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Table 1 shows the results of a motion recognition event.
A motion recognition event is divided into a body part recognition event and a tactile event initiated by a hand or foot.
Scene 2 depicts a climber stretching his or her right arm and hand, which overlap with Game object 1. Scene 3 shows multiple motion recognition event occurrences.
Although some of the climber's body area overlapped with the recognition object, the depth difference between the body area and recognition object was bigger than the event occurrence condition; therefore, a motion recognition event did not occur.
A motion recognition event occurred for the right hand, and then a separate event occurred for the right elbow as the climber stretched his or her right arm to the right of Game object 1. Scene 4 illustrates a touch event, since the right hand area did not overlap with any climbing hold areas.
In the event log column, "Frame index" is the frame number of the video used to detect a motion recognition event; "Game object ID" is the identification number of the recognized object; "Body event" is the body part recognition event; and "Touch event" is the tactile event initiated by a hand or foot.
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Table 1 Results of motion recognition events Scene no.
Scenes 5 and 6 are situations that caused motion recognition events for the head and right hand, respectively.
We show that this anatomical information can be used for motion recognition events caused by human interactions with the game objects, climbing wall, and climbing holds.
Climbing motion is recognized using motion recognition events, for which anatomical information is used to detect motion events in response to game objects, the artificial climbing wall, and climbing holds.
The motion symbols allow motion recognition and synthesis.
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