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Development of a Kinect Software Tool to Classify Movements during Active Video Gaming

机译:开发Kinect软件工具以在主动视频游戏过程中对运动进行分类

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摘要

While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS), during active video game play. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART), to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months). During five minutes of active video game play, inter-rater reliability, when examining the two human raters, was found to be higher for the jump (r = 0.94, p < .01) than the sidestep (r = 0.87, p < .01), although both were excellent. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p, .01) and moderate reliability for sidestep (r = 0.6983, p < .01) during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. The results of the study provide confidence that the Kinect sensor can be used to count the number of jumps and sidestep during five minutes of active video game play with a similar level of accuracy as human raters. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results.
机译:虽然已经确定使用全身运动来玩主动视频游戏会导致增加的能量消耗水平,但是在主动视频游戏过程中与基本运动技能有关的人体运动分类方面的信息很少。这项研究的目的是验证在活动的视频游戏过程中,利用Kinect传感器运动捕捉技术识别基本运动技能(FMS)的软件。两名人类评估员对跳跃和躲避的等级进行了评估,并将这些评估与Kinect动作识别工具(KART)进行了比较,以建立共识水平并确定活跃的视频游戏过程中5分钟内完成的针对43名儿童的动作次数( m = 12年7个月±1年6个月)。在进行视频游戏的五分钟内,检查两个人类评估者时,评估者之间的可靠性高于跳跃(r = 0.94,p <.01)(r = 0.87,p <。)。 01),尽管两者都很出色。在人类评分者和KART系统之间还发现了出色的跳动可靠性(r = 0.84,p,.01),在游戏过程中还具有中等的侧跳可靠性(r = 0.6983,p <.01),这表明人类和KART都可以在比赛条件上,跳投要比回避更高。研究结果使人确信,Kinect传感器可用于计算活跃视频游戏五分钟内的跳跃次数和回避次数,其准确度与人类评估者相似。但是,与人类相比,KART系统仅需要一小部分时间来分析和制表结果。

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