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Development of a Kinect Software Tool to Classify Movements during Active Video Gaming
While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this st...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2016
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4956067/ https://www.ncbi.nlm.nih.gov/pubmed/27442437 http://dx.doi.org/10.1371/journal.pone.0159356 |
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author | Rosenberg, Michael Thornton, Ashleigh L. Lay, Brendan S. Ward, Brodie Nathan, David Hunt, Daniel Braham, Rebecca |
author_facet | Rosenberg, Michael Thornton, Ashleigh L. Lay, Brendan S. Ward, Brodie Nathan, David Hunt, Daniel Braham, Rebecca |
author_sort | Rosenberg, Michael |
collection | PubMed |
description | While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS), during active video game play. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART), to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months). During five minutes of active video game play, inter-rater reliability, when examining the two human raters, was found to be higher for the jump (r = 0.94, p < .01) than the sidestep (r = 0.87, p < .01), although both were excellent. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p, .01) and moderate reliability for sidestep (r = 0.6983, p < .01) during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. The results of the study provide confidence that the Kinect sensor can be used to count the number of jumps and sidestep during five minutes of active video game play with a similar level of accuracy as human raters. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results. |
format | Online Article Text |
id | pubmed-4956067 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-49560672016-08-08 Development of a Kinect Software Tool to Classify Movements during Active Video Gaming Rosenberg, Michael Thornton, Ashleigh L. Lay, Brendan S. Ward, Brodie Nathan, David Hunt, Daniel Braham, Rebecca PLoS One Research Article While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS), during active video game play. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART), to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months). During five minutes of active video game play, inter-rater reliability, when examining the two human raters, was found to be higher for the jump (r = 0.94, p < .01) than the sidestep (r = 0.87, p < .01), although both were excellent. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p, .01) and moderate reliability for sidestep (r = 0.6983, p < .01) during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. The results of the study provide confidence that the Kinect sensor can be used to count the number of jumps and sidestep during five minutes of active video game play with a similar level of accuracy as human raters. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results. Public Library of Science 2016-07-21 /pmc/articles/PMC4956067/ /pubmed/27442437 http://dx.doi.org/10.1371/journal.pone.0159356 Text en © 2016 Rosenberg et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Rosenberg, Michael Thornton, Ashleigh L. Lay, Brendan S. Ward, Brodie Nathan, David Hunt, Daniel Braham, Rebecca Development of a Kinect Software Tool to Classify Movements during Active Video Gaming |
title | Development of a Kinect Software Tool to Classify Movements during Active Video Gaming |
title_full | Development of a Kinect Software Tool to Classify Movements during Active Video Gaming |
title_fullStr | Development of a Kinect Software Tool to Classify Movements during Active Video Gaming |
title_full_unstemmed | Development of a Kinect Software Tool to Classify Movements during Active Video Gaming |
title_short | Development of a Kinect Software Tool to Classify Movements during Active Video Gaming |
title_sort | development of a kinect software tool to classify movements during active video gaming |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4956067/ https://www.ncbi.nlm.nih.gov/pubmed/27442437 http://dx.doi.org/10.1371/journal.pone.0159356 |
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