Using New Camera-Based Technologies for Gait Analysis in Older Adults in Comparison to the Established GAITRite System [PDF]
Various gait parameters can be used to assess the risk of falling in older adults. However, the state-of-the-art systems used to quantify gait parameters often come with high costs as well as training and space requirements.
Mansow-Model, Sebastian +5 more
core +1 more source
Evaluation of Upper Extremity Movement Characteristics during Standardized Pediatric Functional Assessment with a Kinect®-based Markerless Motion Analysis System [PDF]
A recently developed and evaluated upper extremity (UE) markerless motion analysis system based on the Microsoft® Kinect® has potential for improving functional assessment of patients with hemiplegic cerebral palsy.
Harris, Gerald F. +3 more
core +2 more sources
Human gesture classification by brute-force machine learning for exergaming in physiotherapy [PDF]
In this paper, a novel approach for human gesture classification on skeletal data is proposed for the application of exergaming in physiotherapy. Unlike existing methods, we propose to use a general classifier like Random Forests to recognize dynamic ...
Allebosch, Gianni +4 more
core +1 more source
Characterization of a Multi-User Indoor Positioning System Based on Low Cost Depth Vision (Kinect) for Monitoring Human Activity in a Smart Home [PDF]
An increasing number of systems use indoor positioning for many scenarios such as asset tracking, health care, games, manufacturing, logistics, shopping, and security. Many technologies are available and the use of depth cameras is becoming more and more
Abouchi, Nacer +5 more
core +4 more sources
Use of the Azure Kinect to measure foot clearance during obstacle crossing: A validation study
Obstacle crossing is typical adaptive locomotion known to be related to the risk of falls. Previous conventional studies have used elaborate and costly optical motion capture systems, which not only represent a considerable expense but also require ...
Kohei Yoshimoto, Masahiro Shinya
doaj +2 more sources
Natural User Interface for Education in Virtual Environments [PDF]
Education and self-improvement are key features of human behavior. However, learning in the physical world is not always desirable or achievable. That is how simulators came to be.
Stavrev, Stefan
core +1 more source
Kinect Range Sensing: Structured-Light versus Time-of-Flight Kinect [PDF]
Recently, the new Kinect One has been issued by Microsoft, providing the next generation of real-time range sensing devices based on the Time-of-Flight (ToF) principle.
Kolb, Andreas +2 more
core +1 more source
KINECTWheels: wheelchair-accessible motion-based game interaction [PDF]
The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely.
Gerling, Kathrin M. +2 more
core +2 more sources
Evaluation of Pose Tracking Accuracy in the First and Second Generations of Microsoft Kinect
Microsoft Kinect camera and its skeletal tracking capabilities have been embraced by many researchers and commercial developers in various applications of real-time human movement analysis.
Bajcsy, Ruzena +3 more
core +1 more source
Is movement better? Comparing sedentary and motion-based game controls for older adults [PDF]
Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults ...
Dergousoff, Kristen K. +2 more
core +2 more sources

