Human Motion Capture and Identification for Assistive Systems Design in Rehabilitation. Pubudu N. Pathirana

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Human Motion Capture and Identification for Assistive Systems Design in Rehabilitation - Pubudu N. Pathirana

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bright spots on an object [328]. Source: Shpunt and Zalevsky [328].

Photo depicts the appearance of Kinect version 2.

      Though Kinect was initially developed for gaming, it is widely applied in tele‐rehabilitation as a non‐invasive and affordable motion capture device. A telerehabilitation system (KiReS) using Kinect as the motion capture device has been proposed. On the patient side, two avatars were displayed to represent the motion recorded by the therapist (reference motion) and that performed by the patient. Therefore, the patient was able to see the differences between his/her motion and the reference. Eventually, the incorrect movements could be corrected over time. On the therapist side, new motions could be created to suit the patient's conditions by composing various existing movements or recording completely new ones. Luna‐Oliva et al. [217] utilised Kinect Sports ITM, Joy RideTM and Disneyland AdventuresTM to provide telerehabilitation services to children with cerebral palsy in their school. Their experimental results showed that it is feasible to use Kinect as a therapeutic tool for children with cerebral palsy and the improvements in global motor function could be the result of using this tool. Ortiz‐Gutiérrez et al. [268] applied Kinect in providing telerehabilitation services to patients with postural control disorders. The experiment results showed an improvement over a general balance in both groups. In the experimental group, the significant differences resulted from visual preference and the contribution of vestibular information.

      1.3.2 RGB camera and microphone

      Apart from Kinect, conventional RGB cameras and microphones are also pervasively used, especially in the early stages of the history of telerehabilitation when virtual reality devices had not been well developed and pervasively utilised. One of the potential reasons is that they are easy to install and are cost‐effective and well‐developed.

Version 1 [322] Version 2 [4]
Viewing angle (vertical) 43° 70°
Viewing angle (horizontal) 57° 60°
Vertical tilt range ±28° no
Frame rate (frame per second) 30 30
Depth resolution (pixels) 320 × 240 512 × 424
Colour stream resolution (pixels) 640 × 480 1920 × 1080
Skeleton Schematic illustration of Version 1[322]. [6]

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