Boards Hit Back: Reflecting on Martial Arts Practices Through Soma Design

Full-Body Interaction & Embodied InputDance & Body Movement ComputingDancers & Performing Artists

Title of the Paper

Boards Hit Back: Reflecting on Martial Arts Practices Through Soma Design

Paper Information

  • Field of Study: Human-Computer Interaction, Design, Integration of HCI and Physical Activities
  • Keywords: Embodied Interaction, Design, Soma Design, Physical Practices, Martial Arts

Research Background and Problems

  • Identified Problems or Challenges:

    1. While HCI design has been widely applied to various physical activities such as running, dancing, and extreme sports, the design of relevant technologies for martial arts remains underexplored.
    2. In existing practices, new technologies often lead to changes in participants, rules, and even goals, but the specific mechanisms behind these changes remain unclear.
    3. How to use technology to support reflection and innovation in physical practices while simultaneously achieving self-improvement and habit optimization for practitioners is an unresolved challenge.
  • Importance of the Problem:

    1. Martial arts, as a physical practice deeply rooted in specific cultural and philosophical frameworks, has limited acceptance of technological intervention but also holds potential for embracing innovation.
    2. A deeper understanding of how technological intervention can enhance martial arts practice and personal self-improvement is of great research and practical significance in integrating traditional practices with modern technology.
  • Research Motivation and Related Work:

    1. The project is based on the "soma design method," which emphasizes the central role of bodily perception in the design process. It explores the potential application of this method in martial arts, building on successful cases in fields such as dance and yoga.
    2. Martial arts (specifically Bujinkan Budo Taijutsu) serve as the research subject, offering a rich philosophical background and a focus on creative standards, making it a highly promising field for design exploration.

Proposed Solution

  • Proposed Solution: The authors developed an interactive wooden martial arts training tool called "Koinryō," which supports intelligent and reflective martial arts practice through technological intervention.

  • Innovative Aspects of the Solution:

    1. Introduced the Soma design concept, designing interactive tools through bodily perception and reflective processes.
    2. Employed specific technological means (e.g., pneumatic muscle sensors) to provide practitioners with dynamic and feedback-driven training experiences.
    3. Validated the design in specific movement contexts—enhancing the physical experience while enabling participants to reflect on their practice habits.
  • Implementation Steps and Key Technologies:

    1. Design Framework:
      • Applied the Soma design framework, encouraging the generation of design inspiration through bodily sensory experiences.
      • Incorporated "estrangement methods" to disrupt martial arts practitioners' habitual training routines, thereby stimulating innovation.
    2. Technical Implementation:
      • The system comprises multiple components, including a ceiling-mounted platform, wooden shafts, pneumatic muscles, and sensors, providing dynamic, interactive, and impact-resistant training experiences.
      • Utilized touch and distance detection sensors, pneumatic muscles, and behavioral state machines to achieve intelligent motion feedback.
    3. User Participation and Feedback Analysis:
      • Through an autobiographical design approach, the first author, as both designer and user, documented their experiences and changes during the training process.
      • Invited participants with varying levels of martial arts experience to engage in interactive testing, comparing user experiences across different backgrounds.

Research Outcomes

  • Specific Outcomes:

    1. Developed a novel interactive martial arts training tool (Koinryō) capable of simulating opponent movements and providing a degree of randomness and responsiveness.
    2. Identified specific scenarios where the design conflicted with traditional martial arts practices and formulated optimized solutions.
    3. During experiments, practitioners enhanced their reflection and understanding of martial arts movements, improving physical practices and generating new practical training methods.
  • Comparison with Existing Solutions and Advantages:

    • Compared to traditional passive tools (e.g., punching bags, wooden dummies), Koinryō introduces dynamic feedback and interactivity, increasing realism and challenge.
    • Unlike other technological interventions, Koinryō not only changes training methods but also activates practitioners' bodily reflective abilities, offering profound philosophical implications.
  • Experiments and Evaluation:

    1. Used the first author's daily training observations (including video recordings, textual descriptions, etc.) as autobiographical data sources.
    2. Experimental results demonstrated that the design not only optimized diverse martial arts training but also made unconscious habits conscious, promoting the synchronization of cognitive and emotional systems.
  • Limitations and Future Directions:

    1. Limitations:
      • The design of Koinryō is constrained by material and technical limitations, and its motion capabilities may not fully simulate human movements.
      • The findings from the autobiographical design approach are difficult to generalize, as they are limited to the individual experiences of the author.
    2. Future Directions:
      • Further exploration of the practical application of this tool, particularly in martial arts teaching.
      • Incorporation of more advanced sensing and interaction technologies to make the device smarter and more human-like.
      • Promotion and testing of the design approach across different cultures and martial arts systems.

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https://hci.top/en/papers/chi/96288/2023

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DOI: https://doi.org/10.1145/3544548.3580722
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CHI
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Year
2023
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Full-Body Interaction & Embodied Input, Dance & Body Movement Computing
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Dancers & Performing Artists
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