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1

Wang, Yu, Fuxiang Chang, Yuanjie Wu, et al. "Multi-Kinects fusion for full-body tracking in virtual reality-aided assembly simulation." International Journal of Distributed Sensor Networks 18, no. 5 (2022): 155013292210975. http://dx.doi.org/10.1177/15501329221097591.

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Skeleton tracking based on multiple Kinects data fusion has been proved to have better accuracy and robustness than single Kinect. However, previous works did not consider the inconsistency of tracking accuracy in the tracking field of Kinect and the self-occlusion of human body in assembly operation, which are of vital importance to the fusion performance of the multiple Kinects data in assembly task simulation. In this work, we developed a multi-Kinect fusion algorithm to achieve robust full-body tracking in virtual reality (VR)-aided assembly simulation. Two reliability functions are first
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Nair, Arya J. "A Study on Different Recognition Systems based on Kinect Sensor." International Journal for Research in Applied Science and Engineering Technology 12, no. 1 (2024): 731–35. http://dx.doi.org/10.22214/ijraset.2024.58038.

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Abstract: The Kinect is a motion-sensing gadget that lets us control a computer or gaming console without holding a controller. The influence of Kinect has spread well beyond the video game sector. The Kinect sensor is equipped with multiple innovative sensing modules. It is equipped with four microphones, an RBG camera, and a depth sensor to track body motion, recognize faces, and detect voices. The Kinect sensor's ability to offer depth and RGB-D visual data offers novel avenues in the field of artificial intelligence. The Kinect's adaptable capabilities in-depth perception, skeletal trackin
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Mousavi Hondori, Hossein, and Maryam Khademi. "A Review on Technical and Clinical Impact of Microsoft Kinect on Physical Therapy and Rehabilitation." Journal of Medical Engineering 2014 (December 11, 2014): 1–16. http://dx.doi.org/10.1155/2014/846514.

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This paper reviews technical and clinical impact of the Microsoft Kinect in physical therapy and rehabilitation. It covers the studies on patients with neurological disorders including stroke, Parkinson’s, cerebral palsy, and MS as well as the elderly patients. Search results in Pubmed and Google scholar reveal increasing interest in using Kinect in medical application. Relevant papers are reviewed and divided into three groups: (1) papers which evaluated Kinect’s accuracy and reliability, (2) papers which used Kinect for a rehabilitation system and provided clinical evaluation involving patie
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Abdurrahman, Muhammad Rijal, Tatacipta Dirgantara, Sandro Mihradi, and Andi Isra Mahyuddin. "Validity of Kinect for Assessment of Joint Motion during Gait." Applied Mechanics and Materials 660 (October 2014): 921–26. http://dx.doi.org/10.4028/www.scientific.net/amm.660.921.

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One of the most common methods employed in gait analysis is the optical measurement method. While many analyzer systems are available commercially, the prices of those systems are rather prohibitive. In this work, an alternative method to obtain gait data using Microsoft KinectTM(Kinect) is investigated. Kinect, a 3D camera system created for gaming purposes, offers an ability which may be suitable for application in gait analysis. It has high mobility, needs no marker, is easy to use, and its price is relatively affordable. However, the performance of Kinect as a measurement tools in gait ana
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Jia, Wenchuan, Hanyang Wang, Qi Chen, Tianxu Bao, and Yi Sun. "Analysis of Kinect-Based Human Motion Capture Accuracy Using Skeletal Cosine Similarity Metrics." Sensors 25, no. 4 (2025): 1047. https://doi.org/10.3390/s25041047.

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Kinect, with its intrinsic and accessible human motion capture capabilities, found widespread application in real-world scenarios such as rehabilitation therapy and robot control. Consequently, a thorough analysis of its previously under-examined motion capture accuracy is of paramount importance to mitigate the risks potentially arising from recognition errors in practical applications. This study employs a high-precision, marker-based motion capture system to generate ground truth human pose data, enabling an evaluation of Azure Kinect’s performance across a spectrum of tasks, which include
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Bilesan, Alireza, Shunsuke Komizunai, Teppei Tsujita, and Atsushi Konno. "Improved 3D Human Motion Capture Using Kinect Skeleton and Depth Sensor." Journal of Robotics and Mechatronics 33, no. 6 (2021): 1408–22. http://dx.doi.org/10.20965/jrm.2021.p1408.

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Kinect has been utilized as a cost-effective, easy-to-use motion capture sensor using the Kinect skeleton algorithm. However, a limited number of landmarks and inaccuracies in tracking the landmarks’ positions restrict Kinect’s capability. In order to increase the accuracy of motion capturing using Kinect, joint use of the Kinect skeleton algorithm and Kinect-based marker tracking was applied to track the 3D coordinates of multiple landmarks on human. The motion’s kinematic parameters were calculated using the landmarks’ positions by applying the joint constraints and inverse kinematics techni
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Afyenni, Rita, Aldo Erianda, Putri Wahyuni, Ardian Firosha, Taufik Gusman, and Sumema. "Augmented Reality Applications for Cultural Heritage Using Kinect Sensor." International Journal of Advanced Science Computing and Engineering 6, no. 3 (2024): 129–33. https://doi.org/10.62527/ijasce.6.3.221.

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There are quite a number of advantages gained from Microsoft Kinect which is a motion sensing device that also includes AR applications to aid in the preservation and promotion of cultural assets. In this work, a batik model was developed with the help of Microsoft Kinect by utilizing its core components consisting of a depth sensor, an RGB camera and a microphone array to allow motion tracking, gesture recognition, and voice command functionalities of the device.The depth sensing features of the device, in particular the structural light employed, transition to Time-of-Flight technology has i
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Venek, Verena, Wolfgang Kremser, and Thomas Stöggl. "Towards a Live Feedback Training System: Interchangeability of Orbbec Persee and Microsoft Kinect for Exercise Monitoring." Designs 5, no. 2 (2021): 30. http://dx.doi.org/10.3390/designs5020030.

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Many existing motion sensing applications in research, entertainment and exercise monitoring are based on the Microsoft Kinect and its skeleton tracking functionality. With the Kinect’s development and production halted, researchers and system designers are in need of a suitable replacement. We investigated the interchangeability of the discontinued Kinect v2 and the all-in-one, image-based motion tracking system Orbbec Persee for the use in an exercise monitoring system prototype called ILSE. Nine functional training exercises were performed by six healthy subjects in front of both systems si
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Tran, Hoang Quang Minh, and Anh Vu Le. "Fusing Detected Humans in Multiple Perception Sensors Network." Journal of Advanced Engineering and Computation 1, no. 2 (2017): 114. http://dx.doi.org/10.25073/jaec.201712.61.

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A fusion method is proposed to keep a correct number of humans from all humans detected by the robot operating system based perception sensor network (PSN) which includes multiple partially overlapped field of view (FOV) Kinects. To this end, the fusion rules are based on the parallel and orthogonal configurations of Kinects in PSN system. For the parallel configuration, the system will decide whether the detected humans staying in FOV of single Kinect or in overlapped FOV of multiple Kinects by evaluating the angles formed between their locations and Kinect original point on top view (x, z pl
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Badr, Ahmed Mangoud, Wael M. Mubarak Refai, Mohamed Gaber El-Shal, and Ahmed Nasef Abdelhameed. "Accuracy and Reliability of Kinect Motion Sensing Input Device’s 3D Models: A Comparison to Direct Anthropometry and 2D Photogrammetry." Open Access Macedonian Journal of Medical Sciences 9, no. D (2021): 54–60. http://dx.doi.org/10.3889/oamjms.2021.6006.

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AIM: This study aims to evaluate the accuracy and reliability of Kinect motion sensing input device’s three-dimensional (3D) models by comparing it with direct anthropometry and digital 2D photogrammetry. MATERIALS AND METHODS: Six profiles and four frontal parameters were directly measured on the faces of 80 participants. The same measurements were repeated using two-dimensional (2D) photogrammetry and (3D) images obtained from Kinect device. Another observer made the same measurements for 30% of the images obtained with 3D technique, and interobserver reproducibility was evaluated for 3D ima
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Kurillo, Gregorij, Evan Hemingway, Mu-Lin Cheng, and Louis Cheng. "Evaluating the Accuracy of the Azure Kinect and Kinect v2." Sensors 22, no. 7 (2022): 2469. http://dx.doi.org/10.3390/s22072469.

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The Azure Kinect represents the latest generation of Microsoft Kinect depth cameras. Of interest in this article is the depth and spatial accuracy of the Azure Kinect and how it compares to its predecessor, the Kinect v2. In one experiment, the two sensors are used to capture a planar whiteboard at 15 locations in a grid pattern with laser scanner data serving as ground truth. A set of histograms reveals the temporal-based random depth error inherent in each Kinect. Additionally, a two-dimensional cone of accuracy illustrates the systematic spatial error. At distances greater than 2.5 m, we fi
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Caroff, Stanley N., Karen Yeomans, William R. Lenderking, et al. "RE-KINECT." Journal of Clinical Psychopharmacology 40, no. 3 (2020): 259–68. http://dx.doi.org/10.1097/jcp.0000000000001201.

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Wang, Chuyu, Jian Liu, Yingying Chen, Lei Xie, Hong Bo Liu, and Sanclu Lu. "RF-Kinect." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2, no. 1 (2018): 1–28. http://dx.doi.org/10.1145/3191773.

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Tölgyessy, Michal, Martin Dekan, Ľuboš Chovanec, and Peter Hubinský. "Evaluation of the Azure Kinect and Its Comparison to Kinect V1 and Kinect V2." Sensors 21, no. 2 (2021): 413. http://dx.doi.org/10.3390/s21020413.

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The Azure Kinect is the successor of Kinect v1 and Kinect v2. In this paper we perform brief data analysis and comparison of all Kinect versions with focus on precision (repeatability) and various aspects of noise of these three sensors. Then we thoroughly evaluate the new Azure Kinect; namely its warm-up time, precision (and sources of its variability), accuracy (thoroughly, using a robotic arm), reflectivity (using 18 different materials), and the multipath and flying pixel phenomenon. Furthermore, we validate its performance in both indoor and outdoor environments, including direct and indi
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Tölgyessy, Michal, Martin Dekan, Ľuboš Chovanec, and Peter Hubinský. "Evaluation of the Azure Kinect and Its Comparison to Kinect V1 and Kinect V2." Sensors 21, no. 2 (2021): 413. http://dx.doi.org/10.3390/s21020413.

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The Azure Kinect is the successor of Kinect v1 and Kinect v2. In this paper we perform brief data analysis and comparison of all Kinect versions with focus on precision (repeatability) and various aspects of noise of these three sensors. Then we thoroughly evaluate the new Azure Kinect; namely its warm-up time, precision (and sources of its variability), accuracy (thoroughly, using a robotic arm), reflectivity (using 18 different materials), and the multipath and flying pixel phenomenon. Furthermore, we validate its performance in both indoor and outdoor environments, including direct and indi
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16

Fisher, Kristie J., Tim Nichols, Katherine Isbister, and Tom Fuller. "Quantifying “Magic”." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (2014): 26–40. http://dx.doi.org/10.4018/ijgcms.2014010102.

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In November 2010, Microsoft released the Kinect sensor as a new input device for the Xbox 360 gaming console, and more recently the “next generation” of Kinect was released in November 2013 as part of the Xbox One entertainment system. Kinect has the ability to detect multiple points of skeletal movement, differentiating among multiple simultaneous users. This ability enables users to control and interact with on-screen elements by moving their bodies in space (e.g., move characters, select menu items, manipulate virtual objects). Controllers or on-body sensors are not needed to use gesture in
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Abdelnour, Patrik, Kevin Y. Zhao, Athanasios Babouras, et al. "Comparing the Drop Vertical Jump Tracking Performance of the Azure Kinect to the Kinect V2." Sensors 24, no. 12 (2024): 3814. http://dx.doi.org/10.3390/s24123814.

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Traditional motion analysis systems are impractical for widespread screening of non-contact anterior cruciate ligament (ACL) injury risk. The Kinect V2 has been identified as a portable and reliable alternative but was replaced by the Azure Kinect. We hypothesize that the Azure Kinect will assess drop vertical jump (DVJ) parameters associated with ACL injury risk with similar accuracy to its predecessor, the Kinect V2. Sixty-nine participants performed DVJs while being recorded by both the Azure Kinect and the Kinect V2 simultaneously. Our software analyzed the data to identify initial coronal
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Tölgyessy, Michal, Martin Dekan, and Ľuboš Chovanec. "Skeleton Tracking Accuracy and Precision Evaluation of Kinect V1, Kinect V2, and the Azure Kinect." Applied Sciences 11, no. 12 (2021): 5756. http://dx.doi.org/10.3390/app11125756.

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The Azure Kinect, the successor of Kinect v1 and Kinect v2, is a depth sensor. In this paper we evaluate the skeleton tracking abilities of the new sensor, namely accuracy and precision (repeatability). Firstly, we state the technical features of all three sensors, since we want to put the new Azure Kinect in the context of its previous versions. Then, we present the experimental results of general accuracy and precision obtained by measuring a plate mounted to a robotic manipulator end effector which was moved along the depth axis of each sensor and compare them. In the second experiment, we
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19

Hendra, Hendra. "ANALISA SISTEM PEMINDAI 3D BERBASIS KINECT TECHNOLOGY PADA KOMPONEN MESIN PERTANIAN." Journal of Applied Agricultural Science and Technology 3, no. 1 (2019): 115–21. http://dx.doi.org/10.32530/jaast.v3i1.103.

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Penelitian ini bertujuan untuk melakukan analisa terhadap sistem pemindai 3D untuk komponen mesin peralatan pertanian menggunakan teknologi kinect. Pemanfaat teknologi kinect ini diharapkan mampu memindai dan mengambil gambar komponen-komponen mesin pertanian secara 3D. Analisa yang digunakan adalah untuk mengetahui tingkat akurasi kinect dalam memindai komponen mesin pertanian. Pemindai 3D ini menggunakan teknologi kinect sebagai sesor utama. Kinect terdiri dari sensor infra red, sensor depth image coms dan sensor color image CMOS. Semua sensor kinect memindai obyek secara 3D dan kemudian dip
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Kim, Hyesuk, and Incheol Kim. "Dynamic Arm Gesture Recognition Using Spherical Angle Features and Hidden Markov Models." Advances in Human-Computer Interaction 2015 (2015): 1–7. http://dx.doi.org/10.1155/2015/785349.

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We introduce a vision-based arm gesture recognition (AGR) system using Kinect. The AGR system learns the discrete Hidden Markov Model (HMM), an effective probabilistic graph model for gesture recognition, from the dynamic pose of the arm joints provided by the Kinect API. Because Kinect’s viewpoint and the subject’s arm length can substantially affect the estimated 3D pose of each joint, it is difficult to recognize gestures reliably with these features. The proposed system performs the feature transformation that changes the 3D Cartesian coordinates of each joint into the 2D spherical angles
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Gonzalez-Jorge, H., P. Rodríguez-Gonzálvez, J. Martínez-Sánchez, et al. "Metrological comparison between Kinect I and Kinect II sensors." Measurement 70 (June 2015): 21–26. http://dx.doi.org/10.1016/j.measurement.2015.03.042.

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Orona, Héctor Manuel Ocampo, Guillermo Silva Maldonado, and Norma Patricia Salinas Martínez. "Kinect TEAM: Kinesthetic Learning Applied to Mathematics Using Kinect." Procedia Computer Science 75 (2015): 169–72. http://dx.doi.org/10.1016/j.procs.2015.12.234.

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Emmanuel Mbada, Chidozie, Emmanuel Oluwatosin Abata, Omoniyi Ayokunle Ojapinwa, Saturday Nicholas Oghumu, Adekola Ademogoyegun, and Francis Fatoye. "Comparing Microsoft Kinect and Observational Gait Analysis in Assessing Gait Parameters of Apparently Healthy Adults." Iranian Rehabilitation Journal 21, no. 2 (2023): 347–54. http://dx.doi.org/10.32598/irj.21.2.1733.2.

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Objectives: Although the Microsoft Kinect has compelling potential for gait analysis in medicine, data available to compare it with observational gait analysis (OGA) is scarce. This study compared the Microsoft Kinect and the OGA in assessing the gait parameters of apparently healthy adults. Methods: Ninety-seven apparently healthy young male adults participated in this comparative study. First, the participant’s age, height, weight, and body mass index were obtained. Afterward, gait parameters involving the number of steps, cadence, stride length, and step length were assessed concurrently fo
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Lun, Roanna, and Wenbing Zhao. "A Survey of Applications and Human Motion Recognition with Microsoft Kinect." International Journal of Pattern Recognition and Artificial Intelligence 29, no. 05 (2015): 1555008. http://dx.doi.org/10.1142/s0218001415550083.

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Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, edu
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Ding, Ing-Jr, and Zong-Gui Wu. "Combinations of eigenspace and GMM with Kinect sensor-extracted action gesture features for person identity recognition." Engineering Computations 33, no. 8 (2016): 2489–503. http://dx.doi.org/10.1108/ec-02-2016-0076.

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Purpose The Kinect sensor released by Microsoft is well-known for its effectiveness on human gesture recognition. Gesture recognition by Kinect has been proved to be an efficient command operation and provides an additional human-computer interface in addition to the traditional speech recognition. For Kinect gesture recognition in the application of gesture command operations, recognition of the active user making the gesture command to Kinect will be an extremely crucial problem. The purpose of this paper is to propose a recognition method for recognizing the person identity of an active use
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Reisi Dehkordi, Sara, Marina Ismail, and Norizan Mat Diah. "A Review of Kinect Computing Research in Education and Rehabilitation." International Journal of Engineering & Technology 7, no. 3.15 (2018): 19. http://dx.doi.org/10.14419/ijet.v7i3.15.17399.

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Recently Kinect technology device and its benefit in treatment approach are rapidly growing domain of interestingness for researchers and educators. For years, the games and applications, except their entertaining aspect, have discovered an educational and rehabilitation character. In recent years, gesture-based devices have evolved and attracted the attention of researchers, and thus to Microsoft Kinect Xbox. Already, many institutions worldwide use the Kinect to the learning or rehabilitation process. This paper indicates a review of articles to provide a preliminary reconsideration on Micro
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Yoshimoto, Kohei, and Masahiro Shinya. "Use of the Azure Kinect to measure foot clearance during obstacle crossing: A validation study." PLOS ONE 17, no. 3 (2022): e0265215. http://dx.doi.org/10.1371/journal.pone.0265215.

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Obstacle crossing is typical adaptive locomotion known to be related to the risk of falls. Previous conventional studies have used elaborate and costly optical motion capture systems, which not only represent a considerable expense but also require participants to visit a laboratory. To overcome these shortcomings, we aimed to develop a practical and inexpensive solution for measuring obstacle-crossing behavior by using the Microsoft Azure Kinect, one of the most promising markerless motion capture systems. We validated the Azure Kinect as a tool to measure foot clearance and compared its perf
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Karatzas, Nicolaos, Patrik Abdelnour, Jason Philip Aaron Hiro Corban, et al. "Comparing a Portable Motion Analysis System against the Gold Standard for Potential Anterior Cruciate Ligament Injury Prevention and Screening." Sensors 24, no. 6 (2024): 1970. http://dx.doi.org/10.3390/s24061970.

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Knee kinematics during a drop vertical jump, measured by the Kinect V2 (Microsoft, Redmond, WA, USA), have been shown to be associated with an increased risk of non-contact anterior cruciate ligament injury. The accuracy and reliability of the Microsoft Kinect V2 has yet to be assessed specifically for tracking the coronal and sagittal knee angles of the drop vertical jump. Eleven participants performed three drop vertical jumps that were recorded using both the Kinect V2 and a gold standard motion analysis system (Vicon, Los Angeles, CA, USA). The initial coronal, peak coronal, and peak sagit
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Freitas, Vinicius, Leandro Pedrazzi Leal, Nara Núbia de Sousa Truppel, Dayanna Roberta Costa da Rocha, and Paula Paraguassú Brandão. "Utilização do Xbox Kinect como incentivo à prática de Educação Física em escolas de tempo integral: Revisão da literatura." Revista Científica Universitas 10, no. 2 (2023): 214–31. http://dx.doi.org/10.29327/2276101.10.2-14.

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O Kinect, um sensor de movimento do Xbox 360, tem sido cada vez mais utilizado em uma variedade de jogos de vídeo, incluindo modalidades esportivas, ganhando destaque. Este estudo explora a relevância do Kinect como ferramenta de incentivo à prática de educação física em escolas de período integral. Utilizando uma metodologia de estudo bibliográfico, os resultados demonstram a viabilidade do uso do Kinect nas aulas de educação física. Conclui-se que a integração do Xbox Kinect no contexto das aulas de educação física pode criar uma experiência individualizada para alunos que possam estar relut
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Sokhib, Tukhtaev, and Taeg Keun Whangbo. "A Combined Method of Skin-and Depth-based Hand Gesture Recognition." International Arab Journal of Information Technology 17, no. 1 (2019): 137–45. http://dx.doi.org/10.34028/iajit/17/1/16.

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Kinect is a promising acquisition device that provides useful information on a scene through color and depth data. There has been a keen interest in utilizing Kinect in many computer vision areas such as gesture recognition. Given the advantages that Kinect provides, hand gesture recognition can be deployed efficiently with minor drawbacks. This paper proposes a simple and yet efficient way of hand gesture recognition via segmenting a hand region from both color and depth data acquired by Kinect v1. The Inception model of the image recognition system is used to check the reliability of the pro
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Yamada, Hiroki, Yoshihiro Kanamori, Yukio Fukui, and Jun Mitani. "Relighting with Kinect." Journal of The Institute of Image Information and Television Engineers 67, no. 5 (2013): J152—J154. http://dx.doi.org/10.3169/itej.67.j152.

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Gillian, Nicholas, and Sarah Nicolls. "Kinect-ed Piano." Leonardo 48, no. 3 (2015): 294–95. http://dx.doi.org/10.1162/leon_a_01016.

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The authors describe a gesturally controlled improvisation system for an experimental pianist, developed over several laboratory sessions and used during a performance at the 2011 conference on New Interfaces for Musical Expression (NIME). They discuss the architecture and performative advantages and limitations of the system, and reflect on the lessons learned throughout its development.
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Motta, Thiago, Manuel Loaiza, Alberto Raposo, and Luciano Soares. "Kinect Projection Mapping." Journal on Interactive Systems 5, no. 3 (2014): 1. http://dx.doi.org/10.5753/jis.2014.722.

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Spatial augmented reality allows users to create a projected virtual environment on irregular surfaces. This demands an accurate Camera-Projector calibration process in order to produce precise 3D information to match the real object. This paper presents a framework to process data achieved from a calibration of a Kinect-Projector system in visualization applications, allowing the user to create an augmented reality environment without having extensive process of the Camera-Projector calibration, while maintaining a precise calibration to the projection on irregular surfaces. Additionally, dif
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Amir, Samreen, Adnan Waqar, Maryam Ajmal Siddiqui, Maryam Majeed, Hafsa Haseeb, and Syed Hassan Mehmood. "Kinect Controlled UGV." Wireless Personal Communications 95, no. 2 (2016): 631–40. http://dx.doi.org/10.1007/s11277-016-3915-3.

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Sarbolandi, Hamed, Damien Lefloch, and Andreas Kolb. "Kinect range sensing: Structured-light versus Time-of-Flight Kinect." Computer Vision and Image Understanding 139 (October 2015): 1–20. http://dx.doi.org/10.1016/j.cviu.2015.05.006.

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Rajesh Kannan, Megalingam, Menon Deepansh, Ajithkumar Nitin, and Saboo Nihil. "Implementation of Gesture Control in Robotic Arm Using Kinect Module." Applied Mechanics and Materials 786 (August 2015): 378–82. http://dx.doi.org/10.4028/www.scientific.net/amm.786.378.

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This research work is targeted at building and analyzing a robotic arm which mimics the motion of the human arm of the user. The propsed system monitors the motion of the user’s arm using a Kinect. Using the “Kinect Skeletal Image” project of Kinect SDK, a skeletal image of the arm is obtained which consists of 3 joints and links connecting them. 3-D Coordinate Geometry techniques are used to compute the angles obtained between the links. This corresponds to the angles made by the different segments of the human arm. In this work we present the capturing of human hand gestures by Kinect and an
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Liu, Jin Gang. "Applied Research of Somatosensory Game Based on Kinect and Unity 3D Data Integration Technology." Applied Mechanics and Materials 667 (October 2014): 177–82. http://dx.doi.org/10.4028/www.scientific.net/amm.667.177.

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The paper analyzes data integration technology about Kinect and Unity3D. Authors design scheme based on WPF and Unity 3D internal calling mode. System includes screen show module, Unity3D and Kinect interface module and data acquisition module. There are scene settings, rigging, mirroring sports, close-range model, smoothing processing and other functions in Unity3D; and codes implement the device control, rigging algorithm, equipment image acquisition in Kinect. Tested by C # on unmanaged dll's management, it is a good scheme to import Kinect hardware driver program and calling a custom data
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Kuntjara, Aristarchus Pranayama, Erandaru Erandaru, Tommy Gunawan, and Christian Hensel. "Potensi Penggunaan Kinect sebagai Alat Motion Capture untuk Animasi Karakter Digital." Nirmana 21, no. 1 (2022): 1–7. http://dx.doi.org/10.9744/nirmana.21.1.1-7.

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Kinect merupakan perangkat sensor motion capture yang mulanya dipakai untuk video game controller, tapi kini digunakan untuk berbagai macam keperluan yang membutuhkan sensor gerak. Kinect relatif murah dan mudah untuk didapatkan dan dipakai sebagai motion capture untuk menggerakkan karakter digital 3D. Dalam penelitian ini, uji coba dilakukan terhadap kemampuan Kinect dalam set-up sistem motion capture yang sesederhana mungkin dan mudah untuk dapat diakses oleh awam. Dari hasil uji coba didapatkan hasil dan saran atau anjuran pemakaian dan set-up yang paling efektif untuk dapat menggerakkan se
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Adachi, Takayuki, Masafumi Goseki, Hiroshi Takemura, et al. "Integration of Ultrasonic Sensors and Kinect Sensors for People Distinction and 3D Localization." Journal of Robotics and Mechatronics 25, no. 4 (2013): 762–66. http://dx.doi.org/10.20965/jrm.2013.p0762.

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The method proposed here for 3D position measurement and identification of individuals by integrating ultrasonic and Kinect sensors uses ultrasonic transmitter tags with unique identifiers. Ultrasonic sensors measure the 3D positions of and identify tagged individuals, but cannot make measurements if there are no receivers in the direction of ultrasonic waves from transmitters. Kinect sensors measure 3D positions of individuals and track them with OpenNI, but Kinect sensors cannot make measurements if occlusion occurs due to the overlapping of individuals. Evaluation results show that the meth
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Hua, Shan, Minjie Xu, Zhifu Xu, Hongbao Ye, and Cheng quan Zhou. "Kinect-Based Real-Time Acquisition Algorithm of Crop Growth Depth Images." Mathematical Problems in Engineering 2021 (July 21, 2021): 1–9. http://dx.doi.org/10.1155/2021/3913575.

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Kinect 3D sensing real-time acquisition algorithm that can meet the requirements of fast, accurate, and real-time acquisition of image information of crop growth laws has become the trend and necessary means of digital agricultural production management. Based on this, this paper uses Kinect real-time image generation technology to try to monitor and study the depth map of crop growth law in real time, use Kinect to obtain the algorithm of crop growth depth map, and conduct investigation and research. Real-time image acquisition research on crop growth trends provides a basis for in-depth unde
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Almasi, Sohrab, Hossein Ahmadi, Farkhondeh Asadi, et al. "Kinect-Based Rehabilitation Systems for Stroke Patients: A Scoping Review." BioMed Research International 2022 (March 27, 2022): 1–16. http://dx.doi.org/10.1155/2022/4339054.

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Background and Objective. Kinect-based rehabilitation is an effective solution for creating motivation and promoting adherence to rehabilitation programs in stroke patients. The current study was aimed at examining the effects of Kinect-based rehabilitation systems on performance improvement, domains of use, and its limitations for stroke patients. Method. This study was conducted according to Arksey and O’Malley’s framework. To investigate the evidence on the effects of Kinect-based rehabilitation, a search was executed in five databases (Web of Science, PubMed, Cochrane Library, Scopus, and
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Khader, Karim, Molly Leecaster, William Ray, et al. "Evaluating Healthcare Worker Movements and Patient Interactions Within ICU Rooms." Infection Control & Hospital Epidemiology 41, S1 (2020): s222—s224. http://dx.doi.org/10.1017/ice.2020.767.

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Background: Contamination of healthcare workers and patient environments likely play a role in the spread of antibiotic-resistant organisms. The mechanisms that contribute to the distribution of organisms within and between patient rooms are not well understood, but they may include movement patterns and patient interactions of healthcare workers. We used an innovative technology for tracking healthcare worker movement and patient interactions in ICUs. Methods: The Kinect system, a device developed by Microsoft, was used to detect the location of a person’s hands and head over time, each repre
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Albert, Justin Amadeus, Victor Owolabi, Arnd Gebel, Clemens Markus Brahms, Urs Granacher, and Bert Arnrich. "Evaluation of the Pose Tracking Performance of the Azure Kinect and Kinect v2 for Gait Analysis in Comparison with a Gold Standard: A Pilot Study." Sensors 20, no. 18 (2020): 5104. http://dx.doi.org/10.3390/s20185104.

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Gait analysis is an important tool for the early detection of neurological diseases and for the assessment of risk of falling in elderly people. The availability of low-cost camera hardware on the market today and recent advances in Machine Learning enable a wide range of clinical and health-related applications, such as patient monitoring or exercise recognition at home. In this study, we evaluated the motion tracking performance of the latest generation of the Microsoft Kinect camera, Azure Kinect, compared to its predecessor Kinect v2 in terms of treadmill walking using a gold standard Vico
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Gray, Aaron D., Brad W. Willis, Marjorie Skubic, et al. "Development and Validation of a Portable and Inexpensive Tool to Measure the Drop Vertical Jump Using the Microsoft Kinect V2." Sports Health: A Multidisciplinary Approach 9, no. 6 (2017): 537–44. http://dx.doi.org/10.1177/1941738117726323.

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Background: Noncontact anterior cruciate ligament (ACL) injury in adolescent female athletes is an increasing problem. The knee-ankle separation ratio (KASR), calculated at initial contact (IC) and peak flexion (PF) during the drop vertical jump (DVJ), is a measure of dynamic knee valgus. The Microsoft Kinect V2 has shown promise as a reliable and valid marker-less motion capture device. Hypothesis: The Kinect V2 will demonstrate good to excellent correlation between KASR results at IC and PF during the DVJ, as compared with a “gold standard” Vicon motion analysis system. Study Design: Descrip
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Darmawiguna, I. Gede Mahendra, I. Made Gede Sunarya, and Ni Putu Ratna Puspitarini. "Pengembangan Aplikasi Kinect Digital Display Pakaian Adat Indonesia." Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 6, no. 1 (2017): 39. http://dx.doi.org/10.23887/janapati.v6i1.9928.

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Pakaian adat tradisional merupakan simbol dari suatu daerah. Pakaian adat sangat identik dalam suatu prosesi upacara adat di Indonesia. Pakaian adat biasanya dipakai untuk memperingati hari besar seperti kelahiran, pernikahan, kematian, serta hari-hari besar keagamaan. Tujuan dari penelitian ini adalah: 1). Membuat rancang bangun pengembangan Aplikasi Kinect Digital Display Pakaian Adat Indonesia, 2). Mengimplementasikan rancangan Aplikasi Kinect Digital Display Pakaian Adat Indonesia, 3). Mengetahui respon pengguna terhadap Aplikasi Kinect Digital Display Pakaian Adat Indonesia. Metode peneli
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Alshammari, Ali, and David Whittinghill. "Multiplayer Kinect Serious Games." International Journal of Game-Based Learning 5, no. 3 (2015): 45–61. http://dx.doi.org/10.4018/ijgbl.2015070104.

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Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide background information on the existing research base that upholds the educational uses of these games. The review was built on empirical and theoretical studies conducted in the area of multiplayer Kinect games. A total of (748) articles were screene
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Zhao, Wenbing, and Deborah D. Espy. "Assessment of Sit-to-Stand Movements Using a Single Kinect Sensor." International Journal of Healthcare Information Systems and Informatics 14, no. 1 (2019): 29–43. http://dx.doi.org/10.4018/ijhisi.2019010103.

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The aim of this article is to show that the absolute measurement difference between the Kinect-based system and the marker-based system for the sit-to-stand exercise is less important provided that the difference is caused by systematic errors in the Kinect measurement. Three healthy individuals participated in this study. Marker trajectories and Kinect skeletal joint data were collected while each subject performed the sit-to-stand exercise. Three key parameters, the initial, minimum, and maximum hip angles obtained from the two systems are compared. This preliminary study shows that the Kine
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Fan, Kuo Kuang, and Ko Jung Lin. "KINECT with FLASH ActionScript 3.0 Applications in Interactive Design." Applied Mechanics and Materials 145 (December 2011): 525–29. http://dx.doi.org/10.4028/www.scientific.net/amm.145.525.

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While image recognition, image detection and tracking technology have been developing for several years the application of the game-based interaction just began to emerge recently. Since the Nintendo WII game console appearred on the market, the somatosensory remote method has greatly changed the way of interaction between people and game. Then, with the boom of somatosensory, other single-user game consoles also introduced new somatosensory-supportable kits for their own system but the mode of operatiom does not change much. Most of them follow the WII’s operating mode, they still have to use
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Et.al, Nurhafizah Moziyana Mohd Yusop. "Measuring the Effectiveness of Exergames among Gen Z using Kinect Sensor and EEG." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 1502–8. http://dx.doi.org/10.17762/turcomat.v12i3.950.

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Nowadays, generation Z are not interested in applying the traditional method in sports or learning activity. General observation found that primary students nowadays are eagerly using technology during learning or sports activity. Exergames using Kinect is one of the solutions to encourage the interest of generation z. This research focusses on the Effectiveness of Exergames using Kinect Sensor among primary students. The research also uses EEG measurement to prove the attention level of students during this activity. The emphasis of this paper is the student's performance and their level of f
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Kurniawan, Aditya, and Kholilatul Wardani. "Pengaruh Isolated Neighborhood-Averaging Filters Pada Kinect Structural Noise Sebagai Sistem Navigasi Robot Wild Thumper." TELKA - Telekomunikasi, Elektronika, Komputasi dan Kontrol 3, no. 1 (2017): 49–56. http://dx.doi.org/10.15575/telka.v3i1.52.

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Sensor kinect akan dikondisikan untuk mengambil sebuah benda hitam berbentuk persegi berukuran 10cm x 10cm secara tegak lurus pada sebuah background homogen (warna putih dengan RGB 255,255,255). Hasil data sensor kinect akan diambil menggunakan program visual basic 6.0 secara berkala sebanyak 10 kali tiap tahap dengan frekuensi satu kali / menit. Total tahap yang dilaksanakan adalah sebanyak 4 tahap. Sensor kinect diprogram untuk mengambil gambar objek tanpa proses blurring, dengan 1x blurring, 2x blurring dan 3x blurring menggunakan teknik Localized Neighbourhood-Averaging Filter. Hasil pengi
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