Development of Kendo Motion Prediction System for
VR Kendo Training System
Yuki Saigo
1
, Sho Yokota
1a
, Akihiro Matsumoto
1b
, Daisuke Chugo
2c
,
Satoshi Muramatsu
3
and Hiroshi Hashimoto
4d
1
Dept. of Mechanical Engineering, Toyo University, Saitama, Japan
2
School of Engineering, Kwansei Gakuin University, Sanda, Japan
3
Dept. of Applied Computer Eng., Tokai University, Hiratsuka, Japan
4
Adv. Institute of Industrial Tech., Shinagawa, Japan
Keywords: Sports Training, Machine Learning, Human Motion Prediction, Recurrent Neural Network.
Abstract: In this study, we developed and evaluated a system within the system to predict the user’s Kendo (Japanese
fencing) motions which is the function of the VR Kendo system that enables easy Kendo training at home or
in similar settings. We utilized markerless motion capture and machine learning based on recurrent neural
networks (RNN) to learn and predict kendo motions. As a result, the proposed system successfully predicted
Kendo motions as it started with high accuracy.
1 INTRODUCTION
Training is crucial for improving skills in any sport.
Sports training typically requires a designated
location and training partners. Depending on the sport,
some activities are easy to train, and others are not.
An example of a sport that is easy to train is long-
distance running. Long-distance running can be
trained alone near one's home, such as on nearby
roads or tracks.
On the other hand, kendo is one of those sports
that are not easy to train without a training partner.
Kendo is one of the Japanese martial arts in which
players wear protective gear and use bamboo sword
to fight each other, namely, it is "Japanese fencing".
The purpose of kendo is to strengthen the body and
mind and to build moral character through continuous
training (All Japan Kendo Federation, 2023). In the
case of kendo, there must be at least two persons
wearing training uniforms and protective gear and
holding bamboo swords. Furthermore, an indoor
facility with sufficient space to swing the bamboo
sword is required. Therefore, it is possible to
overcome space constraints by utilizing a virtual
a
https://orcid.org/0000-0002-8507-5620
b
https://orcid.org/0000-0002-3004-7235
c
https://orcid.org/0000-0002-3884-3746
d
https://orcid.org/0000-0003-2416-8038
environment (VR). Additionally, if training partners
can be provided as virtual agents within the virtual
space, engaging in easy kendo training at home or
similar locations would be possible. In particular, in
actual Kendo training, the process of players mutually
predicting each other's motions(techniques) is crucial.
We think more practical training is possible if the
agent confronting the user in the virtual environment
can predict the technique's motion when the user
performs it. Therefore, in this study, we develop the
Kendo motion prediction system as a first step toward
realizing this system. In particular, this paper
proposes a method for predicting the type of
techniques at the moment of its execution, i.e., the
moment when a user performs a "Men", "Kote",
"Dou" or "Stance" motion.
There have already been several studies on kendo
training systems. A method for predicting kendo
movements using GMM from body and bamboo
sword motion capture (Y. Tanaka, K. Kosuge, 2014),
a training system that provides feedback on kendo
movements using IMU (M. Takata, Y. Nakamura et
al., 2019), and a system that predicts kendo
movements using machine learning and markerless
motion capture from information obtained from two