Abstract
Due to ease of implementation for various user interactive applications, much research on motion recognition has been completed using Kinect. However, one drawback of Kinect is that the skeletal information obtained is provided under the assumption that the user faces Kinect. Thus, the skeletal information is likely incorrect when the user turns his back to Kinect, which may lead to difficulty in motion recognition from the application. In this paper, we implement a highly accurate human motion capture system by installing six Kinect sensors over 360 degrees. The proposed method enables skeleton to be obtained more accurately by assigning higher weights to skeletons captured by Kinect in which the user faces forward. Toward this goal, the front vector of the user is temporally traced to determine whether the user is facing Kinect. Then, more reliable joint information is utilized to construct a skeletal representation of each user.
Original language | English |
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Pages (from-to) | 2004-2008 |
Number of pages | 5 |
Journal | IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences |
Volume | E98A |
Issue number | 9 |
DOIs | |
Publication status | Published - 2015 Sept 1 |
Bibliographical note
Publisher Copyright:Copyright © 2015 The Institute of Electronics, Information and Communication Engineers.
All Science Journal Classification (ASJC) codes
- Signal Processing
- Computer Graphics and Computer-Aided Design
- Electrical and Electronic Engineering
- Applied Mathematics