730 research outputs found

    A USB Interfaced Motion Capture Sensor, Using Tri-Axis Magnetic/Inertial Sensors For Use In Kinematic Studies

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    An unobtrusive tri-axis magnetic and gravitational field transducer for use in kinematic tracking is presented. Outlined is a novel approach for using such a sensor i.e. providing a Universal Serial Bus (USB) interface, allowing the direct utilization of the logical topology of the standard, making scalable deployment possible. Furthermore design considerations; construction and performance of the sensor are analysed and discussed in detail

    A USB Interfaced Motion Capture Sensor, Using Tri-Axis Magnetic/Inertial Sensors For Use In Kinematic Studies

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    An unobtrusive tri-axis magnetic and gravitational field transducer for use in kinematic tracking is presented. Outlined is a novel approach for using such a sensor i.e. providing a Universal Serial Bus (USB) interface, allowing the direct utilization of the logical topology of the standard, making scalable deployment possible. Furthermore design considerations; construction and performance of the sensor are analysed and discussed in detail

    A Prototype Sourceless Kinematic-Feedback Based Video Game for Movement Based Exercise

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    Reducing Sensor Density Requirements For Kinematic Controllers In A Full Posture Yoga Gaming Application

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    Integration of whole body movements with virtual reality environments and computer games has many benefits for exercise training and rehabilitation. Such applications can serve as a virtual personal trainer for different exercise therapies. Current examples of this are based on provision of visual feedback to the user via a webcam yet these allow the player to deviate from the desired exercise sequence without direct warning or feedback. This can be solved by tracking body movements using orientation sensors. However, tracking and providing real time feedback for whole body movements for exercise therapies such as Yoga can prove very complex and require the use of a large number of sensors on body segments. In this paper we describe a methodological approach that can facilitate the development of a body movement driven Yoga exercise computer game that can discriminate player performance level with the use of minimum instrumentation

    The E-Motion System: Motion Capture and Movement-based Biofeedback Game

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    This paper describes the development of a movement based training game aimed at teaching users an exercise program. This is achieved through analysing body posture as the player performs the exercise routine while concurrently receiving real-time feedback from the game. An in-depth post game feedback system also features, giving the player a detailed account of their performance after completing the exercise routine. Analysis of the player’s posture is achieved by placing orientation sensors on appropriate parts of the players’ body. The game can then read and interpret data from these sensors reconstructing a live 3D model of the players’ posture. The game has the kinematic data of an expert performing the current exercise routine stored in memory, which is compared to the kinematic data of the current player and appropriate feedback is given to aid the player in performing the exercise. The theme of the prototype game currently developed is that of a yoga training game (E-Yoga)

    A Prototype Sourceless Kinematic-Feedback Based Video Game for Movement Based Exercise

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    This paper presents a prototype kinematic and audio feedback based video game, availing of a scalable motion capture acquisition system, based around a number of orientation sensors. The orientation sensors used are USB based tri-axis magnetic and gravitational field transducers. The novel video-game is capable of incorporating the real time data from these sensors to control an on screen avatar, which in turn can be programmed to give appropriate instructions to the user i.e. play a sound file, once the user obtains a certain posture. The video game is designed to promote physical exercise and movement based relaxation, in particular; Yoga. In addition, design considerations; implementation and performance of the system are analyzed, discussed and the accuracy qualitatively analyzed by comparing movement data obtained from it to that of a validated motion analysis technique, the CODA motion analysis system

    Reducing Sensor Density Requirements For Kinematic Controllers In A Full Posture Yoga Gaming Application

    Get PDF
    Integration of whole body movements with virtual reality environments and computer games has many benefits for exercise training and rehabilitation. Such applications can serve as a virtual personal trainer for different exercise therapies. Current examples of this are based on provision of visual feedback to the user via a webcam yet these allow the player to deviate from the desired exercise sequence without direct warning or feedback. This can be solved by tracking body movements using orientation sensors. However, tracking and providing real time feedback for whole body movements for exercise therapies such as Yoga can prove very complex and require the use of a large number of sensors on body segments. In this paper we describe a methodological approach that can facilitate the development of a body movement driven Yoga exercise computer game that can discriminate player performance level with the use of minimum instrumentation

    A Real Time Motion Capture System, Using USB Based Tri-Axis Magnetic and Inertial Sensors for Movement Based Relaxation

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    scalable motion capture system based on multiple orientation sensors, each consisting of tri-axis magnetic and gravitational field transducers, for use in kinematic studies; is presented. Outlined is a novel system capable of accessing real time data from multiple sensors, via one universal serial bus host, using a dynamic link library. In addition, design considerations; implementation and performance of the system are analysed and discussed
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