Christine Perez Deleted File  about 8 years ago

Commit id: 5e5b23410586472855ede794cb420911c3418343

deletions | additions      

         

Motion capture of the human body has being performed for decades with a growing number of technologies, aims and application fields; but only recent optical marker less technologies based on silhouette recognition and depth sensors which have been developed for video games control interface have brought motion capture to a broad diffusion. Actually, nowadays there are low cost hardware and software suitable for a wide range of applications that may vary from entertainment domain (e.g., video games, virtual characters in movies) to the Bio-mechanical and biomedical domain (e.g., gait analysis or orthopedic rehabilitation) and to a huge number of industrial sectors. In this quick evolving scenario it is hard to tell which technology is the most suitable for any desired goal. \citet{regazzoni2014rgb}, in their study, discussed the difference between the RGB video of Sony PS Eye cameras and the RGB-D video of Microsoft Kinect. Stated in Table 2 are the test movements for the study as well as the Motion capture technologies used.