Enhanced interactive gaming by blending full-body tracking and gesture animation
ACM SIGGRAPH ASIA 2010 Sketches
Evaluating a dancer's performance using kinect-based skeleton tracking
MM '11 Proceedings of the 19th ACM international conference on Multimedia
FAAST: The Flexible Action and Articulated Skeleton Toolkit
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
Scanning 3D Full Human Bodies Using Kinects
IEEE Transactions on Visualization and Computer Graphics
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By utilizing the dataset provided by 3DLife/Huawei Challenge of ACM Multimedia, we propose a refreshing application that automatically evaluates player's energy consumption in gaming scenarios by a model with tracked skeleton, which may help users to know their exercise effects and even diet or reduce their weights. We develop a program to compute the energy consumption in real time by analyzing data captured from Microsoft Kinect, and also give a cue in the dynamic interaction. We model 3D human skeleton by joining different body parts with 15 nodes, and decompose player action into rigid body motions of these parts. Amount of energy consumed in the action is calculated as the sum of powers required to overcome gravity of each part. Experimental results show that instantaneous and total energy consumption of different dancers can be stably calculated. The hardware system is based on low-price Kinect, and easily accepted by users. The proposed application also provides a quantitative approach which help users to control their dining and exercise intensity.