Correction of Joint Angles From Kinect for Balance Exercising and Assessment

in Journal of Applied Biomechanics
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  • 1 Instituto de Biomecánica de Valencia
  • 2 CIBER de Bioingeniería, Biomateriales y Nanomedicina, Zaragoza
  • 3 Deutsche Sporthochschule Köln
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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.

Helios De Rosario and Juan Manuel Belda-Lois are with the Instituto de Biomecánica de Valencia, Valencia, Spain, and with CIBER de Bioingeniería, Biomateriales y Nanomedicina (CIBER-BBN), Zaragoza, Spain. Francisco Fos, Enrique Medina, and Rakel Poveda-Puente are with the Instituto de Biomecánica de Valencia, Valencia, Spain. Michael Kroll is with the Deutsche Sporthochschule Köln, Cologne, Germany. Address author correspondence to Helios De Rosario at helios.derosario@ibv.upv.es.