals
increase their physical activity level to receive
rewards and avoid negative consequences. However,
further research is necessary to assess the long-term
effect of this type of systems.
Regarding Boccia, as far as the authors’
knowledge, no virtual coaching system was found in
the literature. The same was observed for similar
sports, such as pétanque, bocce or lawn bowls.
However, several Boccia virtual simulators were
found, which is closely related to the main focus of
this work.
For instance, the Centro de Referencia Estatal de
discapacidad y dependência in León, Spain, a social
services centre focused on aiding persons with severe
disability and dependence, has developed a Boccia
simulator videogame to facilitate and promote sports
practice (CRE Discapacidad y Dependencia, 2016).
Towards a Virtual Coach for Boccia: Developing a Virtual Augmented Interaction based on a Boccia Simulator
219
The game explains the Boccia rules and allows the
user to throw the ball using a Nintendo Wii remote.
Besides, it is possible to choose between three levels
of ball hardness/softness, considers the different
athlete categories and includes the option of using a
ramp for launching the ball.
A company called Preloaded, in a collaboration
with Channel 4, developed a 3D Boccia simulator for
the general public in order to raise awareness for the
Paralympic Sports (Edwards, 2012). It is a very
complete videogame which is regularly used to teach
schools about Boccia, and it features three modes:
quick play, tournament and arcade. Quick play allows
the user to play a game against another player on the
same machine or against the computer AI. In
tournament mode it is possible to play against the
biggest names in Boccia, in a simulated tournament.
Finally, arcade mode focuses on increasing skills,
such as target practice.
Another example is the BocciaSim (Osório & Sá,
2008), an open-source project started by two high
school students. It focuses on a simple 2D Boccia
simulator controlled with mouse and keyboard, which
makes it less attractive to be played by users with
disabilities due to its lack of intuitiveness and
immersiveness.
There were also some works found in the
literature regarding this subject, such as the work by
Guedelha (Guedelha, 2007), which presents a basic
version of the Boccia game controlled only by
keyboard and mouse or joystick. Finally, Ribeiro
(Machado Ribeiro, 2017) made efforts to create a
realistic Boccia simulator focused on BC3
classification athletes based on Unreal game engine,
allowing accurate physics and realistic collision and
ballistics.
Considering the aforementioned Boccia
simulators, no results were presented regarding the
effect of their regular usage on the promotion of the
sport or social inclusion. However, the results from a
study done by Barak et al. (Barak, Mendoza-Laiz,
Gutiérrez Fuentes, Rubiera, & Hutzler, 2016) showed
that individuals with severe physical disabilities who
participated in a rehabilitation programme based on
Boccia benefited from a positive effect on their
psychosocial status.
It is noteworthy to mention that previous work by
the authors also used Boccia as a context for
promoting and monitoring physical activity on the
elderly (Figueira et al., 2017; Silva et al., 2018). This
included efforts regarding real-time game scoring
(Calado, Silva, Soares, & Novais, 2019; Leite,
Calado, & Soares, 2018), throwing movement
detection (Calado, Leite, Soares, Novais, & Arezes,
2018) and User-Interface design (Calado, Leite,
Soares, Novais, & Arezes, 2019).
3 SYSTEM ARCHITECTURE
This section describes the system architecture of the
current implementation of the Boccia simulator. The
predicted architecture for the virtual coach (which is
a work in progress) is also presented in order to help
the reader understand the role of the simulator in the
overall system.
3.1 A Preview of the Virtual Coach
Figure 1 depicts a diagram regarding a preview of the
architecture for the virtual coach system. The area-of-
play is captured, in real-time by a camera placed
directly above the Boccia court. A deep learning
model is then used to detect each of the Boccia balls
within the camera Field-of-View (FOV) and sort
them according to colour (red, blue or white), which
was the target of previous work (Calado, Silva, et al.,
2019). The distance between each red and blue ball
and the jack (white ball) is then computed, based on
their respective centroid coordinates, which allows
the mapping of all balls within the area-of-play and
the computation of the score for the current game
situation. This data is then forwarded to each of both
team’s Strategy Learning Algorithm, a model that
computes a recommendation regarding the optimal
position to place the ball, providing team strategy
aided by artificial intelligence.
For each suggested move there is an associated
throwing movement that may facilitate the task of
placing the ball in the desired position. A second
algorithm can recommend a throwing movement that
is more adequate for this task. The output from the
latter can also allow the player, through a virtual
avatar displayed on the Virtual Coach GUI, to see the
representation of the suggested throwing movement,
thus improving training. However, the training of the
two models, regarding ball positioning and throwing
movement recommendations, requires a large amount
of data. This is where the virtual Boccia simulator
plays an important role, as its current features allow
the easy generation of gameplay images and
simulation of throws with realistic ball physics using
real time body tracking data, which is also possible to
be recorded.
The aforementioned recommendations are then
conveyed to the virtual coach per se, an intelligent
virtual agent capable of using the incoming data to
give visual and audio feedback to the player, so the
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220
Figure 1: Preview of the virtual coach system architecture.
latter can make an informed decision about his/her
next move or learn different types of Boccia
strategies.
The user will be able to dynamically interact with
the virtual coach at any time by using voice
commands and natural language processing. The
virtual coach will be able to convey information to the
player by using a display placed on the players’ chair
that will show the area-of-play covered by the
camera, a virtual avatar, current game score and the
suggested optimal ball position. Additionally,
headphones can be used for audio feedback based on
voice cues.
Moreover, different types of sensors will be used
on the players in order to acquire various bio-signals,
which the behaviour may trigger different virtual
coach responses. Regarding the bio-signals GUI, the
signals acquired by the biosensors, as well as the ones
acquired by the inertial sensors, are stored in a data
base and plotted for each game, or session, so the
coach, or caregiver, can posteriorly analyse the
player’s physiological data and detect any possible
anomalies.
3.2 Virtual Boccia Simulator
The current architecture of the Boccia simulator, the
main focus of this work, can be observed in Figure 2.
This system is composed by a Kinect sensor, a
processing unit, and an external screen for displaying
the graphic interface.
The Microsoft Kinect V2 (Microsoft, 2017) is
used in order to track the user joints position in the
3D space in real-time. The body tracking API outputs
as skeleton model composed of 25 joints. In order to
reliably work with Kinect in several platforms at the
same time, a Node.js application was developed. This
Node.js application, on the Windows OS machine,
can receive the sensor data by using the official
Kinect SDK and transmit the data to other platforms.
The Kinect V2 is used to track the players and to
recognize the two main gestures (underarm throw and
upper arm throw) performed when throwing a ball
during a Boccia match.
Figure 2: Proposed system architecture.
4 PRELIMINARY RESULTS
The Boccia simulator was developed in Unity 3D
game engine (Unity, 2019) and all of the dimensions
used were set according to the real-world measures.
In Figure 3, it is depicted a diagram with the main
functionalities of the simulator. For better
understanding of the Boccia game rules, the
interested reader may refer to the official Boccia
International Sports Federation documentation
(BISFed, 2017).
A “free-camera” mode was implemented in
previous work (Calado, Marcutti, et al., 2019), which
Towards a Virtual Coach for Boccia: Developing a Virtual Augmented Interaction based on a Boccia Simulator
221
Figure 3: Overview of the most relevant features of the virtual Boccia simulator.
allows the placement of Boccia balls anywhere inside
the court and the taking of screenshots. The court is
also customizable by changing the texture of the floor
background by choosing one of twelve available
textures as shown in Figure 3. These customizations
facilitate the extraction of images, augmenting the
data to be used for the training of Artificial
Intelligence algorithms referenced in section 3.1. An
example of a game situation image generated by this
feature can be observed in Figure 4.
Figure 4: Example of an artificial game situation generated
with the “free-camera” functionality.
The new functionalities added to the simulator
allow the user to select an “avatar mode”, which
enables the visualization of a virtual avatar
mimicking the player movements in real-time. The
used avatar was adapted from (Mixamo, 2019),
Figure 5. This allows the recording of body data
describing the movement done by the user to place
the ball in a certain position within the court. In a later
stage, this data can be subsequently used to train the
recommendation system, allowing the user, with the
visual feedback provided by an avatar, to have an idea
of how to perform the throwing movement in order to
place the ball in the desired position.
Additionally, a gesture recognition algorithm
based on a state-machine was implemented (Figure
6), which detects when the player performed, with the
right arm, one of the two most common throwing
gestures in Boccia: underarm and overarm. A state-
machine is a simple model to track the events
triggered by external inputs. This is done by assigning
intermediate states to decide what happens when a
specific input comes, and which event is triggered.
Figure 5: Up: Player performing the underarm throw;
Down: Player performing the overarm throw.
The implemented state-machine has three states.
It is initialized on the idle state and passes to state S1
when the right arm is in a typical position for building
momentum (Position 1 in the diagram), whereas, if
the player’s right arm is in a position that is typically
assumed at the end of a throwing movement (Position
2 in the diagram), the state-machine passes to state
HUCAPP 2020 - 4th International Conference on Human Computer Interaction Theory and Applications
222
S2. However, if Position 2 is not assumed before 1.5
seconds have passed after state S1 is activated, the
state-machine returns to idle state (S0).
Figure 6: State-machine used for detecting throwing
gestures from the Kinect body tracking data.
As the state-machine reaches S2, a throwing event
is triggered, and the ball is thrown according to the
direction of the velocity vector of the avatar’s hand
joint at the time instant when state S2 is activated. The
force at which the ball is thrown is calculated as being
the mass of the ball (which is set to 275 g in the Unity
world, in accordance with the game regulations)
times the avatar’s hand joint acceleration, allowing to
simulate the trajectory on the virtual simulator using
physics approximated to reality.
The parameters used for complying with the
conditions set by Position 1 and 2 were based on the
difference between the right hand and shoulder
coordinates acquired by the Kinect.
Furthermore, as depicted in Figure 3, the ball
physics are customizable by the user, which includes
the following parameters used for adjusting the
physics of a rigid body in the Unity’s virtual world:
bounciness, static friction, dynamic friction, drag and
angular drag. Thus, the user can regulate these
parameters to realistically simulate the throwing of
balls with different levels of softness/hardness, as it is
done in the game. Of course, the setting of these
parameters depends on the disability and the
associated level of the player.
Alternative to the “avatar mode”, the user can
select the “manual mode”, where all the parameters
related with ball throwing can be manually set, such
as height, force magnitude and direction.
Additionally, it also provides the option to position
the ball anywhere inside the previously selected box
in the court before throwing it.
5 FINAL REMARKS AND
FUTURE WORK
The World Health Organization estimates that
approximately 15% of the worldwide population lives
with some form of disability. Having a disability can
lead to social exclusion, therefore it is paramount to
ensure that every individual with a motor or cognitive
disability can be able to participate in society, to the
largest extent possible.
Following this idea, the present work suggests the
development of a virtual Boccia coach in order to
tackle these issues. This tool aims to contribute for the
inclusion and empowerment of individuals with
motor or mental impairments. Additionally, a Virtual
Boccia Simulator was developed to easily allow the
creation of different types of game situations for the
training of new players as well as, the virtual coach’s
Artificial Intelligence algorithms.
This work focused on new developments made on
the simulator, namely the “avatar mode”, enabling the
visualization of a virtual avatar mimicking the player
movements in real-time. Moreover, a gesture
recognition algorithm based on a state-machine was
implemented, which is able to detect when the player
performs one of the two most common throwing
gestures in Boccia.
Future work includes a continuous improvement
of the simulator, by tackling the regularity of the
virtual court’s ground to better mirror the real-world
conditions. The Kinect data will be recorded to later
be used to train the virtual coach recommendation
system. Additionally, it is intended to add wearable
devices to the framework since it can provide more
data to the virtual coach. The system level autonomy
should also be increased by adding interactive
machine learning enabling it to learn on the fly. This
will allow the input of knowledge from professionals
into the system in order to better train the virtual
coach, improving the virtual coach recommendations.
ACKNOWLEDGEMENTS
This work has been supported by RISEWISE (RISE
Women with disabilities In Social Engagement) EU
project under the Agreement No. 690874. Vinicius
Silva also thanks FCT for the PhD scholarship
SFRH/BD/SFRH/BD/133314/2017.
Towards a Virtual Coach for Boccia: Developing a Virtual Augmented Interaction based on a Boccia Simulator
223
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