WEBVTT

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[Silence] 

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[Audience Noise] [Whistle blown] [Sound of kicking ball]

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Introducing extreme Jump Trainer

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In this project we are exploring a new

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and innovative form of sports training, a type of

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sports training that does not require expert coaches, expensive

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camps, clinics and private lessons, boring repetitive exercises

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or expensive training equipment. Rather, this project is

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delving into a style of sports training that could revolutionize

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how young athletes are trained by combining biomechanical analysis and

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an interactive video game experience. This project is creating

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a training environment that is fun, cheap, works

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around your schedule, happens in the comfort of your

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own home and fosters effective advanced biomechanical training. To demonstrate

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the concept of this style of training, we chose

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to focus on vertical jump training. We chose this

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activity because of its relevance to a large number of

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sports such as basketball, volleyball, football and track

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and field. We wanted to demonstrate that this style

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of training can positively impact a large group of young

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athletes and their sports development. The vertical jump training

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stood out as an ideal activity. In traditional jump training,

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an athlete works one on one with a coach

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in a gym or weight room the athlete is put

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through a variety of drills and exercises that target different

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components of jumping abilities such as technique, balance,

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agility, speed and proprioception. The drills themselves

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are simplistic and repetitive and the training needs to occur

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several times a week over a course of several weeks

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before any noticeable improvement is seen. This style of

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training works very well, but requires a lot of

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time and effort before seeing any results. Now,

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imagine if those same training results could be achieved from

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a fun, engaging experience an experience where a traditional

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sports activity, in this case, side by side

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jumping. This turned into a game where biomechanical feedback

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and suggestions for improvement are given after each exercise.

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Where motivation is provided through a challenging video game where

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athletes are inspired to improve their technique to achieve a

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higher score and reach new levels. This type of

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training could give a young athlete preparing for a big

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tryout an edge over other competitors could allow a

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young athlete who doesn't have access to the top coaches

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an opportunity to reach their full potential could provide

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kids who might otherwise shy away from sports. The

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motivation to stay involved. Here is how the application works

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A Microsoft connect is connected to a PC and

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then the skeleton information is streamed to our game application

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using OpenNI and Fast. The game

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environment which was created using the Vizard virtual reality toolkit

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features an avatar that moves according to the user.

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The avatar is infused into a side to side jumping activity

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when the user jumps the avatar jumps. If the

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athlete exceeds a certain distance threshold, the avatar jumps

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to the other rock. If the user does not

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jump far enough, the avatar falls into the lava.

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If the user waits too long in between jumps

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the avatar sinks into the lava. During each activity,

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the biomechanics are recorded and compared against an ideal model.

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Training tips are displayed to the user after each

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activity, suggesting ways to improve for following rounds.

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For example, someone who isn't driving their arms

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back during the crouch phase would get a training tip

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telling them to use their arms more as well as

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a graphic comparing their actions to the ideal model.

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Then in following rounds, the user could change their

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technique and once again see how their actions compared to

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the ideal model. Over continued use with the application,

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the user would see improvements in their jumping around

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mechanics. This application is just the beginning. There

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are amounts of possibilities for extending this concept. Further

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different applications can be made for different physical activities and

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sports. Applications could also be developed to specifically address young

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users who may be ready to give up on sports

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and physical activity. The bottom mechanical training could be

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extended greatly, perhaps even to allow customization by high

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level coaches and athletes. These concepts could also be

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applied to physical therapy to make the mundane rehabilitation exercises

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more exciting to the patients during injury recovery. Thanks,

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I hope you enjoyed this project

