The field of physically interactive electronic games is rapidly evolving, driven by the fact that it combines the benefits of physical activities and the attractiveness of electronic games, as well as advancements in sensor technologies. In this paper, a new game was introduced, which is a special version of Bubble Soccer, which we named Q-eBall. It creates a dynamic and engaging experience by combining simulation and physical interactions. Q-eBall is equipped with a fall detection system, which uses an embedded electronic circuit integrated with an accelerometer, a gyroscopic, and a pressure sensor. An evaluation of the performance of the fall detection system in Q-eBall is presented, exploring its technical details and showing its performance. The system captures the data of players’ movement in real-time and transmits it to the game controller, which can accurately identify when a player falls. The automated fall detection process enables the game to take the required actions, such as transferring possession of the visual ball or applying fouls, without the need for manual intervention. Offline experiments were conducted to assess the performance of four machine learning models, which were K-Nearest Neighbors (KNNs), Support Vector Machine (SVM), Random Forest (RF), and Long Short-Term Memory (LSTM), for falls detection. The results showed that the inclusion of pressure sensor data significantly improved the performance of all models, with the SVM and LSTM models reaching 100% on all metrics (accuracy, precision, recall, and F1-score). To validate the offline results, a real-time experiment was performed using the pre-trained SVM model, which successfully recorded all 150 falls without any false positives or false negatives. These findings prove the reliability and effectiveness of the Q-eBall fall detection system in real time.
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