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\begin{tabular}{ c c c c }
AUTHOR/S & YEAR & CONCEPT & CONTRIBUTION/S \\
Larssen, A., et. al. & 2004 & Understanding movement as input for interaction–A study of two Eyetoy™ games & Interaction between people and computers can now be driven by movements of the human body without the need for mediation by other input devices. \\
Aggarwal, J K., et. al. & & &
Having easy access on 3d data as a part of traditional data imagery, from depth motion sensors is more convenient and easier.\\ \\
Brandvik, J., et. al. &
2012 & Investigating Human-Computer Interaction with Motion-Capture Algorithms using a Microsoft Kinect & Explains the background, limitations and outline of the processes in Kinect's technology - machine learning, 3d representation & & \\
Regazzoni D., et. al. &
2014 & RGB cams vs RGB-D sensors: low cost motion capture technologies performances and limitations & Compares the RGB cams which is the Sony Eyetoy and RGB-D cams which is the Kinect to show the advances on motion capture technology with their pro's and con's & & \\
Zhang, Z. &
2012 & Microsoft Kinect sensor and its effects & Discusses the physical features of Kinect as well as it's Skeletal tracking and Motion capturing capabilities & & \\
Smisek., et. al.
&2013 &3D with Kinect & Tells that the kinect still gives small residual errors in measuring close range & & & \\
Sarbolandi., et. al.
&2015 &Kinect range sensing: Structured-light versus Time-of-Flight Kinect. Computer Vision and Image Understanding & Stated the issues about sensor calibration, automatic combination time and information sifting plans for anomalies estimations removal & & & \\
\end{tabular}
\caption{Summary of Related Studies on Kinect in Computer Science Research}
\end{table}