Vitale, 2012 - Google Patents
EVALUATION ANDMEASUREMENTS OF KINECTMOVEMENT DETECTION IN PHYSICAL THERAPYVitale, 2012
View PDF- Document ID
- 10150733199298383702
- Author
- Vitale P
- Publication year
External Links
Snippet
The Kinect device is commonly associated to videogames, but this is not the only purpose of this device. Going into more depth, it could be a powerful tool to accomplish several goals, not only related to simple games. One such example could be Serious Games. Above all …
- 238000000554 physical therapy 0 title abstract description 28
Classifications
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/103—Detecting, measuring or recording devices for testing the shape, pattern, colour, size or movement of the body or parts thereof, for diagnostic purposes
- A61B5/11—Measuring movement of the entire body or parts thereof, e.g. head or hand tremor, mobility of a limb
- A61B5/1121—Determining geometric values, e.g. centre of rotation or angular range of movement
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0003—Analysing the course of a movement or motion sequences during an exercise or trainings sequence, e.g. swing for golf or tennis
- A63B24/0006—Computerised comparison for qualitative assessment of motion sequences or the course of a movement
- A63B2024/0012—Comparing movements or motion sequences with a registered reference
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/02—Accessories
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/48—Other medical applications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0622—Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B23/00—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes
- G09B23/28—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes for medicine
- G09B23/285—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes for medicine for injections, endoscopy, bronchoscopy, sigmoidscopy, insertion of contraceptive devices or enemas
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B2071/0647—Visualisation of executed movements
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/50—Force related parameters
- A63B2220/51—Force
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Avola et al. | An interactive and low-cost full body rehabilitation framework based on 3D immersive serious games | |
Mousavi Hondori et al. | A review on technical and clinical impact of microsoft kinect on physical therapy and rehabilitation | |
Antón et al. | Exercise recognition for Kinect-based telerehabilitation | |
Tsekleves et al. | Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology | |
Alankus et al. | Stroke therapy through motion-based games: a case study | |
Ma et al. | Virtual reality and serious games in healthcare | |
Ferreira et al. | Physical rehabilitation based on kinect serious games | |
Santos et al. | Design of a robotic coach for motor, social and cognitive skills training toward applications with ASD children | |
Caserman et al. | Full-body motion recognition in immersive-virtual-reality-based exergame | |
Elnaggar et al. | Digitizing the hand rehabilitation using serious games methodology with user-centered design approach | |
Shi et al. | A VR-based user interface for the upper limb rehabilitation | |
Ali et al. | Virtual reality as a tool for physical training | |
Postolache et al. | Tailored virtual reality for smart physiotherapy | |
Aguilar-Lazcano et al. | Performance analysis of Leap motion controller for finger rehabilitation using serious games in two lighting environments | |
Rego et al. | A serious games framework for health rehabilitation | |
Ye et al. | Sensation transfer for immersive exoskeleton motor training: Implications of haptics and viewpoints | |
Sooklal et al. | Using the Kinect for detecting tremors: Challenges and opportunities | |
Garcia et al. | Assessing the Kinect’s capabilities to perform a time-based clinical test for fall risk assessment in older people | |
Hidalgo et al. | Serious game to improve fine motor skills using Leap Motion | |
Vasco et al. | HR1 robot: An assistant for healthcare applications | |
Lourenço et al. | Tailored virtual reality and mobile application for motor rehabilitation | |
Vitale | EVALUATION ANDMEASUREMENTS OF KINECTMOVEMENT DETECTION IN PHYSICAL THERAPY | |
Menezes et al. | Development of a complete game based system for physical therapy with kinect | |
Pogrzeba et al. | Potentials of a low-cost motion analysis system for exergames in rehabilitation and sports medicine | |
Mocanu et al. | Improving Physical Activity Through Exergames. |