5,256 research outputs found
Object Detection Using Kinect
Tato bakalářská práce se zabývá detekcí objektů pomocí Kinectu. Kinect je pohyb snímající zařízeni od společnosti Microsoft pro hrací konzoli Xbox 360. Cílem práce bylo zhodnotit existující přístupy a postupy používající pro detekci nejen obraz z kamery, ale i hloubkovou mapu (RGB-D senzor). Blíže se práce zabývá nástrojem RoboEarth, jeho instalací, nastavením, tvorbou 3D modelu a detekcí. Samotná detekce byla v práci zkoumána experimentálně a také vyhodnocena.This bachelor's thesis deals with the object detection using Kinect. Kinect is a motion sensing input device by Microsoft company for the Xbox 360 video game console. The objective of this work was to evaluate the existing approaches and practices for the detection not only using the image from the camera but also depth map (RGB-D sensor). The work deals in details with RoboEarth tool, its installation, settings, creation of 3D model and the detection. Performance of the RoboEarth tool was in the work investigated experimentally and also evaluated.
Aplicación telemática para uso terapéutico utilizando Kinect para Windows y SDK v. 1.6
Kinect es un dispositivo fabricado por la empresa Microsoft en para la consola Xbox 360 que permite jugar a video juegos sin la necesidad de un controlador de juegos físico.
En febrero de 2012, y después de darse cuenta del gran interés que había despertado su novedoso dispositivo, Microsoft decidió ofrecer a los desarrolladores “Kinect for Windows”, la versión oficial de Kinect para PC. De esta forma, nos ha permitido desarrollar en el presente proyecto de fin de carrera aplicaciones para un dispositivo que permite a los usuarios controlar e interactuar con el ordenador sin necesidad de contacto físico mediante una interfaz de usuario que reconoce gestos, comandos de voz, objetos e imágenes.
En las siguientes páginas desglosaremos Kinect SKILL GAMES, un proyecto que engloba cuatro juegos de ordenador creados para Kinect junto con una aplicación web que permite la gestión, configuración y monitorización de cada uno de ellos.English: Kinect is a device originally manufactured by Microsoft for the Xbox 360 that introduces the ability to play video games without the need of game Controller.
In February 2012, and after realizing the great interest that had raised its new device, Microsoft decided to offer to developers "Kinect for Windows", the official version of Kinect for PC. This way, we had the opportunity to develop in the present final dissertation applications for a device that allows users to control and interact with the computer without physical contact by a user interface that recognizes gestures, voice commands, objects and images.
In the following pages we describe Kinect SKILL GAMES, a project that includes four computer games created for Kinect along with a web application that allows their management, configuration and monitoring
Development and validation of an interactive remote physical therapy system
We present an Interactive Physical Therapy System (IPTS) for remote quantitative assessment of clients in the home. The system consists of two different interactive interfaces connected through a network, for a real-time low latency video conference using audio, video, skeletal, and depth data streams from a Microsoft Kinect. To test the potential of IPTS, experiments were conducted with 5 independent living senior subjects in Kansas City, MO. Also, experiments were conducted in the lab to validate the real-time biomechanical measures calculated using the skeletal data from the Microsoft Xbox 360 Kinect and Microsoft Xbox One Kinect, with ground truth data from a Vicon motion capture system and a NeuroCom forceplate system. Good agreements were found in most of the validation tests. The results show potential capabilities of the IPTS system to provide remote physical therapy to clients, especially older adults, who may find it difficult to visit the clinic
Recognizing complex gestures via natural interfaces
Natural interfaces have revolutionized the way we interact with computers. They have provided in many fields a comfortable and efficient mechanism that requires no computer knowledge, nor artificial controlling devices, but allow as to interoperate via natural gestures. Diverse fields such as entertainment, remote control, medicine, fitness exercise are finding improvements with the introduction of this technology. However, most of these sensorial interfaces only provide support for basic gestures. In this work we show how it is possible to construct your own complex gestures using the underlying capabilities of these sensor devices.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tec
RGB-D datasets using microsoft kinect or similar sensors: a survey
RGB-D data has turned out to be a very useful representation of an indoor scene for solving fundamental computer vision problems. It takes the advantages of the color image that provides appearance information of an object and also the depth image that is immune to the variations in color, illumination, rotation angle and scale. With the invention of the low-cost Microsoft Kinect sensor, which was initially used for gaming and later became a popular device for computer vision, high quality RGB-D data can be acquired easily. In recent years, more and more RGB-D image/video datasets dedicated to various applications have become available, which are of great importance to benchmark the state-of-the-art. In this paper, we systematically survey popular RGB-D datasets for different applications including object recognition, scene classification, hand gesture recognition, 3D-simultaneous localization and mapping, and pose estimation. We provide the insights into the characteristics of each important dataset, and compare the popularity and the difficulty of those datasets. Overall, the main goal of this survey is to give a comprehensive description about the available RGB-D datasets and thus to guide researchers in the selection of suitable datasets for evaluating their algorithms
Is movement better? Comparing sedentary and motion-based game controls for older adults
Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors
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System development guidelines from a review of motion-based technology for people with MCI or dementia
As the population ages and the number of people living with dementia or mild cognitive impairment (MCI) continues to increase, it is critical to identify creative and innovative ways to support and improve their quality of life. Motion-based technology has shown significant potential for people living with dementia or MCI by providing opportunities for cognitive stimulation, physical activity and participation in meaningful leisure activities, while simultaneously functioning as a useful tool for research and development of interventions. However, many of the current systems created using motion-based technology have not been designed specifically for people with dementia or MCI. Additionally, the usability and accessibility of these systems for these populations has not been thoroughly considered. This paper presents a set of system development guidelines derived from a review of the state of the art of motion-based technologies for people with dementia or MCI. These guidelines highlight three overarching domains of consideration for systems targeting people with dementia or MCI: (i) cognitive, (ii) physical, and (iii) social. We present the guidelines in terms of relevant design and use considerations within these domains and the emergent design themes within each domain. Our hope is that these guidelines will aid in designing motion-based software to meet the needs of people with dementia or MCI such that the potential of these technologies can be realized
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