Performance measurements for the Microsoft Kinect skeleton
The Microsoft Kinect for Xbox 360 ("Kinect") provides a convenient and inexpensive depth sensor and, with the Microsoft software development kit, a skeleton tracker (Figure 2). These have great potential to be useful as virtual environment (VE) control interfaces for avatars or for viewpoi...
Gespeichert in:
Hauptverfasser: | , , , |
---|---|
Format: | Tagungsbericht |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext bestellen |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 120 |
---|---|
container_issue | |
container_start_page | 119 |
container_title | |
container_volume | |
creator | Livingston, M. A. Sebastian, J. Ai, Z. Decker, J. W. |
description | The Microsoft Kinect for Xbox 360 ("Kinect") provides a convenient and inexpensive depth sensor and, with the Microsoft software development kit, a skeleton tracker (Figure 2). These have great potential to be useful as virtual environment (VE) control interfaces for avatars or for viewpoint control. In order to determine its suitability for our applications, we devised and conducted tests to measure standard performance specifications for tracking systems. We evaluated the noise, accuracy, resolution, and latency of the skeleton tracking software. We also measured the range in which the person being tracked must be in order to achieve these values. |
doi_str_mv | 10.1109/VR.2012.6180911 |
format | Conference Proceeding |
fullrecord | <record><control><sourceid>ieee_6IE</sourceid><recordid>TN_cdi_ieee_primary_6180911</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>6180911</ieee_id><sourcerecordid>6180911</sourcerecordid><originalsourceid>FETCH-LOGICAL-c258t-83aecb2e7fd994f036a70c010ee6303399d97f3a0dc6bf127936b36776af792e3</originalsourceid><addsrcrecordid>eNpVkLtOxDAQRc1LIixbU9D4B7KMPYknpkMrXmIRCAHtynHGIrBJkG0K_h4ktqG60jnSKa4QJwoWSoE9e31aaFB6YVQDVqkdMbfUqMoQKl0ZvSsKjVSXNWqz98-R3ReFgobKRhMciqOU3gGAjKkKcf7IMUxxcKNnObBLX5EHHnOSv1TmN5b3vY9TmkKWd_3IPsv0wRvO03gsDoLbJJ5vdyZeri6flzfl6uH6dnmxKr2um1w26Ni3mil01lYB0DgCDwqYDQKitZ2lgA46b9qgNFk0LRoi4wJZzTgTp3_dnpnXn7EfXPxeb2_AH6lqS6Y</addsrcrecordid><sourcetype>Publisher</sourcetype><iscdi>true</iscdi><recordtype>conference_proceeding</recordtype></control><display><type>conference_proceeding</type><title>Performance measurements for the Microsoft Kinect skeleton</title><source>IEEE Electronic Library (IEL) Conference Proceedings</source><creator>Livingston, M. A. ; Sebastian, J. ; Ai, Z. ; Decker, J. W.</creator><creatorcontrib>Livingston, M. A. ; Sebastian, J. ; Ai, Z. ; Decker, J. W.</creatorcontrib><description>The Microsoft Kinect for Xbox 360 ("Kinect") provides a convenient and inexpensive depth sensor and, with the Microsoft software development kit, a skeleton tracker (Figure 2). These have great potential to be useful as virtual environment (VE) control interfaces for avatars or for viewpoint control. In order to determine its suitability for our applications, we devised and conducted tests to measure standard performance specifications for tracking systems. We evaluated the noise, accuracy, resolution, and latency of the skeleton tracking software. We also measured the range in which the person being tracked must be in order to achieve these values.</description><identifier>ISSN: 1087-8270</identifier><identifier>ISBN: 9781467312479</identifier><identifier>ISBN: 1467312479</identifier><identifier>EISSN: 2375-5326</identifier><identifier>EISBN: 9781467312462</identifier><identifier>EISBN: 1467312460</identifier><identifier>DOI: 10.1109/VR.2012.6180911</identifier><language>eng</language><publisher>IEEE</publisher><subject>Accuracy ; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual reality H.5.2 [Information Interfaces and Presentation]: User Interfaces - Input devices and strategies ; Joints ; Mice ; Noise ; Software ; Wrist</subject><ispartof>2012 IEEE Virtual Reality Workshops (VRW), 2012, p.119-120</ispartof><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c258t-83aecb2e7fd994f036a70c010ee6303399d97f3a0dc6bf127936b36776af792e3</citedby></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/6180911$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>309,310,780,784,789,790,2058,27925,54920</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/6180911$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc></links><search><creatorcontrib>Livingston, M. A.</creatorcontrib><creatorcontrib>Sebastian, J.</creatorcontrib><creatorcontrib>Ai, Z.</creatorcontrib><creatorcontrib>Decker, J. W.</creatorcontrib><title>Performance measurements for the Microsoft Kinect skeleton</title><title>2012 IEEE Virtual Reality Workshops (VRW)</title><addtitle>VR</addtitle><description>The Microsoft Kinect for Xbox 360 ("Kinect") provides a convenient and inexpensive depth sensor and, with the Microsoft software development kit, a skeleton tracker (Figure 2). These have great potential to be useful as virtual environment (VE) control interfaces for avatars or for viewpoint control. In order to determine its suitability for our applications, we devised and conducted tests to measure standard performance specifications for tracking systems. We evaluated the noise, accuracy, resolution, and latency of the skeleton tracking software. We also measured the range in which the person being tracked must be in order to achieve these values.</description><subject>Accuracy</subject><subject>I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual reality H.5.2 [Information Interfaces and Presentation]: User Interfaces - Input devices and strategies</subject><subject>Joints</subject><subject>Mice</subject><subject>Noise</subject><subject>Software</subject><subject>Wrist</subject><issn>1087-8270</issn><issn>2375-5326</issn><isbn>9781467312479</isbn><isbn>1467312479</isbn><isbn>9781467312462</isbn><isbn>1467312460</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2012</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><sourceid>RIE</sourceid><recordid>eNpVkLtOxDAQRc1LIixbU9D4B7KMPYknpkMrXmIRCAHtynHGIrBJkG0K_h4ktqG60jnSKa4QJwoWSoE9e31aaFB6YVQDVqkdMbfUqMoQKl0ZvSsKjVSXNWqz98-R3ReFgobKRhMciqOU3gGAjKkKcf7IMUxxcKNnObBLX5EHHnOSv1TmN5b3vY9TmkKWd_3IPsv0wRvO03gsDoLbJJ5vdyZeri6flzfl6uH6dnmxKr2um1w26Ni3mil01lYB0DgCDwqYDQKitZ2lgA46b9qgNFk0LRoi4wJZzTgTp3_dnpnXn7EfXPxeb2_AH6lqS6Y</recordid><startdate>201203</startdate><enddate>201203</enddate><creator>Livingston, M. A.</creator><creator>Sebastian, J.</creator><creator>Ai, Z.</creator><creator>Decker, J. W.</creator><general>IEEE</general><scope>6IE</scope><scope>6IH</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIO</scope></search><sort><creationdate>201203</creationdate><title>Performance measurements for the Microsoft Kinect skeleton</title><author>Livingston, M. A. ; Sebastian, J. ; Ai, Z. ; Decker, J. W.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c258t-83aecb2e7fd994f036a70c010ee6303399d97f3a0dc6bf127936b36776af792e3</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2012</creationdate><topic>Accuracy</topic><topic>I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual reality H.5.2 [Information Interfaces and Presentation]: User Interfaces - Input devices and strategies</topic><topic>Joints</topic><topic>Mice</topic><topic>Noise</topic><topic>Software</topic><topic>Wrist</topic><toplevel>online_resources</toplevel><creatorcontrib>Livingston, M. A.</creatorcontrib><creatorcontrib>Sebastian, J.</creatorcontrib><creatorcontrib>Ai, Z.</creatorcontrib><creatorcontrib>Decker, J. W.</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan (POP) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Electronic Library (IEL)</collection><collection>IEEE Proceedings Order Plans (POP) 1998-present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Livingston, M. A.</au><au>Sebastian, J.</au><au>Ai, Z.</au><au>Decker, J. W.</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Performance measurements for the Microsoft Kinect skeleton</atitle><btitle>2012 IEEE Virtual Reality Workshops (VRW)</btitle><stitle>VR</stitle><date>2012-03</date><risdate>2012</risdate><spage>119</spage><epage>120</epage><pages>119-120</pages><issn>1087-8270</issn><eissn>2375-5326</eissn><isbn>9781467312479</isbn><isbn>1467312479</isbn><eisbn>9781467312462</eisbn><eisbn>1467312460</eisbn><abstract>The Microsoft Kinect for Xbox 360 ("Kinect") provides a convenient and inexpensive depth sensor and, with the Microsoft software development kit, a skeleton tracker (Figure 2). These have great potential to be useful as virtual environment (VE) control interfaces for avatars or for viewpoint control. In order to determine its suitability for our applications, we devised and conducted tests to measure standard performance specifications for tracking systems. We evaluated the noise, accuracy, resolution, and latency of the skeleton tracking software. We also measured the range in which the person being tracked must be in order to achieve these values.</abstract><pub>IEEE</pub><doi>10.1109/VR.2012.6180911</doi><tpages>2</tpages><oa>free_for_read</oa></addata></record> |
fulltext | fulltext_linktorsrc |
identifier | ISSN: 1087-8270 |
ispartof | 2012 IEEE Virtual Reality Workshops (VRW), 2012, p.119-120 |
issn | 1087-8270 2375-5326 |
language | eng |
recordid | cdi_ieee_primary_6180911 |
source | IEEE Electronic Library (IEL) Conference Proceedings |
subjects | Accuracy I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual reality H.5.2 [Information Interfaces and Presentation]: User Interfaces - Input devices and strategies Joints Mice Noise Software Wrist |
title | Performance measurements for the Microsoft Kinect skeleton |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-08T02%3A10%3A43IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-ieee_6IE&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=proceeding&rft.atitle=Performance%20measurements%20for%20the%20Microsoft%20Kinect%20skeleton&rft.btitle=2012%20IEEE%20Virtual%20Reality%20Workshops%20(VRW)&rft.au=Livingston,%20M.%20A.&rft.date=2012-03&rft.spage=119&rft.epage=120&rft.pages=119-120&rft.issn=1087-8270&rft.eissn=2375-5326&rft.isbn=9781467312479&rft.isbn_list=1467312479&rft_id=info:doi/10.1109/VR.2012.6180911&rft_dat=%3Cieee_6IE%3E6180911%3C/ieee_6IE%3E%3Curl%3E%3C/url%3E&rft.eisbn=9781467312462&rft.eisbn_list=1467312460&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rft_ieee_id=6180911&rfr_iscdi=true |