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首页> 外文期刊>Journal of Biomechanics >Suitability of Kinect for measuring whole body movement patterns during exergaming
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Suitability of Kinect for measuring whole body movement patterns during exergaming

机译:Kinect在锻炼过程中测量全身运动方式的适用性

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Exergames provide a challenging opportunity for home-based training and evaluation of postural control in the elderly population, but affordable sensor technology and algorithms for assessment of whole body movement patterns in the home environment are yet to be developed. The aim of the present study was to evaluate the use of Kinect, a commonly available video game sensor, for capturing and analyzing whole body movement patterns. Healthy adults (. n=20) played a weight shifting exergame under five different conditions with varying amplitudes and speed of sway movement, while 3D positions of ten body segments were recorded in the frontal plane using Kinect and a Vicon 3D camera system. Principal Component Analysis (PCA) was used to extract and compare movement patterns and the variance in individual body segment positions explained by these patterns. Using the identified patterns, balance outcome measures based on spatiotemporal sway characteristics were computed. The results showed that both Vicon and Kinect capture >90% variance of all body segment movements within three PCs. Kinect-derived movement patterns were found to explain variance in trunk movements accurately, yet explained variance in hand and foot segments was underestimated and overestimated respectively by as much as 30%. Differences between both systems with respect to balance outcome measures range 0.3-64.3%. The results imply that Kinect provides the unique possibility of quantifying balance ability while performing complex tasks in an exergame environment.
机译:Exergames为老年人进行家庭培训和姿势控制评估提供了一个具有挑战性的机会,但是用于评估家庭环境中全身运动模式的价格可承受的传感器技术和算法尚待开发。本研究的目的是评估Kinect(一种常用的视频游戏传感器)用于捕获和分析全身运动模式的用途。健康成年人(。n = 20)在五种不同条件下以不同幅度和摇摆运动的速度进行了重量变化的运动游戏,同时使用Kinect和Vicon 3D摄像系统在额叶平面记录了十个身体段的3D位置。主成分分析(PCA)用于提取和比较运动模式以及由这些模式解释的各个身体节段位置的方差。使用确定的模式,计算基于时空摇摆特征的平衡结果度量。结果表明,Vicon和Kinect均捕获了三台PC内所有人体节段运动的> 90%方差。 Kinect派生的运动模式被发现可以准确地解释躯干运动的方差,但手和脚段的解释方差被低估了或高估了30%。两种系统之间关于平衡结果度量的差异范围为0.3-64.3%。结果表明,Kinect提供了在游戏环境中执行复杂任务时量化平衡能力的独特可能性。

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