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 |
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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 |
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