485 research outputs found

    Markerless human pose estimation for biomedical applications: a survey

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    Markerless Human Pose Estimation (HPE) proved its potential to support decision making and assessment in many fields of application. HPE is often preferred to traditional marker-based Motion Capture systems due to the ease of setup, portability, and affordable cost of the technology. However, the exploitation of HPE in biomedical applications is still under investigation. This review aims to provide an overview of current biomedical applications of HPE. In this paper, we examine the main features of HPE approaches and discuss whether or not those features are of interest to biomedical applications. We also identify those areas where HPE is already in use and present peculiarities and trends followed by researchers and practitioners. We include here 25 approaches to HPE and more than 40 studies of HPE applied to motor development assessment, neuromuscolar rehabilitation, and gait & posture analysis. We conclude that markerless HPE offers great potential for extending diagnosis and rehabilitation outside hospitals and clinics, toward the paradigm of remote medical care

    Markerless Gait Classification Employing 3D IR-UWB Physiological Motion Sensing

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    Human gait refers to the propulsion achieved by the effort of human limbs, a reflex progression resulting from the rhythmic reciprocal bursts of flexor and extensor activity. Several quantitative models are followed by health professionals to diagnose gait abnormality. Marker-based gait quantification is considered a gold standard by the research and health communities. It reconstructs motion in 3D and provides parameters to measure gait. But, it is an expensive and intrusive technique, limited to soft tissue artefact, prone to incorrect marker positioning, and skin sensitivity problems. Hence, markerless, swiftly deployable, non-intrusive, camera-less prototypes would be a game changing possibility, and an example is proposed here. This paper illustrates a 3D gait motion analyser employing impulse radio ultra-wide band (IR-UWB) wireless technology. The prototype can measure 3D motion and determine quantitative parameters considering anatomical reference planes. Knee angles have been calculated from the gait by applying vector algebra. Simultaneously, the model has been corroborated with the popular markerless camera based 3D motion capturing system, the Kinect sensor. Bland and Altman (B&A) statistics has been applied to the proposed prototype and Kinect sensor results to verify the measurement agreement. Finally, the proposed prototype has been incorporated with popular supervised machine learning such as, k-nearest neighbour (kNN), support vector machine (SVM) and the deep learning technique deep neural multilayer perceptron (DMLP) network to automatically recognize gait abnormalities, with promising results presented

    Integração de localização baseada em movimento na aplicação móvel EduPARK

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    More and more, mobile applications require precise localization solutions in a variety of environments. Although GPS is widely used as localization solution, it may present some accuracy problems in special conditions such as unfavorable weather or spaces with multiple obstructions such as public parks. For these scenarios, alternative solutions to GPS are of extreme relevance and are widely studied recently. This dissertation studies the case of EduPARK application, which is an augmented reality application that is implemented in the Infante D. Pedro park in Aveiro. Due to the poor accuracy of GPS in this park, the implementation of positioning and marker-less augmented reality functionalities presents difficulties. Existing relevant systems are analyzed, and an architecture based on pedestrian dead reckoning is proposed. The corresponding implementation is presented, which consists of a positioning solution using the sensors available in the smartphones, a step detection algorithm, a distance traveled estimator, an orientation estimator and a position estimator. For the validation of this solution, functionalities were implemented in the EduPARK application for testing purposes and usability tests performed. The results obtained show that the proposed solution can be an alternative to provide accurate positioning within the Infante D. Pedro park, thus enabling the implementation of functionalities of geocaching and marker-less augmented reality.Cada vez mais, as aplicações móveis requerem soluções de localização precisa nos mais variados ambientes. Apesar de o GPS ser amplamente usado como solução para localização, pode apresentar alguns problemas de precisão em condições especiais, como mau tempo, ou espaços com várias obstruções, como parques públicos. Para estes casos, soluções alternativas ao GPS são de extrema relevância e veem sendo desenvolvidas. A presente dissertação estuda o caso do projeto EduPARK, que é uma aplicação móvel de realidade aumentada para o parque Infante D. Pedro em Aveiro. Devido à fraca precisão do GPS nesse parque, a implementação de funcionalidades baseadas no posionamento e de realidade aumentada sem marcadores apresenta dificuldades. São analisados sistemas relevantes existentes e é proposta uma arquitetura baseada em localização de pedestres. Em seguida é apresentada a correspondente implementação, que consiste numa solução de posicionamento usando os sensores disponiveis nos smartphones, um algoritmo de deteção de passos, um estimador de distância percorrida, um estimador de orientação e um estimador de posicionamento. Para a validação desta solução, foram implementadas funcionalidades na aplicação EduPARK para fins de teste, e realizados testes com utilizadores e testes de usabilidade. Os resultados obtidos demostram que a solução proposta pode ser uma alternativa para a localização no interior do parque Infante D. Pedro, viabilizando desta forma a implementação de funcionalidades baseadas no posicionamento e de realidade aumenta sem marcadores.EduPARK é um projeto financiado por Fundos FEDER através do Programa Operacional Competitividade e Internacionalização - COMPETE 2020 e por Fundos Nacionais através da FCT - Fundação para a Ciência e a Tecnologia no âmbito do projeto POCI-01-0145-FEDER-016542.Mestrado em Engenharia Informátic

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Optical and hyperspectral image analysis for image-guided surgery

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    Markerless Human Motion Analysis

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    Measuring and understanding human motion is crucial in several domains, ranging from neuroscience, to rehabilitation and sports biomechanics. Quantitative information about human motion is fundamental to study how our Central Nervous System controls and organizes movements to functionally evaluate motor performance and deficits. In the last decades, the research in this field has made considerable progress. State-of-the-art technologies that provide useful and accurate quantitative measures rely on marker-based systems. Unfortunately, markers are intrusive and their number and location must be determined a priori. Also, marker-based systems require expensive laboratory settings with several infrared cameras. This could modify the naturalness of a subject\u2019s movements and induce discomfort. Last, but not less important, they are computationally expensive in time and space. Recent advances on markerless pose estimation based on computer vision and deep neural networks are opening the possibility of adopting efficient video-based methods for extracting movement information from RGB video data. In this contest, this thesis presents original contributions to the following objectives: (i) the implementation of a video-based markerless pipeline to quantitatively characterize human motion; (ii) the assessment of its accuracy if compared with a gold standard marker-based system; (iii) the application of the pipeline to different domains in order to verify its versatility, with a special focus on the characterization of the motion of preterm infants and on gait analysis. With the proposed approach we highlight that, starting only from RGB videos and leveraging computer vision and machine learning techniques, it is possible to extract reliable information characterizing human motion comparable to that obtained with gold standard marker-based systems

    Optical and hyperspectral image analysis for image-guided surgery

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