نتایج جستجو برای: kinect

تعداد نتایج: 2418  

2016
Armelle Bauer

titre : User-specific real-time registration and tracking applied to anatomy learning. To make the complex task of anatomy learning easier, there exist many ways to represent and structure anatomical knowledge (drawings, books, cadaver dissections, 3D models, etc.). However, it may be difficult from these static media to understand and analyze anatomy motion, which is essential for medicine stu...

2015
Seokmin Hong Adrián Dorado Genaro Saavedra Manuel Martínez-Corral Donghak Shin Byung-Gook Lee

We propose the fusion between two concepts that are very successful in the area of 3D imaging and sensing. Kinect technology permits the registration, in real time, but with low resolution, of accurate depth maps of big, opaque, diffusing 3D scenes. Our proposal consists on transforming the sampled depth map, provided by the Kinect technology, into an array of microimages whose position; pitch ...

2013
Yirui Wu Tong Lu Jiqiang Song

This paper proposes a real-time mesh animation framework to animate any kind of virtual characters by using Kinect. A deformation module is first predefined by constructing propagation fields and accordingly the isolines in each field for a character. During animation, motions captured by Kinect are retargeted to movements of users’ specified handle constraints, which induce the deformation mod...

2015
Daniel Lenzen

Gestures related to time can reveal implicit representations of the TIME is SPACE metaphor (Núñez & Sweetser, 2006). While past research has shown that gestures illustrate the direction of future and past on timelines, no detailed analysis of timelines has been possible. Using the Kinect depth camera and body tracking technology, we tracked participants’ co-speech gestures while explaining time...

2013
Anton L. Fuhrmann Johannes Kretz Peter Burwik

This paper demonstrates how to use multiple Kinect sensors to map a performer’s motion to music. Skeleton data streams from multiple sensors are merged in order to compensate for occlusions of the performer. The skeleton joint positions drive the performance via open sound control data. We discuss how to register the different sensors to each other and how to smoothly merge the resulting data s...

Journal: :JVRB 2014
Christian Barrett Jacob Brown Jay Hartford Michael Hoerter Andrew Kennedy Ray Hassan David Whittinghill

This manuscript details a technique for estimating gesture accuracy within the context of motion-based health video games using the MICROSOFT KINECT. We created a physical therapy game that requires players to imitate clinically significant reference gestures. Player performance is represented by the degree of similarity between the performed and reference gestures and is quantified by collecti...

2015
Chintan Mishra Zeeshan Ahmed Khan Mikael Ekström

2012
Kristian Kiili Pauliina Tuomi Arttu Perttula

The growing obesity problem has reinforced policymakers and educators to devise strategies that encourage introduction of novel and engaging physical activities in schools. At the same time, the gaming industry has introduced a game genre that requires the player to be physically involved in the game (e.g. Nintendo Wii, Kinect). In fact, exergames (physically activating games) is an emerging tr...

Journal: :Symmetry 2016
Kun Ha Suh Yoonkyoung Kim Eui Chul Lee

Facial muscle micro movements for eight emotions were induced via visual and auditory stimuli and were verified according to sex. Thirty-one main facial features were chosen from the Kinect API out of 121 initially obtained facial features; the average change of pixel value was measured after image alignment. The proposed method is advantageous as it allows for comparisons. Facial micro-express...

Journal: :CoRR 2014
Edson Lopes José Caetano António Abreu Frederico Grilo

This paper presents the details of a system capable of recording on video a traditional class. By traditional class it is meant a teacher, a blackboard and a white canvas where course notes are projected. The system is able to track the movements of the lecturer, while recording it on video at the required frame rate (e.g., 25 fps). The system is also capable of understanding five arm gestures ...

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