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Examining the Feasibility of a Microsoft Kinect ? Based Game Intervention for Individuals with Anterior Cruciate Ligament Injury Risk

机译:检查Microsoft Kinect的可行性吗?基于基于患有前十字韧带损伤风险的个体的游戏干预

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In this paper, we describe a feasibility study in which the Microsoft Kinect is used for a game-based exercise to strengthen posterior chain muscles which are often weak in those at high risk of anterior cruciate ligament (ACL) injury. In the game, subjects perform a single posterior chain strengthening exercise. The game uses a side-scrolling video display driven by a hip abduction exercise while a player lies down on the floor. Leg lifts beyond a predetermined angle trigger the jumping action of an animated tiger. We describe the scene and game control, which uses depth images from the Kinect. Although Kinect-based skeletal data are used for many games, the skeletal model does not yield good estimates for positions on the floor. Our proposed system uses multiple leg angle estimators for different angle regions to recognize the player lying down and capture the angle between two legs. We conducted an experiment that validates our system with marker-based Vicon ground truth data. We also present results of an end-to-end test using the game, showing feasibility.
机译:在本文中,我们描述了一种可行性研究,其中Microsoft Kinect用于基于游戏的运动,以加强在高风险韧带(ACL)损伤的高风险中的后链肌肉。在游戏中,受试者进行单一后链加固运动。游戏使用由臀部绑架练习驱动的侧滚动视频显示,而播放器位于地板上。腿部升降机超出预定角度触发动画老虎的跳跃动作。我们描述了场景和游戏控制,它使用Kinect中使用深度图像。虽然基于Kinect的骨架数据用于许多游戏,但骨架模型不会在地板上的位置产生良好的估计。我们所提出的系统使用不同角度区域的多个腿角估计,以识别播放器躺下并捕获两条腿之间的角度。我们进行了一个实验,验证了我们的系统与基于标记的Vicon地面真理数据。我们还使用游戏呈现端到端测试的结果,显示可行性。

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