Kinect-Based Virtual Game for the Elderly that Detects Incorrect Body Postures in Real Time (original) (raw)

Senior health monitoring using Kinect

This paper presents a new senior health monitoring system using the Kinect device to monitor elderly people and detect when they are likely to fall by measuring their gait, and analyzing change in posture when they change from sitting to standing or vice versa. Support vector machine is used to analyze the gait and posture data obtained from the Kinect device. Several experiments were performed to evaluate the proposed system and experimental results as well as research experience on using the Kinect device will be presented.

Design of a Game-Based Rehabilitation System Using Kinect Sensor

2019

As technological innovation is fused into the rehabilitation process, it gives conventional therapy a new direction with the products of interactive nature and easy to measure techniques. In the recent years, virtual reality based game therapy has turned out to be a promising option for post-stroke patients since it engages patients with fun based exercises during rehabilitation process. It also triggers their neuro-motor functions and accelerates the recovery process. Nevertheless it is necessary to extract some valuable information from the joint movements to measure the recovery condition of patients. Most of the designed games have introduced features to make them interesting as well as challenging for patients, however, only a few measure the joint parameters. We have designed a Kinect based game in Unity3D platform where patients can play game by moving their joints which results in different orthopaedic lessons required for rehabilitation therapy. In contrast to many Kinect based games where only joint movements are considered for playing the game, we have also introduced voice control through speech recognition and feedback provided in terms of audiovisual command to enhance patient's engagement. Different joint parameters such as trajectory, range of motion, joint velocity, acceleration, reaching time and joint torque are also measured to help quantify the heath condition.

Accuracy and robustness of Kinect pose estimation in the context of coaching of elderly population

Conference proceedings : ... Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual Conference, 2012

The Microsoft Kinect camera is becoming increasingly popular in many areas aside from entertainment, including human activity monitoring and rehabilitation. Many people, however, fail to consider the reliability and accuracy of the Kinect human pose estimation when they depend on it as a measuring system. In this paper we compare the Kinect pose estimation (skeletonization) with more established techniques for pose estimation from motion capture data, examining the accuracy of joint localization and robustness of pose estimation with respect to the orientation and occlusions. We have evaluated six physical exercises aimed at coaching of elderly population. Experimental results present pose estimation accuracy rates and corresponding error bounds for the Kinect system.

Flexible software for the elimination of the markers used in the analysis of human posture through kinect®sensor

Archives of Physiotherapy and Global Researches, 2016

From a cibernetic approach, the body system can be defined like a net of structural and functional related subsystems with motor equifinality inside the concept of balance, energetic economy and comfort: therefore the ideal posture is the one that allows the maximum effectiveness of motor gesture, in absence of pain with the maximum energetic economy. The present study research is based on the necessity to individuate a real objective evaluation system of the postural parameters, inexpensive and of simple use compared to the evaluation instruments in use already scientifically validated. The instrument used in this study is the Microsoft Kinect®, gaming platform combined with the Xbox console. Created by Microsoft in the field of play, the Microsoft Kinect® for years has entertained millions of consumers through the Motion Capture System, the recording of movement through cameras and instant or deferred replay. The primary aim of this randomized controlled single-blind research is the demonstration that, despite being commonly defined objective the evaluation systems that utilize markers, is essential to look for an alternative evaluation method to minimize the systematic human error. The results demonstrate the real validity of Kinect®, and have verified the reliability of the data obtained from the assessment, showing the scientific reliability of this innovative objective evaluation method in rehabilitation-clinical field.

Physical rehabilitation based on kinect serious games

2017 Eleventh International Conference on Sensing Technology (ICST), 2017

This article presents a serious game framework developed using Unity 3D game engine and Kinect V2 sensor as a natural user interface. The developed serious games are used for objective evaluation of physical rehabilitation considering the Kinect V2 sensors for 3D motion detection of different body joints training and provide different types of data for physiotherapists and patients during the rehabilitation process. The framework provide data storage capability in a remote database thus patient's biometric data, patients' medical record, obtained scores during serious game based training and values of metrics such as the distance between feet during game, left right feet usage frequency and execution time for imposed movement associated with game mechanics. A general description and the involved technologies for a developed and tested serious game for lower limb rehabilitation are included in the paper together a set of experimental results.

Kinect-based virtual game for motor and cognitive rehabilitation: A pilot study for older adults

Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare, 2014

Physical rehabilitation is often necessary for individuals who suffer an injury or illness which causes a physical impairment, in order to restore movement and strength through supervised repetitive exercises. Alternatively, physical activity also improves cognitive performance and reduces cognitive decline. This tool focuses on therapeutic aspects of both cognitive and physical rehabilitation for older adults, as it improves memory by performing mental activities and physical rehabilitation at the same time.

Let's Kinect to Increase Balance and Coordination of Older People: Pilot Testing of a Balloon Catching Game

International Journal of Virtual Worlds and Human Computer Interaction, 2014

The purpose of this research was to design, develop and assess the usability of an interactive rehabilitation game. User centered design in combination with serious gaming strategies were employed in the design of a targeted therapy programme to encourage at home balance retraining using specifically designed software with the Microsoft Kinect sensor. The development of this game involved a multidisciplinary iterative design method employing the skills of physiotherapists, engineers and participants. Preliminary testing was conducted with younger adults and more formal testing with older participants to evaluate usability. Integrating the knowledge of all stakeholders increased the acceptability of the game by older participants. All were confident in the use of the technology and keen to increase their participation. Participants indicated on a usability questionnaire that these games are more engaging than typical therapy exercises. The games can be performed at home without the requirement for a partner and the participant can increase the game complexity depending on personal needs and preference. The time that the individual spends participating in the program and the results over several sessions can also be observed by the therapist allowing a better indication of adherence to therapy than self-report.

Kinect-based solution for the home monitoring of gait and balance in elderly people with and without neurological diseases

2022

Alterations of gait and balance are a significant cause of falls, injuries, and consequent hospitalizations in the elderly. In addition to age-associated motor decline, other factors can impact gait and stability, including the motor dysfunctions caused by neurological diseases such as Parkinson's disease or hemiplegia after stroke. Monitoring changes and deterioration in gait patterns and balance is crucial for activating rehabilitation treatments and preventing serious consequences. This work presents a Kinect-based solution, suitable for domestic contexts, for assessing gait and balance in individuals at risk of falling. The system captures body movements during home acquisition sessions scheduled by clinicians at definite times of the day and automatically estimates specific functional parameters to objectively characterize the subjects' performance. The system includes a graphical user interface designed to ensure usability in unsupervised contexts: the human-computer interaction mainly relies on natural body movements to support the self-management of the system, if the motor conditions allow it. This work presents the system's features and facilities, and the preliminary results on healthy volunteers' trials.

Framework of an Interactive Game-Based Balance Training System for Improving Standing Balance Using the Kinect Sensor

The proportion of older people is becoming growing segment of the world population, causing healthcare costs to rise dramatically. Aging is associated with progressive physiological decline which places older people at a higher risk of falls. In general, falls occur during various daily activities that are constrained by limits of stability (LOS) such as tripping, reaching or bending. LOS is defined as the maximum distance an individual can shift his/her centre of gravity in a given direction (forward, backward and side-to-side) without losing balance or stepping. One's LOS ability is proposed to be an essential prerequisite for the successful planning and execution of movement such as forward reaching task. Therefore, practising individual's ability to transfer his/her body weight to approach the LOS while performing rapid arm movement may improve dynamic standing balance, especially in older people with balance impairment. Game-based training is now a growing interest to be used as a rehabilitation tool in facilitating a positive user experience and motor skill ability. In this study, we present a framework of an interactive games-based training system using the Kinect sensor that aims at training dynamic standing balance for faller older adults. The findings from the paper may provide useful information in developing and evaluating the efficacy of games-based balance training system among older adults with balance impairment.