622 results on '"microsoft kinect"'
Search Results
2. Comparing Microsoft Kinect and Observational Gait Analysis in Assessing Gait Parameters of Apparently Healthy Adults
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Chidozie Emmanuel Mbada, Emmanuel Oluwatosin Abata, Omoniyi Ayokunle Ojapinwa, Saturday Nicholas Oghumu, Adekola Ademogoyegun, and Francis Fatoye
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microsoft kinect ,observational gait analysis ,gait analysis ,gait ,Medicine ,Vocational rehabilitation. Employment of people with disabilities ,HD7255-7256 - Abstract
Objectives: Although the Microsoft Kinect has compelling potential for gait analysis in medicine, data available to compare it with observational gait analysis (OGA) is scarce. This study compared the Microsoft Kinect and the OGA in assessing the gait parameters of apparently healthy adults. Methods: Ninety-seven apparently healthy young male adults participated in this comparative study. First, the participant’s age, height, weight, and body mass index were obtained. Afterward, gait parameters involving the number of steps, cadence, stride length, and step length were assessed concurrently following OGA standard procedures and the Microsoft Kinect during a 6-m walk down the hallway. The obtained data were analyzed using descriptive and inferential statistics. The significance level was set at P
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- 2023
3. Design and implementation of eye tracking application for generation of augmented reality content on spatial see through display of remote and virtual control tower (RVT).
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Moruzzi, Martino C., Santhosh, Sandhya, Corsi, Marzia, Bagassi, Sara, and De Crescenzio, Francesca
- Abstract
Airports are a fundamental node in the aviation system. The growth of this sector undergoes the evolution of the airports procedures and infrastructures. Air traffic control is considered to be one of the most important activity performed in an airport. This often involves numerous personnel, construction and maintenance costs etc. With the ongoing digitalisation process in various fields, the concept of remote and virtual control towers (RVT) has emerged owing to the innovation in this field. Technologies such as augmented reality (AR) have successfully paved their smooth way to bring in improvements to an RVT. The current work aims to enhance and improve the controller work in an RVT exploiting the adaption of virtual reality and AR systems. In particular, this concept is under investigation within the EU funded SESAR project: RETINA (Resilient Synthetic Vision for Advanced Control Tower Air Navigation Service Provision) and DTT (Digital Technologies for Tower). AR content generation by virtue of various display technologies are studied and, Optical Spatial See-through displays (O SSTDs) have been considered for its own advantages in developing this application. One of the necessary requirements of AR in this configuration is identified as the tracking of the operator's point of view (eye-tracking), to provide virtual content consistent with its real position. Thus, this paper elaborates the design of specific eye-tracking system using Microsoft Kinect V2 for the virtual control tower application. The need to have binocular vision to use AR content is assessed and the interface has been tested with few subjects to evaluate the precision of the measurements detected through the proposed solution. [ABSTRACT FROM AUTHOR]
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- 2023
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4. Comparing Microsoft Kinect and Observational Gait Analysis in Assessing Gait Parameters of Apparently Healthy Adults.
- Author
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Mbada, Chidozie Emmanuel, Abata, Emmanuel Oluwatosin, Ojapinwa, Omoniyi Ayokunle, Oghumu, Saturday Nicholas, Ademogoyegun, Adekola, and Fatoye, Francis
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STATURE ,INFERENTIAL statistics ,BODY weight ,GAIT in humans ,VIRTUAL reality ,HEALTH status indicators ,COMPARATIVE studies ,DIAGNOSIS ,WALKING ,DESCRIPTIVE statistics ,MOTION capture (Human mechanics) ,VIDEO games ,BODY mass index ,ADULTS - Abstract
Objectives: Although the Microsoft Kinect has compelling potential for gait analysis in medicine, data available to compare it with observational gait analysis (OGA) is scarce. This study compared the Microsoft Kinect and the OGA in assessing the gait parameters of apparently healthy adults. Methods: Ninety-seven apparently healthy young male adults participated in this comparative study. First, the participant's age, height, weight, and body mass index were obtained. Afterward, gait parameters involving the number of steps, cadence, stride length, and step length were assessed concurrently following OGA standard procedures and the Microsoft Kinect during a 6-m walk down the hallway. The obtained data were analyzed using descriptive and inferential statistics. The significance level was set at P<0.05. Results: The Mean±SD walk time, steps, cadence, velocity, and stride length were 8.07±1.39 s, 14.0±2.96 counts, 72.9±11.9 steps/min, 0.8±0.13 m/s, and 0.77±0.13m, respectively. Step length was significantly higher (P<0.05) with Microsoft Kinect than OGA, whereas stride length and walk speed values were significantly (P<0.05) lower with Microsoft Kinect. A moderate but significant (P=0.001) positive correlation existed between Microsoft Kinect and OGA regarding walk speed. In contrast, regarding the step length, a weak but significant (P<0.05) positive correlation was found between Microsoft Kinect and OGA. Discussion: Step length values of Microsoft Kinect were significantly higher than OGA values, whereas stride length and walk speed values of Microsoft Kinect were significantly lower than OGA values. Walk speed and step length measured by Microsoft Kinect and OGA were positively correlated. [ABSTRACT FROM AUTHOR]
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- 2023
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5. Gait Recognition for 2-Second Walks Using Viewpoint Normalization and SlidingWindow Process
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Piya Limcharoen, Nirattaya Khamsemanan, and Cholwich Nattee
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Gait recognition ,human identification ,microsoft kinect ,viewpoint ,camera ,biometric recognition ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Many events, such as robberies, missing people, and other suspicious activities, are often captured by cameras. However, these videos are, more often than not, short and not from an optimal angle. Biometric recognition techniques such as facial or iris recognition are inadequate for situations like this. Gait recognition techniques are more suitable than other types of biometrics in such situations. In this work, we propose a new gait recognition technique using viewpoint normalization and a sliding window process. The proposed technique is designed to handle short walking videos captured from any angle. The proposed technique consists of 3 steps. First, a 2-second walk is preprocessed using the sliding window process. This step allows us to generate more gait data in a form of a set of sliding windows from only a 2-second walk. Then sliding windows are transformed into the optimal viewpoint using $\mathit {ViewNet}$ , a proposed neural network designed for finding and transforming sliding windows into the optimal viewpoint angle. Finally, local joint movement information is extracted from sliding windows and used to identify a person using $\mathit {IdenNet}$ , a proposed neural network designed for identifying a person from local joint movements. Four evaluation methods, the top $k$ accuracy test, the precision-recall curves, the cumulative matching characteristic curves, and the gallery-size test, are used to assess the proposed technique. The experimental results show that the proposed technique outperforms existing techniques on all four tests. In particular, the proposed technique can provide a small group, not more than 5, of suspects with a chance above 90% that the real person of interest is in the group. Moreover, the proposed technique still maintains high accuracy even when used with a larger pool of people.
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- 2023
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6. Novel Fall Prevention Technique in Staircase Using Microsoft Kinect
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Sharma, Abhinav, Maheshwari, Rakesh, Angrisani, Leopoldo, Series Editor, Arteaga, Marco, Series Editor, Panigrahi, Bijaya Ketan, Series Editor, Chakraborty, Samarjit, Series Editor, Chen, Jiming, Series Editor, Chen, Shanben, Series Editor, Chen, Tan Kay, Series Editor, Dillmann, Rüdiger, Series Editor, Duan, Haibin, Series Editor, Ferrari, Gianluigi, Series Editor, Ferre, Manuel, Series Editor, Hirche, Sandra, Series Editor, Jabbari, Faryar, Series Editor, Jia, Limin, Series Editor, Kacprzyk, Janusz, Series Editor, Khamis, Alaa, Series Editor, Kroeger, Torsten, Series Editor, Li, Yong, Series Editor, Liang, Qilian, Series Editor, Martín, Ferran, Series Editor, Ming, Tan Cher, Series Editor, Minker, Wolfgang, Series Editor, Misra, Pradeep, Series Editor, Möller, Sebastian, Series Editor, Mukhopadhyay, Subhas, Series Editor, Ning, Cun-Zheng, Series Editor, Nishida, Toyoaki, Series Editor, Pascucci, Federica, Series Editor, Qin, Yong, Series Editor, Seng, Gan Woon, Series Editor, Speidel, Joachim, Series Editor, Veiga, Germano, Series Editor, Wu, Haitao, Series Editor, Zamboni, Walter, Series Editor, Zhang, Junjie James, Series Editor, Aurelia, Sagaya, editor, Hiremath, Somashekhar S., editor, Subramanian, Karthikeyan, editor, and Biswas, Saroj Kr., editor
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- 2022
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7. A Framework of an Obstacle Avoidance Robot for the Visually Impaired People
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Chaki, Sudipto, Ahmed, Shamim, Biswas, Milon, Tamanna, Iffat, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Kaiser, M. Shamim, editor, Bandyopadhyay, Anirban, editor, Ray, Kanad, editor, Singh, Raghvendra, editor, and Nagar, Vishal, editor
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- 2022
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8. Improved DOA Estimation Method for Sound Source Direction Based on Binaural Signals Using an Array of Two Pairs of Microphones
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Douaer, Belgacem, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, and Hatti, Mustapha, editor
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- 2022
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9. Effective DOA Estimation Method for Sound Source Localization Using a Circular Microphone Array
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Belgacem, Douaer, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, and Hatti, Mustapha, editor
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- 2022
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10. Using an Affordable Motion Capture System to Evaluate the Prognostic Value of Drop Vertical Jump Parameters for Noncontact ACL Injury.
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Corban, Jason, Karatzas, Nicolaos, Zhao, Kevin Y., Babouras, Athanasios, Bergeron, Stephane, Fevens, Thomas, Rivaz, Hassan, and Martineau, Paul A.
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KNEE radiography , *SPORTS injuries risk factors , *SPORTS participation , *KNEE joint , *RANGE of motion of joints , *CASE-control method , *RISK assessment , *ANTERIOR cruciate ligament injuries , *DESCRIPTIVE statistics , *ABDUCTION (Kinesiology) , *MOTION capture (Human mechanics) , *JUMPING , *SENSITIVITY & specificity (Statistics) , *RECEIVER operating characteristic curves , *DIGITAL video , *KINEMATICS , *LONGITUDINAL method , *DISEASE risk factors - Abstract
Background: Knee kinematic parameters during a drop vertical jump (DVJ) have been demonstrated to be associated with increased risk of noncontact anterior cruciate ligament (ACL) injury. However, standard motion analysis systems are not practical for routine screening. Affordable and practical motion sensor alternatives exist but require further validation in the context of ACL injury risk assessment. Purpose/Hypothesis: To prospectively study DVJ parameters as predictors of noncontact ACL injury in collegiate athletes using an affordable motion capture system (Kinect; Microsoft). We hypothesized that athletes who sustained noncontact ACL injury would have larger initial and peak contact coronal abduction angles and smaller peak flexion angles at the knee during a DVJ. Study Design: Case-control study; Level of evidence, 3. Methods: 102 participants were prospectively recruited from a collegiate varsity sports program. A total of 101 of the 102 athletes (99%) were followed for an entire season for noncontact ACL injury. Each athlete performed 3 DVJs, and the data were recorded using the motion capture system. Initial coronal, peak coronal, and peak sagittal angles of the knee were identified by our software. Results: Five of the 101 athletes sustained a noncontact ACL injury. Peak coronal angles were significantly greater and peak sagittal flexion angles were significantly smaller in ACL-injured athletes (P =.049, P =.049, respectively). Receiver operating characteristic (ROC) analysis demonstrated an area under the curve of 0.88, 0.92, and 0.90 for initial coronal, peak coronal, and peak sagittal angle, respectively. An initial coronal angle cutoff of 2.96° demonstrated 80% sensitivity and 72% specificity, a peak coronal angle cutoff of 6.16° demonstrated 80% sensitivity and 72% specificity, and a peak sagittal flexion cutoff of 93.82° demonstrated 80% sensitivity and 74% specificity on the study cohort. Conclusion: Increased peak coronal angle and decreased peak sagittal angle during a DVJ were significantly associated with increased risk for noncontact ACL injury. Based on ROC analysis, initial coronal angle showed good prognostic ability, whereas peak coronal angle and peak sagittal flexion provided excellent prognostic ability. Affordable motion capture systems show promise as cost-effective and practical options for large-scale ACL injury risk screening. [ABSTRACT FROM AUTHOR]
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- 2023
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11. A New Augmented Reality System for Calculating Social Distancing between Children at School.
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Alshaweesh, Omar, Wedyan, Mohammad, Alazab, Moutaz, Abu-Salih, Bilal, and Al-Jumaily, Adel
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SOCIAL distancing ,COVID-19 pandemic ,SCHOOL children ,COVID-19 ,SOCIAL systems - Abstract
Social distancing is one of the most important ways to prevent many diseases, especially the respiratory system, where the latest internationally spread is coronavirus disease, and it will not be the last. The spreading of this pandemic has become a major threat to human life, especially to the elderly and people suffering from chronic diseases. During the Corona pandemic, medical authorities were keen to control the spread through social distancing and monitoring it in markets, universities, and schools. This monitoring was mostly used to estimate the distance with the naked eye and interfere with estimating the distance on the observer only. In this study, a computer application was designed to monitor social distancing in closed areas, especially in schools and kindergartens, using a fast, effective and unobtrusive technique for children. In addition to this system, we use augmented reality to help to determine the location of violation of social distancing. This system was tested, and the results were accurate exceeding 98.5%. [ABSTRACT FROM AUTHOR]
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- 2023
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12. Rule-based multi-view human activity recognition system in real time using skeleton data from RGB-D sensor.
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Varshney, Neeraj, Bakariya, Brijesh, Kushwaha, Alok Kumar Singh, and Khare, Manish
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HUMAN activity recognition , *SKELETON , *COMPUTER vision , *VISUAL fields - Abstract
Identification of human activity with decent precision is a challenging task in the field of computer vision, especially when applying for surveillance purpose. A rule-based classifier method is proposed in this paper, which is capable of recognizing a view-invariant multiple human activity recognition in real time. A single Kinect sensor is used for the input of RGB-D data in real time. Initially, a skeleton-tracking algorithm is applied. After tracking the skeletons, activities are recognized from each individually tracked skeleton independently. Different rules are defined to recognize discrete skeleton positions and classify a particular order of multiple postures into activities. During the experimentation, we examine about 14 activities and found that the proposed method is robust and efficient concerning multiple views, scaling and phase variation activities during different realistic acts. A self-generated dataset in the controlled environment is used for the experiment. About 2 min of data was collected. Data from two different males were collected for multiple human activities. Experimental results show that the proposed method is flexible and efficient for multiple view activities as well as scale and phase variation activities. It provides a detection accuracy of 98%. [ABSTRACT FROM AUTHOR]
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- 2023
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13. HoloKinect: Holographic 3D Video Conferencing.
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Siemonsma, Stephen and Bell, Tyler
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VIDEOCONFERENCING , *STREAMING video & television , *KINECT (Motion sensor) , *VIDEO codecs , *IPHONE (Smartphone) , *MICROSOFT Azure (Computing platform) , *VIDEO coding , *TELEPRESENCE - Abstract
Recent world events have caused a dramatic rise in the use of video conferencing solutions such as Zoom and FaceTime. Although 3D capture and display technologies are becoming common in consumer products (e.g., Apple iPhone TrueDepth sensors, Microsoft Kinect devices, and Meta Quest VR headsets), 3D telecommunication has not yet seen any appreciable adoption. Researchers have made great progress in developing advanced 3D telepresence systems, but often with burdensome hardware and network requirements. In this work, we present HoloKinect, an open-source, user-friendly, and GPU-accelerated platform for enabling live, two-way 3D video conferencing on commodity hardware and a standard broadband internet connection. A Microsoft Azure Kinect serves as the capture device and a Looking Glass Portrait multiscopically displays the final reconstructed 3D mesh for a hologram-like effect. HoloKinect packs color and depth information into a single video stream, leveraging multiwavelength depth (MWD) encoding to store depth maps in standard RGB video frames. The video stream is compressed with highly optimized and hardware-accelerated video codecs such as H.264. A search of the depth and video encoding parameter space was performed to analyze the quantitative and qualitative losses resulting from HoloKinect's lossy compression scheme. Visual results were acceptable at all tested bitrates (3–30 Mbps), while the best results were achieved with higher video bitrates and full 4:4:4 chroma sampling. RMSE values of the recovered depth measurements were low across all settings permutations. [ABSTRACT FROM AUTHOR]
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- 2022
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14. Improving the Joint Centre Location of a Markerless Motion Analysis System Through a Functional Calibration Method: A Pilot Study
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Sganga, Magalí, Nuñez, Marcos Alfredo, Ritacco, Lucas Eduardo, Crespo, Marcos José, Ravera, Emiliano Pablo, Ceccarelli, Marco, Series Editor, Hernandez, Alfonso, Editorial Board Member, Huang, Tian, Editorial Board Member, Takeda, Yukio, Editorial Board Member, Corves, Burkhard, Editorial Board Member, Agrawal, Sunil, Editorial Board Member, Pucheta, Martín, editor, Cardona, Alberto, editor, Preidikman, Sergio, editor, and Hecker, Rogelio, editor
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- 2021
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15. Human Arm Motion Tracking by Kinect Sensor Using Kalman Filter for Collaborative Robotics
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Palmieri, Pierpaolo, Melchiorre, Matteo, Scimmi, Leonardo Sabatino, Pastorelli, Stefano, Mauro, Stefano, Ceccarelli, Marco, Series Editor, Hernandez, Alfonso, Editorial Board Member, Huang, Tian, Editorial Board Member, Takeda, Yukio, Editorial Board Member, Corves, Burkhard, Editorial Board Member, Agrawal, Sunil, Editorial Board Member, Niola, Vincenzo, editor, and Gasparetto, Alessandro, editor
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- 2021
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16. Experimental Approaches to Measure Displacements in Mechanical Systems Through Vision Devices
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Cosenza, Chiara, Nicolella, Armando, Niola, Vincenzo, Savino, Sergio, Ceccarelli, Marco, Series Editor, Hernandez, Alfonso, Editorial Board Member, Huang, Tian, Editorial Board Member, Takeda, Yukio, Editorial Board Member, Corves, Burkhard, Editorial Board Member, Agrawal, Sunil, Editorial Board Member, Niola, Vincenzo, editor, and Gasparetto, Alessandro, editor
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- 2021
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17. The Structuring of the Self Through Relational Patterns of Movement Using Data from the Microsoft Kinect 2 to Study Baby-Caregiver Interaction
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Di Sarno, Alfonso Davide, Longobardi, Teresa, Moretto, Enrico, Di Leva, Giuseppina, Fabbricino, Irene, Mosca, Lucia Luciana, Cioffi, Valeria, Sperandeo, Raffaele, Howlett, Robert J., Series Editor, Jain, Lakhmi C., Series Editor, Esposito, Anna, editor, Faundez-Zanuy, Marcos, editor, Morabito, Francesco Carlo, editor, and Pasero, Eros, editor
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- 2021
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18. Sign Gesture Recognition from Raw Skeleton Information in 3D Using Deep Learning
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Rakesh, Sumit, Javed, Saleha, Saini, Rajkumar, Liwicki, Marcus, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Prates, Raquel Oliveira, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Singh, Satish Kumar, editor, Roy, Partha, editor, Raman, Balasubramanian, editor, and Nagabhushan, P., editor
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- 2021
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19. Using Microsoft Kinect V2 for Custom Upper-Limb Rehabilitation Exercises
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Rabbani, Shourav Bin, Ali, Amin Ahsan, Amin, M. Ashraful, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Abraham, Ajith, editor, Ohsawa, Yukio, editor, Gandhi, Niketa, editor, Jabbar, M.A., editor, Haqiq, Abdelkrim, editor, McLoone, Seán, editor, and Issac, Biju, editor
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- 2021
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20. Implementation of Real-Time Virtual Dressing Room Using Microsoft Kinect SDK and Supervised Learning
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Bandyopadhyay, Soma, Thakur, S. S., Mandal, J. K., Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Bhattacharjee, Debotosh, editor, Kole, Dipak Kumar, editor, Dey, Nilanjan, editor, Basu, Subhadip, editor, and Plewczynski, Dariusz, editor
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- 2021
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21. Object Recognition Software Using RGBD Kinect Images and the YOLO Algorithm for Mobile Robot Navigation
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Henke dos Reis, Douglas, Welfer, Daniel, de Souza Leite Cuadros, Marco Antonio, Tello Gamarra, Daniel Fernando, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Abraham, Ajith, editor, Siarry, Patrick, editor, Ma, Kun, editor, and Kaklauskas, Arturas, editor
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- 2021
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22. Tennis Attack: An Exergame Utilizing a Natural User Interface to Measure and Improve the Simple Reaction Time.
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Politopoulos, Nikolaos and Tsiatsos, Thrasyvoulos
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REACTION time ,USER interfaces ,COMPUTER science students ,TENNIS ,EXERCISE video games ,VIDEO games - Abstract
The present article demonstrates the process of designing, developing, implementing, and evaluating an active video game or exergame. The main goal of our proposed exergame is to develop the simple reaction time of players. The main target group are simple users; however, it can work on tennis specialists. Herein, we used the exergame to investigate the hypothesis that players can improve their reaction time through practice. To achieve this, players' simple reaction time was measured at the start of the game. Then, the players took part in a 4-week training session. At the end of the training session, the simple reaction time of players was measured again and a questionnaire was completed. Another goal of this paper was to investigate the difference between perceived usefulness (general usability, usefulness, and user interface satisfaction) of experts and non-experts (sports science students and computer science students) and pro-gamers and casual gamers. The findings were encouraging. The majority of the players reported that the gaming experience was very satisfying and the game was easy to use and learn. Moreover, after the analysis, it was discovered that this game can significantly improve the simple reaction time of all players. This improvement was independent from the players' background. [ABSTRACT FROM AUTHOR]
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- 2022
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23. Development and Evaluation of a Motion-Based Exercise Game for Balance Improvement
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Chartomatsidis, Michalis, Goumopoulos, Christos, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Prates, Raquel Oliveira, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Ziefle, Martina, editor, and Maciaszek, Leszek A., editor
- Published
- 2020
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24. Indoor Localization and Human Activity Tracking with Multiple Kinect Sensors
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Yang, Shunkun, Hans, Akshat, Zhao, Wenbing, Luo, Xiong, Rak, Jacek, Series Editor, Sammes, A. J., Series Editor, Kantarci, Burak, Editorial Board Member, Oki, Eiji, Editorial Board Member, Popescu, Adrian, Editorial Board Member, Shen, Gangxiang, Editorial Board Member, Chen, Feng, editor, García-Betances, Rebeca I., editor, Chen, Liming, editor, Cabrera-Umpiérrez, María Fernanda, editor, and Nugent, Chris, editor
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- 2020
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25. 3D Scanning Procedure for the Evaluation of Lymphedema of Upper Limbs Using Low-Cost Technology: A Preliminary Study
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Vitali, Andrea, Regazzoni, Daniele, Rizzi, Caterina, Molinero, Guido, Rizzi, Caterina, editor, Andrisano, Angelo Oreste, editor, Leali, Francesco, editor, Gherardini, Francesco, editor, Pini, Fabio, editor, and Vergnano, Alberto, editor
- Published
- 2020
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26. Activity Gesture Recognition on Kinect Sensor Using Convolutional Neural Networks and FastDTW for the MSRC-12 Dataset
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Pfitscher, Miguel, Welfer, Daniel, de Souza Leite Cuadros, Marco Antonio, Gamarra, Daniel Fernando Tello, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Abraham, Ajith, editor, Cherukuri, Aswani Kumar, editor, and Gandhi, Niketa, editor
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- 2020
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27. Real-time evaluation and feedback system for ergonomics on the shop floor
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Mgbemena, Chika Edith, Tiwari, Ashutosh, and Xu, Yuchun
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Microsoft kinect ,work-related musculoskeletal disorders ,awkward postures ,user interface ,manual handling - Abstract
Despite the greatly increased automation in manufacturing industries, manual operations still exist, and ergonomic risk factors that arise because of manual operations can lead to Work-Related Musculoskeletal Disorders (WMSDs). To mitigate the risk, manual operations should be assessed to identify if any risk, such as awkward posture, exist. Most assessments are carried out offline but this cannot alert and prevent operators from adopting awkward postures in time. Hence, due to the popularity of flexible manufacturing systems that require immediate response to changes, there is need for a real-time assessment. Therefore, the aim of this research is to develop a real-time knowledge-based ergonomic assessment system for use in the real-time evaluation of work postures on the shop floor and provision of feedback to workers, using 3D motion sensors. The developed intelligent system utilizes the knowledge from health and safety (H&S) guidelines, set of rules and an inference engine, to automatically capture and assess worker's postures and provide real-time feedback to the worker through an easy-to-understand user interface. The system has been validated using many case studies which include the posture assessment of: 6 operators assembling engine valve, 4 seated researchers conducting desk-based reading and 15 operators during lifting, assembly and hammering of IKEA table. The system when tested proved to achieve: real-time assessment, easy-to-understand feedback, reliable measurements with Cronbach's alpha of 0.978, p=0.045 and Kendall's coefficient of concordance of 0.634, p = 0.000. The main contribution of this work lies in providing real-time feedback to workers. This contribution is in three sub-areas namely: i) Development of a real-time Kinect-based tool for H&S-compliant ergonomic assessment. ii) Development of a knowledge-based real-time feedback system for improved posture assessment. iii) Provision of real-time feedback to alert workers in time. The novelty of this research is in the development of a knowledge-based system for real-time ergonomic assessment and feedback to workers using 3D motion sensors.
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- 2017
28. Breast imaging beyond 2D : from screening to treatment
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Pöhlmann, Stefanie, Taylor, Christopher, and Astley, Susan
- Subjects
616.99 ,Breast Reconstruction ,Microsoft Kinect ,Image Segmentation ,Breast Density ,Breast Cancer ,Breast Imaging ,Tomosynthesis - Abstract
Background: Breast cancer is the most common cancer in women worldwide, affecting one in eight. It can be detected by X-ray mammography, which is used in screening programs to find cancer at an early stage when treatment is often effective. Aim: The aim of this work was to overcome some of the limitations associated with mammography and interpret information "beyond 2D" from Digital Breast Tomosynthesis (DBT) and surface imaging in a clinically relevant way. Methods: Unmet user requirements in current breast imaging practice were identified and the properties of DBT and surface images were investigated with quantitative image analysis in mind. New imaging analysis methodology was developed with applications in cancer risk estimation, cancer assessment and treatment planning. Three separate studies were conducted to assess feasibility and clinical performance. Breast density, a well established risk factor for breast cancer, was calculated from mammograms and DBT images of 35 women with different methods and compared. 3D segmentations from DBT were validated with histo-pathological assessment of 20 breast tumours. The feasibility of using Microsoft Kinect, an inexpensive depth sensor for gaming applications, was demonstrated using a phantom, then assessed in 10 women undergoing reconstructive surgery. Results: DBT provides spatial information about breast composition in reconstructed image volumes, but resolution is highly anisotropic and images exhibit artefacts. It is currently not possible to distinguish between different breast tissue types and imaging artefacts overlapping anatomical structures for the breast as a whole. The Microsoft Kinect can map the surface of the breast with adequate precision (error < 1 mm), but performance varies with imaging conditions. Although it is not accurate to analyse the composition of the breast from DBT reconstructions due to significant artefacts, good correlation (p=0.95) with the mammographic gold standard can be achieved when analysing DBT projections with volumetric methods in combination with pre-processing. We have found that it is possible to distinguish between tissue structure and artefacts in the context of extracting 3D morphology of breast lesions and achieved similar correlation with histological sizing than expert annotation (p=0.69) and better agreement with tumour volumes estimated from pathology assessment (95% limits of agreement -16 to 11 ml). Using the Kinect for planning implant based breast reconstruction showed similar accuracy than achieved by experienced breast surgeons or using mastectomy specimen weight as guidance (standard error 120 ml, 141 ml and 142 ml, respectively). Conclusion: Quantitative assessment of both DBT and surface imaging could improve breast imaging practice and help clinicians to estimate breast cancer risk reliably, assess tumour size and morphology and plan breast reconstruction.
- Published
- 2017
29. Authentication by gesture recognition : a dynamic biometric application
- Author
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Ducray, Benoit
- Subjects
006.4 ,Biometrics ,smart card ,Dynamic biometrics ,Gesture Recognition ,Gesture authentication ,Host Card Emulation ,Dynamic Time Warping ,Kinect ,Leap Motion ,Biometric ,Dynamic biometric ,microsoft kinect ,passthoughts ,fingerprint ,Face recognition ,voice recognition ,biometric criteria - Abstract
With the expansion of digital information and the number of people potentially able to access it, there are increasing demands for efficient, secure systems which authenticate users effectively. At the end of the 1960's, IBM defined three authentication factors: knowledge factor, which relates to "something the entity knows"; ownership factor, relating to "something the entity has/possesses"; inherent factor, which can be summarised as "something the entity is or does". Each of these factors possesses its own limitations: knowledge factors can be forgotten or discovered by a fraudster; ownership factors can be lost, stolen or counterfeited. These nuisances have led to increased use of biometric authentication as a means of increasing security. However, conventional biometrics are static, so if compromised cannot be changed by the user. This has led to interest in techniques that authenticate using changeable multi-factor authentication measures that are influenced by biometrics, rather than being completely reliant on them. Investigating the practicality and security of such techniques provided the motivation for this research. First we needed to identify these "easily changeable biometrics" and it led us to define a new biometric family, which we called the dynamic biometrics. We then studied the security characteristics of this new family. Out of the dynamic biometrics, we chose to focus on one of these elements, authentication based on gesture recognition. We conducted several experiments to assess the ability of this authentication technique to authenticate the genuine user and reject any impostors, either if these impostors do not know the gesture or do random movements. We continued by looking for a secure place to store the gesture recognition's template and run the application. We evaluated the possibility of doing that on a personal limited device, such as a Smart Card. Then we designed a protocol to use a gesture recognition application which we analysed with respect to several threat vectors.
- Published
- 2017
30. The development of ViBe foreground detection algorithm using Lévy flights random update strategy and Kinect laser imaging sensor.
- Author
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Al-Temeemy, Ali A.
- Abstract
This paper describes the development of a Lévy flights-based ViBe algorithm for foreground detection. It is based on a novel approach, using a particular class of the generalized random walk known as Lévy flights, to improve the spatial update mechanism. This mechanism originally used the uniform probability distribution, and it is responsible for handling the new objects that appear in the scene. The proposed approach speeds up the inclusion process of ghost regions in the background model and makes it faster than the inclusion of real static foreground objects while maintaining the classification performance. The developed detection algorithm was evaluated using inclusion speed and classification tests, the results showing the efficacy of using Lévy flights with ViBe’s updating mechanism. Experimental tests were also undertaken on the proposed algorithm to validate its ability with real images, obtained through a series of experiments performed using a multi-spectral Kinect laser imaging sensor, and also from a public dataset. The experimental results show the high adaptation capability of this algorithm against the background modification and validate its ability to deal with multi-spectral real images. The developed algorithm achieved a better performance in comparison with traditional ViBe algorithms when extracting background and detecting foreground objects. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
31. A Low-Cost Telerehabilitation Paradigm for Bimanual Training.
- Author
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Barak-Ventura, Roni, Ruiz-Marin, Manuel, Nov, Oded, Raghavan, Preeti, and Porfiri, Maurizio
- Abstract
The COVID-19 pandemic has transformed daily life, as individuals must reduce contacts among each other to prevent the spread of the disease. Consequently, patients’ access to outpatient rehabilitation care was curtailed and their prospect for recovery has been compromised. Telerehabilitation has the potential to provide these patients with equally efficacious therapy in their homes. Using commercial gaming devices with embedded motion sensors, data on movement can be collected toward objective assessment of motor performance, followed by training and documentation of progress. Herein, we present a low-cost telerehabilitation system dedicated to bimanual exercise, wherein the healthy arm drives movements of the affected arm. In the proposed setting, a patient manipulates a dowel embedded with a sensor in front of a Microsoft Kinect sensor. In order to provide an engaging environment for the exercise, the dowel is interfaced with a personal computer, to serve as a controller. The patient’s gestures are translated into actions in a custom-made citizen-science project. Along with the system, we introduce an algorithm for classification of the bimanual movements, whose inner workings are detailed in terms of the procedures performed for dimensionality reduction, feature extraction, and movement classification. We demonstrate the feasibility of our system on eight healthy subjects, offering support to the validity of the algorithm. These preliminary findings set forth the development of precise motion analysis algorithms in affordable home-based rehabilitation. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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32. Experimental Measurement of Underactuated Robotic Finger Configurations via RGB-D Sensor
- Author
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Brancati, Renato, Cosenza, Chiara, Niola, Vincenzo, Savino, Sergio, Ceccarelli, Marco, Series Editor, Hernandez, Alfonso, Editorial Board Member, Huang, Tian, Editorial Board Member, Velinsky, Steven A., Editorial Board Member, Takeda, Yukio, Editorial Board Member, Corves, Burkhard, Editorial Board Member, Aspragathos, Nikos A., editor, Koustoumpardis, Panagiotis N., editor, and Moulianitis, Vassilis C., editor
- Published
- 2019
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- View/download PDF
33. Estimating Anthropometric Measurements of Algerian Students with Microsoft Kinect
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Mokdad, Mohamed, Mokdad, Ibrahim, Bouhafs, Mebarki, Lahcene, Bouabdallah, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Bagnara, Sebastiano, editor, Tartaglia, Riccardo, editor, Albolino, Sara, editor, Alexander, Thomas, editor, and Fujita, Yushi, editor
- Published
- 2019
- Full Text
- View/download PDF
34. 3-D Human Body Posture Reconstruction by Computer Vision
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Cruz-Silva, Jacobo E., Montiel-Pérez, Jesús Y., Sossa-Azuela, Humberto, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Martínez-Villaseñor, Lourdes, editor, Batyrshin, Ildar, editor, and Marín-Hernández, Antonio, editor
- Published
- 2019
- Full Text
- View/download PDF
35. Is a Depth Camera in Agreement with an Electromagnetic Tracking Device when Measuring Head Position?
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Vienna-Jaye Burchell, Gemma Arblaster, David Buckley, and Jonathan Wheat
- Subjects
polhemus ,electromagnetic tracking system ,microsoft kinect ,depth camera ,head position ,abnormal head posture ,Ophthalmology ,RE1-994 - Abstract
Introduction: Clinicians typically observe and describe abnormal head postures (AHPs) and may also measure them. Depth cameras have been suggested as a reliable measurement device for measuring head position using face-tracking technology. This study compared a depth camera (Microsoft Kinect) to a gold standard electromagnetic tracking system (Polhemus device) to measure head position. Method: Twenty healthy volunteers (mean age 21 years) had their head position simultaneously recorded using the depth camera (Kinect) and the electromagnetic tracking system (Polhemus). Participants were asked to make 30-degree head movements into chin up, chin down, head turn and head tilt positions. The head movement made and the stability of the head at each position were recorded and analysed. Results: Compared to the electromagnetic tracking system (Polhemus), the depth camera (Kinect) always measured a smaller head movement. Measurements with the two devices were not statistically significantly different for turn right (P = 0.3955, p > 0.05), turn left (P = 0.4749, p > 0.05), tilt right (P = 0.7086, p > 0.05) and tilt left (P = 0.4091, p > 0.05) head movements. However, the smaller depth camera measurement of chin up and chin down head movements were statistically significant, chin up (P = 0.0001, p < 0.01) and chin down (P = 0.0005, p < 0.001). At each eccentric position, the depth camera (Kinect) recordings were more variable than the electromagnetic tracking system (Polhemus). Conclusions: Compared to the electromagnetic tracking system (Polhemus), the depth camera (Kinect) was comparable for measuring head turns and tilts but was less accurate at measuring chin up and chin down head positions. Further research is needed before the depth cameras are considered for clinical recordings of head position.
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- 2021
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36. Fusion of Skeleton and RGB Features for RGB-D Human Action Recognition.
- Author
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Weiyao, Xu, Muqing, Wu, Min, Zhao, and Ting, Xia
- Abstract
The output of Microsoft Kinect is a multimodal signal, which provides RGB videos, depth sequences and skeleton information at the same time, opening up a new opportunity for the research of human action recognition. However, for different single modalities of the signals, how to exploit and fuse useful features of these various sources remains a very challenging problem. Most of the methods based on RGB-D action recognition simply fuse the multimodal features, ignoring the potential semantic relationship between different models. In this paper, we propose a multi-modal action recognition model based on Bilinear Pooling and Attention Network (BPAN), which could effectively fuse multi-modal for RGB-D action recognition. Firstly, we adopt the efficient data preprocessing methods for RGB and skeleton data. Then, we propose a multimodal fusion network combining RGB video and skeleton sequences. The proposed BPAN module could effectively compress the features of RGB and skeleton, and project them into latent subspace to get the fusion features. In the end, a fully connected three-layer perceptron is adopted to obtain the final classification decision. Experimental results on three public datasets demonstrate that our proposed method leads to a more favorable performance compared with the state-of-the-art methods. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
37. A Rehabilitation System for Post-operative Heart Surgery
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Caggianese, Giuseppe, Calabrese, Mariaconsiglia, De Maio, Vincenzo, De Pietro, Giuseppe, Faggiano, Armando, Gallo, Luigi, Sannino, Giovanna, Vecchione, Carmine, Howlett, Robert James, Series editor, Jain, Lakhmi C., Series editor, De Pietro, Giuseppe, editor, Gallo, Luigi, editor, and Howlett, Robert J., editor
- Published
- 2018
- Full Text
- View/download PDF
38. Instructional Mirroring Applied in Basketball Shooting Technique
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Apostolidis, Hippokratis, Politopoulos, Nikolaos, Stylianidis, Panagiotis, Chaldogeridis, Agisilaos, Stavropoulos, Nikolaos, Tsiatsos, Thrasyvoulos, Kacprzyk, Janusz, Series editor, Pal, Nikhil R., Advisory editor, Bello Perez, Rafael, Advisory editor, Corchado, Emilio S., Advisory editor, Hagras, Hani, Advisory editor, Kóczy, László T., Advisory editor, Kreinovich, Vladik, Advisory editor, Lin, Chin-Teng, Advisory editor, Lu, Jie, Advisory editor, Melin, Patricia, Advisory editor, Nedjah, Nadia, Advisory editor, Nguyen, Ngoc Thanh, Advisory editor, Wang, Jun, Advisory editor, Auer, Michael E., editor, and Tsiatsos, Thrasyvoulos, editor
- Published
- 2018
- Full Text
- View/download PDF
39. Computer Aided Posture Screening Using the Microsoft Kinect on Professional Computer Users for Malicious Postures
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Gal-Nadasan, Norbert, Stoicu-Tivadar, Vasile, Poenaru, Dan V., Popa-Andrei, Diana, Gal-Nadasan, Emanuela, Kacprzyk, Janusz, Series editor, Pal, Nikhil R., Advisory editor, Bello Perez, Rafael, Advisory editor, Corchado, Emilio S., Advisory editor, Hagras, Hani, Advisory editor, Kóczy, László T., Advisory editor, Kreinovich, Vladik, Advisory editor, Lin, Chin-Teng, Advisory editor, Lu, Jie, Advisory editor, Melin, Patricia, Advisory editor, Nedjah, Nadia, Advisory editor, Nguyen, Ngoc Thanh, Advisory editor, Wang, Jun, Advisory editor, Balas, Valentina Emilia, editor, Jain, Lakhmi C., editor, and Balas, Marius Mircea, editor
- Published
- 2018
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- View/download PDF
40. Ergonomic Assessment Tool for Real-Time Risk Assessment of Seated Work Postures
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Mgbemena, Chika Edith, Tiwari, Ashutosh, Xu, Yuchun, Oyekan, John, Hutabarat, Windo, Kacprzyk, Janusz, Series editor, Pal, Nikhil R., Advisory editor, Bello Perez, Rafael, Advisory editor, Corchado, Emilio S., Advisory editor, Hagras, Hani, Advisory editor, Kóczy, László T., Advisory editor, Kreinovich, Vladik, Advisory editor, Lin, Chin-Teng, Advisory editor, Lu, Jie, Advisory editor, Melin, Patricia, Advisory editor, Nedjah, Nadia, Advisory editor, Nguyen, Ngoc Thanh, Advisory editor, Wang, Jun, Advisory editor, and Arezes, Pedro, editor
- Published
- 2018
- Full Text
- View/download PDF
41. Assessment and Rating of Movement Impairment in Parkinson’s Disease Using a Low-Cost Vision-Based System
- Author
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Buongiorno, Domenico, Trotta, Gianpaolo Francesco, Bortone, Ilaria, Di Gioia, Nicola, Avitto, Felice, Losavio, Giacomo, Bevilacqua, Vitoantonio, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, Huang, De-Shuang, editor, Gromiha, M. Michael, editor, Han, Kyungsook, editor, and Hussain, Abir, editor
- Published
- 2018
- Full Text
- View/download PDF
42. Recognition and Severity Rating of Parkinson’s Disease from Postural and Kinematic Features During Gait Analysis with Microsoft Kinect
- Author
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Bortone, Ilaria, Quercia, Marco Giuseppe, Ieva, Nicola, Cascarano, Giacomo Donato, Trotta, Gianpaolo Francesco, Tatò, Sabina Ilaria, Bevilacqua, Vitoantonio, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, Huang, De-Shuang, editor, Jo, Kang-Hyun, editor, and Zhang, Xiao-Long, editor
- Published
- 2018
- Full Text
- View/download PDF
43. HoloKinect: Holographic 3D Video Conferencing
- Author
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Stephen Siemonsma and Tyler Bell
- Subjects
3D video conferencing ,3D video streaming ,depth encoding ,telepresence ,Microsoft Kinect ,multiscopic displays ,Chemical technology ,TP1-1185 - Abstract
Recent world events have caused a dramatic rise in the use of video conferencing solutions such as Zoom and FaceTime. Although 3D capture and display technologies are becoming common in consumer products (e.g., Apple iPhone TrueDepth sensors, Microsoft Kinect devices, and Meta Quest VR headsets), 3D telecommunication has not yet seen any appreciable adoption. Researchers have made great progress in developing advanced 3D telepresence systems, but often with burdensome hardware and network requirements. In this work, we present HoloKinect, an open-source, user-friendly, and GPU-accelerated platform for enabling live, two-way 3D video conferencing on commodity hardware and a standard broadband internet connection. A Microsoft Azure Kinect serves as the capture device and a Looking Glass Portrait multiscopically displays the final reconstructed 3D mesh for a hologram-like effect. HoloKinect packs color and depth information into a single video stream, leveraging multiwavelength depth (MWD) encoding to store depth maps in standard RGB video frames. The video stream is compressed with highly optimized and hardware-accelerated video codecs such as H.264. A search of the depth and video encoding parameter space was performed to analyze the quantitative and qualitative losses resulting from HoloKinect’s lossy compression scheme. Visual results were acceptable at all tested bitrates (3–30 Mbps), while the best results were achieved with higher video bitrates and full 4:4:4 chroma sampling. RMSE values of the recovered depth measurements were low across all settings permutations.
- Published
- 2022
- Full Text
- View/download PDF
44. Tennis Attack: An Exergame Utilizing a Natural User Interface to Measure and Improve the Simple Reaction Time
- Author
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Nikolaos Politopoulos and Thrasyvoulos Tsiatsos
- Subjects
active video game ,natural user interfaces ,Microsoft Kinect ,simple reaction time (SRT) ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
The present article demonstrates the process of designing, developing, implementing, and evaluating an active video game or exergame. The main goal of our proposed exergame is to develop the simple reaction time of players. The main target group are simple users; however, it can work on tennis specialists. Herein, we used the exergame to investigate the hypothesis that players can improve their reaction time through practice. To achieve this, players’ simple reaction time was measured at the start of the game. Then, the players took part in a 4-week training session. At the end of the training session, the simple reaction time of players was measured again and a questionnaire was completed. Another goal of this paper was to investigate the difference between perceived usefulness (general usability, usefulness, and user interface satisfaction) of experts and non-experts (sports science students and computer science students) and pro-gamers and casual gamers. The findings were encouraging. The majority of the players reported that the gaming experience was very satisfying and the game was easy to use and learn. Moreover, after the analysis, it was discovered that this game can significantly improve the simple reaction time of all players. This improvement was independent from the players’ background.
- Published
- 2022
- Full Text
- View/download PDF
45. A markless 3D human motion data acquisition method based on the binocular stereo vision and lightweight open pose algorithm.
- Author
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Sheng, Bo, Chen, Linfeng, Cheng, Jian, Zhang, Yanxin, Hua, Zikai, and Tao, Jing
- Subjects
- *
BINOCULAR vision , *ACQUISITION of data , *MOTION capture (Human mechanics) , *JOINTS (Anatomy) , *KINECT (Motion sensor) , *ALGORITHMS - Abstract
• A lightweight Open Pose model was developed for community settings' applications. • The proposed binocular vision system showed good feasibility in static experiments. • The proposed system proved good effective compared to the NOKOV system. • The proposed system exhibited better stability than the Kinect series devices. This study aimed to achieve precise 3D human motion data acquisition without the need for markers. Specifically, the proposed system utilized two affordable cameras to capture human motion from diverse angles. It developed a lightweight Open Pose algorithm to extract 2D human body joints from recorded videos. Subsequently, a stereo-matching method was applied to derive accurate 3D human body joint data. Comprehensive experiments with 10 healthy participants showcased the system's exceptional performance, demonstrating superior measurement accuracy compared to established standards like the NOKOV system (RMSE values consistently below 9°) and commonly used Microsoft Kinect devices (V2 and Azure). This innovative binocular vision system presents a new approach to motion capture, potentially offering a cost-effective and precise tool for practical applications across various scenarios (e.g., motor functional assessment, virtual avatar streaming), contributing significantly to both scientific and academic communities. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
46. Artificial Neural Network Based Gait Recognition Using Kinect Sensor
- Author
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A. S. M. Hossain Bari and Marina L. Gavrilova
- Subjects
Kinect-based gait recognition ,human motion ,Microsoft Kinect ,joint relative cosine dissimilarity ,joint relative triangle area ,deep learning neural network ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Accurate gait recognition is of high significance for numerous industrial and consumer applications, including video surveillance, virtual reality, on-line games, medical rehabilitation, collaborative space exploration, and others. This paper proposes a new architecture designed using deep learning neural network for a highly accurate and robust Kinect-based gait recognition. Two new geometric features: joint relative cosine dissimilarity and joint relative triangle area are introduced. Both of the proposed features are view and pose invariant, thus enhancing recognition performance. The proposed neural network model is trained using the feature vector of dynamic joint relative cosine dissimilarity and joint relative triangle area. Subsequent application of Adam optimization method minimizes the loss of the objective function iteratively. The performance of the proposed deep learning neural network architecture is evaluated on two publicly available 3D skeleton-based gait datasets recorded with the Microsoft Kinect sensor. It is experimentally proven that the accuracy, precision, recall, and F-score of the proposed neural network architecture, trained using introduced dynamic geometric features, is superior to other state-of-the-art methods for Kinect skeleton-based gait recognition.
- Published
- 2019
- Full Text
- View/download PDF
47. Segmentation and Recognition of Fingers Using Microsoft Kinect
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Desai, Smit, Kacprzyk, Janusz, Series editor, Pal, Nikhil R., Advisory editor, Bello Perez, Rafael, Advisory editor, Corchado, Emilio S., Advisory editor, Hagras, Hani, Advisory editor, Kóczy, László T., Advisory editor, Kreinovich, Vladik, Advisory editor, Lin, Chin-Teng, Advisory editor, Lu, Jie, Advisory editor, Melin, Patricia, Advisory editor, Nedjah, Nadia, Advisory editor, Nguyen, Ngoc Thanh, Advisory editor, Wang, Jun, Advisory editor, Modi, Nilesh, editor, Verma, Pramode, editor, and Trivedi, Bhushan, editor
- Published
- 2017
- Full Text
- View/download PDF
48. Human Computer Interaction Through Hand Gestures for Home Automation Using Microsoft Kinect
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Desai, Smit, Desai, Apurva, Kacprzyk, Janusz, Series editor, Pal, Nikhil R., Advisory editor, Bello Perez, Rafael, Advisory editor, Corchado, Emilio S., Advisory editor, Hagras, Hani, Advisory editor, Kóczy, László T., Advisory editor, Kreinovich, Vladik, Advisory editor, Lin, Chin-Teng, Advisory editor, Lu, Jie, Advisory editor, Melin, Patricia, Advisory editor, Nedjah, Nadia, Advisory editor, Nguyen, Ngoc Thanh, Advisory editor, Wang, Jun, Advisory editor, Modi, Nilesh, editor, Verma, Pramode, editor, and Trivedi, Bhushan, editor
- Published
- 2017
- Full Text
- View/download PDF
49. Assessment of Microsoft Kinect in the Monitoring and Rehabilitation of Stroke Patients
- Author
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Abreu, João, Rebelo, Sérgio, Paredes, Hugo, Barroso, João, Martins, Paulo, Reis, Arsénio, Amorim, Eurico Vasco, Filipe, Vítor, Rocha, Álvaro, editor, Correia, Ana Maria, editor, Adeli, Hojjat, editor, Reis, Luís Paulo, editor, and Costanzo, Sandra, editor
- Published
- 2017
- Full Text
- View/download PDF
50. An Innovative Real-Time Mobile Augmented Reality Application in Arts
- Author
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Kerdvibulvech, Chutisant, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, De Paolis, Lucio Tommaso, editor, Bourdot, Patrick, editor, and Mongelli, Antonio, editor
- Published
- 2017
- Full Text
- View/download PDF
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