Integration of kinect
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Abstract
Purpose:With the advent of modern technologies, Information management is evolving and various smart tools and techniques are used for runtime decision making. In this paper we are discussing the integration of kinect sensor in two different information management systems.
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Human-computer interaction has had continuous changes in recent year, with a significant improvement in touch screens and motion sensors. New sensing technologies, like Microsoft Kinect, provide a low-cost way to add interactivity with gestures and postures. The current tendency is to develop software for the web. Interactions through the Kinect can be an additional benefit for these applications. While there is a solution to use the Kinect in the web, it is only supported on Windows platform by using Internet Explorer browser. In this paper, we propose a robust, interoperable, elegant and efficient server-client open source framework which allows interacting with the Kinect or similar capture device from browsers. The tests support our hypothesis, resulting in a low consumption of memory/time in different modern browsers. Also, an experimental test was performed to prove its usefulness, getting a rate of 30 fps successfully.
International Journal of Modeling and Optimization
Jurnal Teknologi, 2015
Microsoft Kinect has been identified as a potential alternative tool in the field of motion capture due to its simplicity and low cost. To date, the application and potential of Microsoft Kinect has been vigorously explored especially for entertainment and gaming purposes. However, its motion capture capability in terms of repeatability and reproducibility is still not well addressed. Therefore, this study aims to explore and develop a motion capture system using Microsoft Kinect; focusing on developing the interface, motion capture protocol as well as measurement analysis. The work is divided into several stages which include installation (Microsoft Kinect and MATLAB); parameters and experimental setup, interface development; protocols development; motion capture; data tracking and measurement analysis. The results are promising, where the variances are found to be less than 1% for both repeatability and reproducibility analysis. This proves that the current study is significant an...
International Journal of Computer Science, Engineering and Applications, 2012
In this paper, we have worked on reducing burden on mechanic involving complex automobile maintenance activities that are performed in centralised workshops. We have presented a system prototype that combines Augmented Reality with Kinect. With the use of Kinect, very high quality sensors are available at considerably low costs, thus reducing overall expenditure for system design. The system can be operated either in Speech mode or in Gesture mode. The system can be controlled by various audio commands if user opts for Speech mode. The same controlling can also be done by using a set of Gestures in Gesture mode. Gesture recognition is the task performed by Kinect system. This system, bundled with RGB and Depth camera, processes the skeletal data by keeping track of 20 different body joints. Recognizing Gestures is done by verifying user movements and checking them against predefined condition. Augmented Reality module captures real-time image data streams from high resolution camera. This module then generates 3D model that is superimposed on real time data.
We verify the hypothesis that Microsoft's Kinect device is tailored for defining more efficient interaction compared to the commodity mouse device in the context of information visualization. For this goal, we used Kinect during interaction design and evaluation considering an application on information visualization (over agrometeorological, cars, and flowers datasets). The devices were tested over a visualization technique based on clouds of points (multidimensional projection) that can be manipulated by rotation, scaling, and translation. The design was carried according to technique Participatory Design (ISO 13407) and the evaluation answered to a vast set of Usability Tests. In the tests, the users reported high satisfaction scores (easiness and preference) but, also, they signed out with low efficiency scores (time and precision). In the specific context of a multidimensional-projection visualization, our conclusion is that, in respect to user acceptance, Kinect is a device adequate for natural interaction; but, for desktop-based production, it still cannot compete with the traditional long-term mouse design.
In this paper, we have proposed a system to keep track of human body movements in real time mode. The Kinect sensors are used to capture Depth and Audio streams. The system is designed by integration of two modules namely Kinect Module and Augmented Reality module. The kinect module performs Voice Recognition and captures depth images that are used by Augmented Reality module for computing the distance parameters. Augmented Reality module also captures real-time image data streams from high resolution camera. The system generates 3D module that is superimposed on real time data.
Software: Practice and Experience, 2018
Universal Kinect-type-controller by ICE Lab (UKI, pronounced as “You-key”) is developed for allowing users to control any existing applications by using body motions as inputs. The middleware works by converting detected motions into keyboard and/or mouse-click events, and sending them to a target application. This paper presents the structures and designs of core modules, along with examples from real cases to illustrate how the middleware can be configured to fit a variety of applications. We present our designs of interfaces that decode all configuration details into a human-interpretable language, and these interfaces significantly promote user experience and eliminate user divide in, for example, programming skill. The performance of the middleware is evaluated on fighting-game motion data, and we make these data publicly available so that they can be used in other researches. UKI welcomes its use to everyone in unlimited purpose; for instance, it can be used to promote healthy life through a means of gaming and/or used to conduct serious researches on motion systems. The middleware serves as a shortcut in the development of motion applications – coding of an application to detect motions can be replaced with simple clicks on UKI.
bitbucket.org
Kinect camera, a new controller-free gaming device uses in Xbox 360 console, has been largely implemented in all sorts of applications because of its low cost depth mapping sensor. In this paper we look into the advantages of using a Kinect camera in the field of UAV, ground mobile robotic and medical. Furthermore, we compare the Kinect camera with some other low-cost optical sensors to see the differences. At the end of the paper we suggested that UAV and ground mobile robot should send the raw image data to a remote server for better image processing power. This way the robot can obtain the fastest world information for better tracking, path planning and recognition.
2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials, 2012
The Kinect is a device introduced in 2010 as an accessory of XBox 360. The data acquired has dierent and complementary natures, combining geometry with visual attributes. For this reason, the Kinect is a exible tool that can be used in applications of several areas, such as: Computer Graphics, Image Processing, Computer Vision and Human-Machine Interaction. In this way, the Kinect is a widely used device in the industry (games, robotics, theater performers, natural interfaces, etc.) and in research. Initially in this tutorial we will present the main techniques related to the acquisition of data: capturing, representation and ltering. The data consists of a colored image (RGB) and depth information (D). This structure is called RGBD Image. After that, we will talk about tools available for developing applications on various platforms. We will also discuss some recent developed projects based on RGBD Images. In particular, those related to Object Recognition, 3D Reconstruction, and Interaction. In this tutorial, we will show some researches, developed by the academic community, and some projects developed for the industry. We intend to show the basic principles to begin developing applications using Kinect, and present some projects developed at the VISGRAF Lab. And nally, we intend to discuss the new possibilities, challenges and trends raised by Kinect.
Lecture Notes in Computer Science, 2014
Prolonged sitting is an aggravating factor in low back and neck pain. Increased use of computers at workplaces could therefore cause health risks. This paper evaluates the application of the Microsoft Kinect in order to investigate the ergonomics at the place of employment. The Kinect is a cheap device and commercially available which enables the user to record 3D data of the human body. Within this paper, guidelines for the 'ideal' placement of the Kinect are provided in order to enhance the robustness of the skeleton recog-nition algorithm. An evaluation of 35 sequences (7 different positions in com-bination with 5 different sitting postures) showed that placing the Kinect sen-sor slantingly forward at an angle of 20° (in front of the subject) the joint rec-ognition rate achieved 89.62%. According to these results, the device should be positioned between 20° to 45° in order to robustly track a sitting person.

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