نتایج جستجو برای: kinect

تعداد نتایج: 2418  

2016
Mike van Diest Jan Stegenga Heinrich Wörtche Klaas Postema Gijsbertus Verkerke Claudine Lamoth

BACKGROUND AND AIM:Fall injuries are responsible for significant disability among elderly[1]. Exergames based on full body movements provide a challenging opportunity for training and evaluation of postural control[2], but affordable sensor technology and algorithms for assessment of whole body movement patterns are scarce. Aim: to evaluate the suitability of Kinect, an affordable motion captur...

2013
Lynsey Calder Jose Magalhaes Ruth Aylett Sandy Louchart Stefano Padilla Mike Chantler Andrew MacVean

This paper is an overview of a Kinect-based RGB detection software developed as part of an ongoing ‘Smart’ (Smart Textiles and Wearable Technology in Pervasive Computing Environments) Costume project. The project involved a multi-disciplinary team in the domains of textile design, engineering and computer science. In this work we aimed to establish initial studies on how the Microsoft Kinect pe...

2014
William Dyce Nancy Rodriguez Benoit Lange Sebastien Andary Antoine Seilles

The use of computer vision techniques to build hands-free input devices has long been a topic of interest to researchers in the field of natural interaction. In recent years Microsoft’s Kinect has brought these technologies to the layman, but the most commonly used libraries for Kinect human pose recognition are closed-source. There is not yet an accepted, effective open-source alternative upon...

2011
Navneet Kapur

With the availability of commercial depth sensors such as the Kinect, there is a body of work using the depth information provided by the Kinect to segment images of scenes [1][6]. In this project we try to segment cluttered scenes by augmenting color information in images with depth cues from the Kinect data. In this milestone, our major focus was to study the literature in the RGBZ domain, im...

2012
Stevie Giovanni Yeun Chul Choi Jay Huang Khoo Eng Tat KangKang Yin

We present a virtual try-on system EON Interactive Mirror that employs one Kinect sensor and one High-Definition (HD) Camera. We first overview the major technical components for the complete virtual try-on system. We then elaborate on several key challenges such as calibration between the Kinect and HD cameras, and shoulder height estimation for individual subjects. Quality of these steps is t...

2012
Alfredo Chávez Henrik Karstoft

To enhance sensor capabilities, sensor data readings from different modalities must be fused. The main contribution of this paper is to present a sensor data fusion approach that can reduce Kinect(TM) sensor limitations. This approach involves combining laser with Kinect(TM) sensors. Sensor data is modelled in a 3D environment based on octrees using a probabilistic occupancy estimation. The Bay...

2012
Krystof Litomisky

Introduction In November 2010, Microsoft released the Kinect RGB-D sensor as a new Natural User Interface (NUI) for its XBOX 360 gaming platform. The Kinect, like other RGB-D sensors, provides color information as well as the estimated depth for each pixel. At $150, the Kinect is an order of magnitude cheaper than similar sensors that had existed before it. This has dramatically reinvigorated i...

Journal: :Archives of pediatrics & adolescent medicine 2012
Stephen R Smallwood Michael M Morris Stephen J Fallows John P Buckley

OBJECTIVE To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360. DESIGN Comparison study. SETTING Kirkby Sports College Centre for Learning, Liverpool, England. PARTICIPANTS Eighteen schoolchildren (10 boys and 8 girls) aged 11 to 15 years. MAIN EXPOSURE A comparison of a traditional sedentary video game and 2 Kinect activity-p...

Journal: :Human movement science 2014
Amy Bufton Amity Campbell Erin Howie Leon Straker

Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10-12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist and elbow joint angles and hand path distance and speed were captured. Children playing real table...

2013
Georgios Galatas Fillia Makedon

in this paper we present the improvement of our novel localization system, by introducing radio-frequency identification (RFID) which adds person identification capabilities and increases multi-person localization robustness. Our system aims at achieving multi-modal context-awareness in an assistive, ambient intelligence environment. The unintrusive devices used are RFID and 3-D audio-visual in...

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