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dc.contributor.advisorRylander, Jonathan.
dc.creatorMelling, Larissa Anne, 1991-
dc.date.accessioned2017-01-19T17:24:45Z
dc.date.available2017-01-19T17:24:45Z
dc.date.created2016-12
dc.date.issued2016-09-06
dc.date.submittedDecember 2016
dc.identifier.urihttp://hdl.handle.net/2104/9905
dc.description.abstractThe use of exercise-based video games (exergaming) in physical therapy can improve rehabilitation outcomes. A clinically useful exergaming system requires precise motion tracking and accurate determinations of the correctness of the performed exercise. In this study, both elements were analyzed for a custom exergaming system using Kinect and a custom game, Vitalize. Using a large number of exercises, broad trends about the tracking abilities of a Kinect-based system were discovered: (1) Kinect performs significantly better in the frontal plane than in the sagittal plane; (2) error and variance are both positively correlated with range of motion in the sagittal plane; and (3) every exercise has a unique error profile for each joint involved. In this study, reference tables of errors specific to joint and exercise were created and a custom exergaming software was shown to accurately identify correct motions for use in clinical exergaming applications.
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subjectRehabilitation. Kinect. Exergaming. Serious games. Physical therapy.
dc.titleQuality assessment of limb tracking within a therapy-based exergaming system.
dc.typeThesis
dc.rights.accessrightsNo access - Contact librarywebmaster@baylor.edu
dc.type.materialtext
thesis.degree.nameM.S.B.M.E.
thesis.degree.departmentBaylor University. School of Engineering.
thesis.degree.grantorBaylor University
thesis.degree.levelMasters
dc.date.updated2017-01-19T17:24:46Z
local.embargo.lift2021-12-01
local.embargo.terms2021-12-01


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