Your browser does not support JavaScript!
http://iet.metastore.ingenta.com
1887

access icon openaccess Machine learning gesture analysis of yoga for exergame development

Many successful and innovative information technology applications use gestures as input. These programs span a wide variety of genres, platforms and input technologies, from the touch screen of a smart phone to the full-motion, the natural input of devices like the Kinect Sensor. Visual Gesture Builder, a data-driven machine-learning solution for gesture detection, was used to capture useful yoga gestures with high accuracy. This gesture analysis technology is being explored for incorporation into exergames for personalised medical interventions. The research goal is to test whether a machine learning algorithm in a basic computer video exergame can assess yoga skill acquisition in targeted select populations as a means to promote healthy physical activity.

References

    1. 1)
      • 21. Pullen, P.R., Gonzalez, N., Seffens, W.S.: ‘Gesture analysis for yoga alignment in young adults’. American College of Sports Medicine, Annual Meeting, Denver, CO, May 31 2017, Board 16.
    2. 2)
      • 4. Lenhart, A., Jones, S., Macgill, A.: ‘Adults and video games’, 2008. Available at http://www.pewinternet.org/Reports/2008/Adults-and-Video-Games.aspx.
    3. 3)
      • 16. Pullen, P., Seffens, W.: ‘Exergame development study of kinect for yoga postures’. Symp. on Yoga Research, by International Association of Yoga Therapists, held at Kripalu Institute, Stockbridge, MA, September 2014, Poster 18.
    4. 4)
      • 7. Yadav, R.K., Magan, D., Mehta, M., et al: ‘A short-term, comprehensive, yoga-based lifestyle intervention is efficacious in reducing anxiety, improving subjective well-being and personality’, Int. J. Yoga, 2012, 5, (2), pp. 134139, doi:10.4103/0973-6131.98235.
    5. 5)
      • 14. Liu, C., Torralba, A., Freeman, W.T., et al: ‘Motion magnification’. 32nd Int. Conf. on Computer Graphics and Interactive Techniques (SIGGRAPH2005), Los Angeles, 2005.
    6. 6)
      • 2. Biddiss, E., Irwin, J.: ‘Active video games to promote physical activity in children and youth a systematic review’, Arch. Pediatr. Adolesc. Med., 2010, 164, pp. 664672, doi: 10.1001/archpediatrics.2010. 104.
    7. 7)
      • 18. Pullen, P., Ogbesor, A., Seffens, W.: ‘Kinect acquisition of skeleton body positions during yoga and Tai Chi for exergame development’. American College of Sports Medicine Annual Meeting, May 2015, poster 34.
    8. 8)
      • 9. Sahay, B.K., Murthy, K.J.R.: ‘Long term follow up studies on effect of yoga in diabetes’, Diabetes Res. Clin. Pract., 1988, 5, (suppl. 1), pp. 655655.
    9. 9)
      • 8. Netam, R., Yadav, R.K., Khadgawat, R., et al: ‘Interleukin-6, vitamin D & diabetes risk-factors modified by a short-term yoga-based lifestyle intervention in overweight/obese individuals’, Indian J. Med. Res., 2015, 141, (6), pp. 775782, doi: 10.4103/0971-5916.160698.
    10. 10)
      • 10. Singh, S., Kyizom, T., Singh, K.P., et al: ‘Influence of pranayamas and yoga-asanas on serum insulin, blood glucose and lipid profile in type 2 diabetes’, Indian J. Clin. Biochem., 2008, 23, (4), pp. 365368, doi: 10.1007/s12291-008-0080-9.
    11. 11)
      • 6. Ahabue, B., Pullen, P., Ogbesor, A., et al: ‘Exergame development for cancer prevention and intervention’, American Association for Cancer Research Annual Meeting, Philadelphia, PA, 2015, pp. 1822, Poster 3740.
    12. 12)
      • 19. Burba, N., Bolas, M., Krum, D.M., et al: ‘Unobtrusive measurement of subtle nonverbal behaviors with the Microsoft Kinect’, in Virtual reality short papers and posters (VRW), 2012 IEEE, pp. 14.
    13. 13)
      • 11. Pullen, P.R., Seffens, W.S., Thompson, W.R.: ‘Yoga for heart failure: a review and future research’, Int. J. Yoga, 2018, 11, pp. 18.
    14. 14)
      • 20. Gibbons, M.C., Bali, R.K., Marshall, I.M., et al: ‘The potential of serious games for improving health and reducing urban health inequalities’, in Gibbons, Michael Christopher, Rajeev, Bali, Wickramasinghe, Nilmini (Eds.): ‘Perspectives of knowledge management in urban health’, (Springer, New York, 2010) pp. 129136.
    15. 15)
      • 1. Wei, P., Crouse, P.J., Jih-Hsuan, L.: ‘Using active video games for physical activity promotion: a systematic review of the current state of research’, Health Educ. Behav., 2013, 40, (2), pp. 171192, doi: 10.1177/1090198112444956.
    16. 16)
      • 17. CLAS: ‘National standards for culturally and linguistically appropriate services in health and health care: a blueprint for advancing and sustaining CLAS policy and practice’ (Office of Minority Health, Department of Health and Human Services, Washington, DC, 2013).
    17. 17)
      • 3. Daley, A.J.: ‘Can exergaming contribute to improving physical activity levels and health outcomes in children?’, Pediatrics, 2009, 124, pp. 763771, doi: 10.1542/peds.2008-2357.
    18. 18)
      • 13. Ostadabbas, S., Bulach, C., Ku, D., et al: ‘A passive quantitative measurement of airway resistance using depth data’. 36th Annual IEEE Engineering in Medicine and Biology Society Conf. (EMBC'14), Chicago, Illinois, USA August 2014, pp. 57435747.
    19. 19)
      • 12. Pullen, P.R., Thompson, W.R., Benardot, D., et al: ‘Benefits of yoga for African American heart failure patients’, Med. Sci. Sports Exerc., 2010, 42, (4), pp. 651657.
    20. 20)
      • 5. Entertainment Software Association: ‘Essential facts about the computer and video game industry’, 2008. Available at http://www.theesa.com/facts/pdfs/ESA_EF _2011.pdf.
    21. 21)
      • 15. 2013 Microsoft: ‘Visual gesture builder: a data-driven solution to gesture detection’, Windows v2 SDK, 2014, pp. 117.
http://iet.metastore.ingenta.com/content/journals/10.1049/iet-cps.2017.0027
Loading

Related content

content/journals/10.1049/iet-cps.2017.0027
pub_keyword,iet_inspecKeyword,pub_concept
6
6
Loading
This is a required field
Please enter a valid email address