Development of a Kinect Software Tool to Classify Movements during Active Video Gaming

Autor: Brendan Lay, Daniel Hunt, Ashleigh Thornton, Brodie Ward, David Nathan, Rebecca Braham, Michael Rosenberg
Jazyk: angličtina
Rok vydání: 2016
Předmět:
Male
Computer science
Computer Games
lcsh:Medicine
Social Sciences
02 engineering and technology
medicine.disease_cause
Motion (physics)
Families
0302 clinical medicine
Jumping
Human–computer interaction
0202 electrical engineering
electronic engineering
information engineering

Medicine and Health Sciences
Public and Occupational Health
lcsh:Science
Child
Children
Musculoskeletal System
Reliability (statistics)
Multidisciplinary
Geography
Software Engineering
Engineering and Technology
Female
Anatomy
Games
Research Article
Video gaming
Computer and Information Sciences
Adolescent
Movement
Motor Activity
Human Geography
Motion capture
03 medical and health sciences
medicine
Humans
Video game
Behavior
Software Tools
lcsh:R
Biology and Life Sciences
Reproducibility of Results
020207 software engineering
030229 sport sciences
Physical Activity
Joints (Anatomy)
Video Games
Age Groups
People and Places
Earth Sciences
Recreation
Human Mobility
lcsh:Q
Population Groupings
Joints
Software
Zdroj: PLoS ONE
PLoS ONE, Vol 11, Iss 7, p e0159356 (2016)
ISSN: 1932-6203
Popis: While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS), during active video game play. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART), to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months). During five minutes of active video game play, inter-rater reliability, when examining the two human raters, was found to be higher for the jump (r = 0.94, p < .01) than the sidestep (r = 0.87, p < .01), although both were excellent. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p, .01) and moderate reliability for sidestep (r = 0.6983, p < .01) during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. The results of the study provide confidence that the Kinect sensor can be used to count the number of jumps and sidestep during five minutes of active video game play with a similar level of accuracy as human raters. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results.
Databáze: OpenAIRE