61,879 research outputs found

    Evaluation of Pose Tracking Accuracy in the First and Second Generations of Microsoft Kinect

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    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. In this paper, we evaluate the accuracy of the human kinematic motion data in the first and second generation of the Kinect system, and compare the results with an optical motion capture system. We collected motion data in 12 exercises for 10 different subjects and from three different viewpoints. We report on the accuracy of the joint localization and bone length estimation of Kinect skeletons in comparison to the motion capture. We also analyze the distribution of the joint localization offsets by fitting a mixture of Gaussian and uniform distribution models to determine the outliers in the Kinect motion data. Our analysis shows that overall Kinect 2 has more robust and more accurate tracking of human pose as compared to Kinect 1.Comment: 10 pages, IEEE International Conference on Healthcare Informatics 2015 (ICHI 2015

    Pedestrian Flow Simulation Validation and Verification Techniques

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    For the verification and validation of microscopic simulation models of pedestrian flow, we have performed experiments for different kind of facilities and sites where most conflicts and congestion happens e.g. corridors, narrow passages, and crosswalks. The validity of the model should compare the experimental conditions and simulation results with video recording carried out in the same condition like in real life e.g. pedestrian flux and density distributions. The strategy in this technique is to achieve a certain amount of accuracy required in the simulation model. This method is good at detecting the critical points in the pedestrians walking areas. For the calibration of suitable models we use the results obtained from analyzing the video recordings in Hajj 2009 and these results can be used to check the design sections of pedestrian facilities and exits. As practical examples, we present the simulation of pilgrim streams on the Jamarat bridge. The objectives of this study are twofold: first, to show through verification and validation that simulation tools can be used to reproduce realistic scenarios, and second, gather data for accurate predictions for designers and decision makers.Comment: 19 pages, 10 figure

    The role of motion analysis in elite soccer

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    The optimal physical preparation of elite soccer (association football) players has become an indispensable part of the professional game especially due to the increased physical demands of match-play. The monitoring of players’ work-rate profiles during competition is now feasible through computer-aided motion analysis. Traditional methods of motion analysis were extremely labour intensive and were largely restricted to university- based research projects. Recent technological developments have meant that sophisticated systems, capable of quickly recording and processing the data of all players’ physical contributions throughout an entire match, are now being used in elite club environments. In recognition of the important role motion analysis now plays as a tool for measuring the physical performance of soccer players, this review critically appraises various motion analysis methods currently employed in elite soccer and explores research conducted using these methods. This review therefore aims to increase the awareness of both practitioners and researchers of the various motion analysis systems available, identify practical implications of the established body of knowledge, while highlighting areas that require further exploration

    Managed Exercise Monitoring: a Novel Application of Wireless On-Body Inertial Sensing

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    Understanding Public Evaluation: Quantifying Experimenter Intervention

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    Public evaluations are popular because some research questions can only be answered by turning “to the wild.” Different approaches place experimenters in different roles during deployment, which has implications for the kinds of data that can be collected and the potential bias introduced by the experimenter. This paper expands our understanding of how experimenter roles impact public evaluations and provides an empirical basis to consider different evaluation approaches. We completed an evaluation of a playful gesture-controlled display – not to understand interaction at the display but to compare different evaluation approaches. The conditions placed the experimenter in three roles, steward observer, overt observer, and covert observer, to measure the effect of experimenter presence and analyse the strengths and weaknesses of each approach

    A rhythm-based game for stroke rehabilitation

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    A short curriculum of the robotics and technology of computer lab

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    Our research Lab is directed by Prof. Anton Civit. It is an interdisciplinary group of 23 researchers that carry out their teaching and researching labor at the Escuela Politécnica Superior (Higher Polytechnic School) and the Escuela de Ingeniería Informática (Computer Engineering School). The main research fields are: a) Industrial and mobile Robotics, b) Neuro-inspired processing using electronic spikes, c) Embedded and real-time systems, d) Parallel and massive processing computer architecture, d) Information Technologies for rehabilitation, handicapped and elder people, e) Web accessibility and usability In this paper, the Lab history is presented and its main publications and research projects over the last few years are summarized.Nuestro grupo de investigación está liderado por el profesor Civit. Somos un grupo multidisciplinar de 23 investigadores que realizan su labor docente e investigadora en la Escuela Politécnica Superior y en Escuela de Ingeniería Informática. Las principales líneas de investigaciones son: a) Robótica industrial y móvil. b) Procesamiento neuro-inspirado basado en pulsos electrónicos. c) Sistemas empotrados y de tiempo real. d) Arquitecturas paralelas y de procesamiento masivo. e) Tecnología de la información aplicada a la discapacidad, rehabilitación y a las personas mayores. f) Usabilidad y accesibilidad Web. En este artículo se reseña la historia del grupo y se resumen las principales publicaciones y proyectos que ha conseguido en los últimos años

    Adaptive Sampling for Low Latency Vision Processing

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