ACTUATE racket: Designing intervention of user's performance through controlling angle of racket surface

Katsutoshi Masai, Yuta Sugiura, Maki Sugimoto

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In this study, we introduce a novel way to interact with sports players during the activities through actuating sports equipment. We propose ACTUATE Racket, a new type of sports racket that can change its angle of the surface. We made the table tennis racket prototype that has two servo motors for controlling the angle of its surface. The goal of this research is to explore the design opportunity of the relationships between user and racket by creating new interactions with the racket. We investigate practice methods of racket sports introductory activity: bouncing a ball on the racket rhythmically. We present three approaches with the racket. (1) One approach is to stabilize the angle of the surface during the activity. (2) Another approach is to amplify the angle of the surface regardless of the grip angle while user bounces the ball. (3) The other approach is to intentionally change the surface of the racket for each swing so that the user have to adjust the angle of its surface. We report the results and insights and we wrap up the design opportunities of the device with future scenarios.

Original languageEnglish
Title of host publicationProceedings of the 8th Augmented Human International Conference, AH 2017
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450348355
DOIs
Publication statusPublished - 2017 Mar 16
Event8th Augmented Human International Conference, AH 2017 - Mountain View, Silicon Valley, United States
Duration: 2017 Mar 162017 Mar 18

Publication series

NameACM International Conference Proceeding Series

Other

Other8th Augmented Human International Conference, AH 2017
Country/TerritoryUnited States
CityMountain View, Silicon Valley
Period17/3/1617/3/18

Keywords

  • Augmented sports
  • Smart racket

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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