Correction of joint angles from Kinect for balance exercising and assessment

J Appl Biomech. 2014 Apr;30(2):294-9. doi: 10.1123/jab.2013-0062. Epub 2013 Jul 22.

Abstract

The new generation of videogame interfaces such as Microsoft's Kinect opens the possibility of implementing exercise programs for physical training, and of evaluating and reducing the risks of elderly people falling. However, applications such as these might require measurements of joint kinematics that are more robust and accurate than the standard output given by the available middleware. This article presents a method based on particle filters for calculating joint angles from the positions of the anatomical points detected by PrimeSense's NITE software. The application of this method to the measurement of lower limb kinematics reduced the error by one order of magnitude, to less than 10°, except for hip axial rotation, and it was advantageous over inverse kinematic analysis, in ensuring a robust and smooth solution without singularities, when the limbs are out-stretched and anatomical landmarks are aligned.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Biomechanical Phenomena
  • Humans
  • Joints / physiology*
  • Postural Balance / physiology*
  • Rotation
  • Software
  • Video Games*