Search results for "kinect"
showing 10 items of 20 documents
KIND-DAMA: A modular middleware for Kinect-like device data management
2018
In the last decades, we have witnessed a growing interest toward touchless gestural user interfaces. Among other reasons, this is due to the large availability of different low-cost gesture acquisition hardware (the so-called âKinect-like devicesâ). As a consequence, there is a growing need for solutions that allow to easily integrate such devices within actual systems. In this paper, we present KIND-DAMA, an open and modular middleware that helps in the development of interactive applications based on gestural input. We first review the existing middlewares for gestural data management. Then, we describe the proposed architecture and compare its features against the existing similar so…
Advanced 3D movement analysis algorithms for robust functional capacity assessment.
2017
SummaryObjectives: We developed a novel system for in home functional capacities assessment in frail older adults by analyzing the Timed Up and Go movements. This system aims to follow the older people evolution, potentially allowing a forward detection of motor decompensation in order to trigger the implementation of rehabilitation. However, the pre-experimentations conducted on the ground, in different environments, revealed some problems which were related to KinectTM operation. Hence, the aim of this actual study is to develop methods to resolve these problems.Methods: Using the KinectTM sensor, we analyze the Timed Up and Go test movements by measuring nine spatio-temporal parameters, …
Temporal Denoising of Kinect Depth Data
2012
The release of the Microsoft Kinect has attracted the attention of researchers in a variety of computer science domains. Even though this device is still relatively new, its recent applications have shown some promising results in terms of replacing current conventional methods like the stereo-camera for robotics navigation, multi-camera system for motion detection and laser scanner for 3D reconstruction. While most work around the Kinect is on how to take full advantage of its capabilities, so far only a few studies have been carried out on the limitations of this device and fewer that provide solutions to enhance the precision of its measurements. In this paper, we review and analyse curr…
Fotogrammetria e tecnologia IR per un rilievo digitale low-cost della scultura “Torso”, di Eduardo Chillida
2014
The paper focuses on the analysis of ‘innovative’ technologies for low-cost survey: downstream test metrology and precise coding methodology, which could be of great support in the documen- tation, virtualization and dissemination of the sculptural heritage. The transposition of the museum works in 3D allows the return of models that can be used by remote –for studies, measurements, restorations, etc.–, no needing a physical contact with the piece, so in a non-invasive way. The virtual museum also offers the pos- sibility to organize exhibitions accessible to a wider audience.
Annotated Video Corpus of FinSL with Kinect and Computer-Vision Data
2016
This paper presents an annotated video corpus of Finnish Sign Language (FinSL) to which has been appended Kinect and computer-vision data. The video material consists of signed retellings of the stories Snowman and Frog, where are you?, elicited from 12 native FinSL signers in a dialogue setting. The recordings were carried out with 6 cameras directed toward the signers from different angles, and 6 signers were also recorded with one Kinect motion and depth sensing input device. All the material has been annotated in ELAN for signs, translations, grammar and prosody. To further facilitate research into FinSL prosody, computer-vision data describing the head movements and the aperture change…
Study of Zumba game playing experience, related to previous knowledge of Zumba
2014
The focus of this research is to make an analysis of the experiences of Xbox Kinect Zumba game players in correlation to the real Zumba classes. Through the observation of the Zumba game, specifically using the Xbox Kinect motion detection technology, the researcher intends to create a user experience similar to the real classroom experience and/or create a situation pleasant enough to interest the subjects in real Zumba classes or further game playing, despite of their preconceptions about the game/activity. Negative results will be used to pinpoint what is lacking in this situation and environment to achieve the level of comfort and enjoyment required. The researcher intends to show that …
Reflectance Measurement Method Based on Sensor Fusion of Frame-Based Hyperspectral Imager and Time-of-Flight Depth Camera
2022
Hyperspectral imaging and distance data have previously been used in aerial, forestry, agricultural, and medical imaging applications. Extracting meaningful information from a combination of different imaging modalities is difficult, as the image sensor fusion requires knowing the optical properties of the sensors, selecting the right optics and finding the sensors’ mutual reference frame through calibration. In this research we demonstrate a method for fusing data from Fabry–Perot interferometer hyperspectral camera and a Kinect V2 time-of-flight depth sensing camera. We created an experimental application to demonstrate utilizing the depth augmented hyperspectral data to measu…
Une nouvelle approche de classification de personnes à partir d'une plate-forme multi-kinect
2015
International audience; Dans ce papier nous présentons un descripteur 3D original pour la classification de personnes. Nous avons réalisé une plate-forme multi-kinect qui fait l'acquisition de nuages de points complets (c'est à dire selon une vue à 360°). Un post-traitement (suppression d'arrière-plan) isole les éléments qui sont candidats à représenter une personne. Notre descripteur exploite ces données et permet, au travers d'un classifieur SVM (Support Vector Machine), de classifier les personnes et de déterminer l'orientation du plan frontal de la personne. Il utilise la répartition spatiale et l'orientation des normales aux surfaces dans un procédé dérivé de celui des HOG (Histogram o…
Taking non-manuality into account in collecting and analyzing Finnish Sign Language video data
2014
This paper describes our attention to research into non-manuals when collecting a large body of video data in Finnish Sign Language (FinSL). We will first of all give an overview of the data-collecting process and of the choices that we made in order for the data to be usable in research into non-manual activity (e.g. camera arrangement, video compression, and Kinect technology). Secondly, the paper will outline our plans for the analysis of the non-manual features of this data. We discuss the technological methods we plan to use in our investigation of non-manual features (i.e. computer-vision based methods) and give examples of the type of results that this kind of approach can provide us…
Kinectin käyttö ympäristön- ja liikkeentunnistukseen
2012
Vilhunen, Eetu Kinectin käyttö ympäristön- ja liikkeentunnistukseen Jyväskylä: Jyväskylän yliopisto, 2012. Tietojärjestelmätiede, Kandidaatin -tutkielma Ohjaaja(t): Eskelinen , Matti Tämän tutkielman tarkoituksena on käsitellä Microsoftin kehittämää Kinect -sensoria ja sen hyödyntämistä ympäristön- ja liikkeentunnistukseen. Tutkimus pyrkii vastaamaan siihen, miten Kinectiä voidaan hyödyntää ympäristön- ja liikkeentunnistuksessa, sekä siihen mitä hyötyä tai haittaa Kinectin käytöstä voi olla. Aluksi käydään läpi hieman Kinectin historiaa sekä sen sisältämää teknologiaa. Tämän jälkeen käydään läpi tutkielman kannalta oleelliset konenäköön liittyvät termit. Tutkielman aikana käydään myös läpi …