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A Gait Analysis and Training Contents Based on Treadmill using Depth Camera

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초록

In this paper, we developed a virtual reality-based contents that can gait analysis and gait training on a treadmill using a depth camera of Kinect. This content was used in the user's step length, step velocity, step count, flexion angle extracted by the Kinect skeleton tracking. Nine male subjects (24.9 years, 173.2cm) performed gait training using avatars to reflect their movements on the treadmill and confirmed result of gait analysis using real-time graphs to display their gait variables. Implemented contents can lead to a cognition reaction that is to avoid collisions with obstacles, as well as to determine the gait movements in a virtual reality. Based on these results, we will be able to make real time gait analysis and gait training, in consider the characteristics and safety of a rehabilitation patient by developing content that we have fun with additional tests for gait analysis.

Abstract

In this paper, we developed a virtual reality-based contents that can gait analysis and gait training on a treadmill using a depth camera of Kinect. This content was used in the user's step length, step velocity, step count, flexion angle extracted by the Kinect skeleton tracking. Nine male subjects (24.9 years, 173.2cm) performed gait training using avatars to reflect their movements on the treadmill and confirmed result of gait analysis using real-time graphs to display their gait variables. Implemented contents can lead to a cognition reaction that is to avoid collisions with obstacles, as well as to determine the gait movements in a virtual reality. Based on these results, we will be able to make real time gait analysis and gait training, in consider the characteristics and safety of a rehabilitation patient by developing content that we have fun with additional tests for gait analysis.

참고문헌 (13)

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  5. J. Webb, "Beginning Kinect Programming with the Microsoft Kinect SDK", pp.2~15 (2012), Apress
  6. E. Stone, "Evaluation of an inexpensive depth camera for in-home gait assessment", Journal of Ambient Intelligence and Smart Environments, 3(4), pp.349~361 (2011)
  7. J. Preis, "Gait recognition with kinect", 1st international workshop on kinect in pervasive computing (2012)
  8. R. A. Clark, "Concurrent validity of the Microsoft Kinect for assessment of spatiotemporal gait variables", Journal of biomechanics, 46(15), pp.2722~2725 (2013)
  9. J. Fung, "Locomotor rehabilitation in a complex virtual environment", 26th Annual International Conference of the IEEE, 2, pp.4859~4861 (2004), IEMBS
  10. A. Mirelman, "Virtual reality for gait training : can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson's disease?", The Journals of Gerontology Series A: Biological Sciences and Medical Sciences, 66A(2), pp.234~240 (2010)
  11. 장재영, "뇌졸중 환자를 위한 재활 훈련 기능성 게임 디자인 연구", 한국컴퓨터게임학회논문지, 151(15), pp.151~159 (2008), (사)한국컴퓨터게임학회
  12. 배재한, "가상현실 시뮬레이션 게임의 학습효과에 대한 실험연구", 한국컴퓨터게임학회논문지, 28(2), pp.103~111 (2015), (사)한국컴퓨터게임학회
  13. 임창주, "동작 기반의 기능성게임: "Falling" 개발사례", 한국컴퓨터게임학회논문지, 25(1), pp.117~125 (2012), (사)한국컴퓨터게임학회[DOI]

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