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  • Application of OptiTrack Motion Capture Systems in Human Movement Analysis: A systematic Literature Review
    1-9.
    Views:
    3891

    With the spreading of motion analysis decisions to invest into a new system demand scientific reference applications. The aim of the present systematic review is to reveal the biomechanical scientific applications of OptiTrack motion capture systems and to overview documented usage conditions and purposes. Six major scientific literature databases were used (PubMed, PubMed Central, ScienceDirect, IEEE Xplore, PLOS and Web Of Science). An OptiTrack camera system had to be used for human or biologically related motion capture. A total of 85 articles were included, 4 out of which dealt with the validation
    of OptiTrack systems and 81 utilized the system for biomechanical analyses. The data analysed and extracted from the system validation studies included: description of the validated and the reference system, measured features and observed errors. The data extracted from the utilizing studies also included: OptiTrack application, camera type and frequency, marker size, camera number, data processing software and the motion studied. The review offers a broad collection of biomechanical applications of OptiTrack motion capture systems as scientific references for certain motion studies. The review also summarizes findings on the accuracy of the systems. It concludes that the method descriptions of system usage are often underspecified.

  • Rigged hand model for the Blender Game Engine
    1-7.
    Views:
    453

    In a lot of virtual reality applications, it is necessary to display and animate the user's hand in the virtual world. In game engines, armatures are often used for modeling parts or the whole of the human body. The process of creating the armature and assigning parts of the mesh representing flesh and skin to the “bones” of the armature is called rigging. After performing rigging, moving the armature will result in the movement of the mesh, thus the virtual hand (or other object) is animated. The Blender Game Engine (BGE) is one of the few open-source game engines available. The paper gives a detailed description of the process of successfully building a complex rigged hand model for the BGE and gives guidance for driving this hand model with input data from the Leap Motion hand movement detector. The rigged hand model has been implemented, using the hand mesh from the LibHand library and an armature specifically built to match the hand representation of the Leap Motion. The model will be used for navigation and interaction in the virtual model of a power plant control room.

  • Technological Solutions to Compensate Humanmeteorological Measurement Errors with Measuring Human Activity and Movement
    1-7.
    Views:
    61

    To enhance the objectivity of humanmeteorological measurements, various instrumental measurements are required. These equipments are suitable to explore the desired relationships, only if those are able to record simultaneously the individual's physiological and micro-environmental parameters and their transients. It is also important to possibly filter or measure the disturbances effecting our measurements in order to compensate errors in our results. In our case this factor is the physical activity of the individual, which has effect on physiological parameters, therefore we have to register its value in function of time. The following paper deals with technical and theoretical questions of measuring this factor and summarizes the ascertainment we collected during the experiments. The topic is an integral part of teh PhD research Á. Pintér behooves at Budapest University of Technology and Economics.

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