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Evaluating the microsoft kinect skeleton joint tracking as a tool for home-based physiotherapy

机译:将Microsoft kinect骨骼关节追踪评估为基于家庭的理疗工具

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In physiotherapy, rehabilitation outcome is majorly dependent on the patient to continue exercises at home. To support a continuous and correct execution of exercises composed by the physiotherapist it is important that the patient stays motivated. With the emergence of game consoles such as Nintendo Wii, PlayStation Eye or Microsoft Kinect that employ special controllers or camera based motion recognition as means of user input those technologies have also been found to be interesting for other real-life applications such as providing individual physiotherapy exercises and an encouraging rehabilitation routine. Due to the intended use of those motion tracking systems in a computer-game environment it remains questionable if the accuracy of the skeleton joint tracking hardware and algorithms is suflicient for physiotherapy applications. We present a basic evaluation of the joint tracking accuracy where angles between various body extremities calculated by a Kinect system were compared with a high resolution motion capture system. Results show promising results with tracking deviations between 2.7° and 14.2° with a mean of the absolute deviations of 8.7°.
机译:在物理治疗中,康复结果主要取决于患者在家继续锻炼。为了支持物理治疗师连续正确地进行锻炼,重要的是要保持患者的动力。随着诸如Nintendo Wii,PlayStation Eye或Microsoft Kinect之类的游戏机的出现,它们采用了特殊的控制器或基于摄像机的运动识别作为用户输入的手段,这些技术也被发现对于其他现实生活中的应用(例如提供单独的物理疗法)很有趣。锻炼和鼓励性的康复常规由于这些运动跟踪系统在计算机游戏环境中的预期用途,因此骨骼关节跟踪硬件和算法的准确性是否适合物理治疗应用仍然存在疑问。我们提出了关节追踪精度的基本评估,其中将Kinect系统计算出的各种肢体之间的角度与高分辨率运动捕捉系统进行了比较。结果表明,跟踪偏差在2.7°和14.2°之间,绝对偏差的平均值为8.7°,显示出令人鼓舞的结果。

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