论文标题

Augklimb:互动数据主导的训练培训的增强

augKlimb: Interactive Data-Led Augmentation of Bouldering Training

论文作者

Storry, Luke

论文摘要

攀登是一项受欢迎且不断发展的运动,尤其是在室内,登山者可以在那里使用人工持有人进行人造路线进行训练。要成功地达到攀登的顶部,需要力量和良好的技术,并且经常教练以提高技术的努力,因此需要更少的力量,从而使登山者能够攀升更加困难。 近年来,已经研究了将计算机交流添加到攀登的各个方面,但是有很大的空间可以研究轻巧的工具,以帮助休闲中间的登山者,既有更棘手的攀登和提高自己的技术。 在这个CS大师最终项目中,我探讨了哪种形式的数据捕捉和输出功能可以改善登山者的训练,并分析了登山者在整个攀登课程中如何回应查看其数据的方式,然后进行了以用户为中心的设计,以构建中等登山者的轻量级移动应用程序。通过一系列的调查,讨论,赋形的研究和原型制作,探索,测试和开发了各种硬件和软件解决方案,鉴于该项目的时间范围,该系统最紧密地满足了当地室内巨石的需求。 这由迭代开发的交互式移动应用程序组成,该应用程序可以记录,绘制和评分登山者的加速度,既是训练工具,又是对良好技术的游戏化激励措施;可以将视频录制链接到加速度图,以逐帧检查弱点;已完全批准并分发在Google Play商店中,目前由15个当地登山者定期使用。然后,我进行了一项最终的可用性研究,包括对40分钟的面试成绩单的主题分析,以深入了解该应用程序对使用它的登山者的影响以及其益处和限制。

Climbing is a popular and growing sport, especially indoors, where climbers can train on man-made routes using artificial holds. Both strength and good technique is required to successfully reach the top of a climb, and often coaches work to improve technique so less strength is required, enabling a climber to ascent more difficult climbs. Various aspects of adding computer-interaction to climbing have been studied in recent years, but there is a large space for research into lightweight tools to aid recreational intermediate climbers, both with trickier climbs and to improve their own technique. In this CS Masters final project, I explored which form of data-capture and output-features could improve a climber's training, and analysed how climbers responded to viewing their data throughout a climbing session, then conducted a user-centred design to build a lightweight mobile application for intermediate climbers. A variety of hardware and software solutions were explored, tested and developed through series of surveys, discussions, wizard-of-oz studies and prototyping, resulting in a system that most closely meets the needs of local indoor boulderers given the project's time scope. This consists of an iteratively developed interactive mobile app that: can record, graph, and score the acceleration of a climber, as both a training tool and gamification incentive for good technique; can link a video recording to the acceleration graph, to enable frame-by-frame inspection of weaknesses; is fully approved and distributed on the Google play Store and currently being regularly used by 15 local climbers. Then I conducted a final usability study, comprising a thematic analysis of forty minutes's worth of interview transcripts, to gain a deep understanding of the app's impact on the climbers using it, along with its benefits and limitations.

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