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1
Content available An EEG mobile device as a game controller
EN
In this work the real-time control of computer games was explored by a single elec-trode mobile electroencephalography (EEG) device with a Bluetooth interface. The amplitudevariation in the two frequency bands of 4-12 Hz and 60-200 Hz was selected as the real-timecontrol parameter. The frequency-domain of a raw EEG signal was calculated using the discreteFourier transform. The time-dependent signal samples equal to 512, 1024, and 2048 time pointsin size were used in our research. The well-known classic Pong game was used to try out ourcontroller. The developed software handles communication with the device and real-time gamerendering. The .NET Framework with the C# programming language was used as a develop-ment tool. 50 gameplay trials were made for each controller setup. The obtained results arepromising for the possible use of the device in real-time communication with computer devicesfor people with hand disabilities.
2
Content available remote Motion capture using multiple Kinect controllers
PL
Artykuł opisuje proces budowy systemu akwizycji ruchu (ang. motion capture) z wykorzystaniem kontrolerów Microsoft Kinect 360 i Kinect One. Przedstawiono w nim sposób użycia kilku kontrolerów równolegle i sposób wykorzystania darmowych szkieletów programistycznych do stworzenia oprogramowania do rejestracji ruchu. Artykuł zawiera wyniki porównania systemów akwizycji ruchu wykorzystujących jeden oraz dwa kontrolery jednocześnie oraz wskazuje ścieżki przyszłego rozwoju systemu.
EN
The following paper describes the process of developing a motion capture system with the use of Microsoft Kinect 360 and Kinect One controllers. The article presents how to use multiple Kinect controllers parallely and how to employ the existing freeware programming frameworks to produce an appropriate motion capture software. The article shows the results of comparison of single and multiple Kinect motion capture systems. The summary of this study will collect the research results and include some suggestions for the future development of this motion capture system.
PL
Artykuł dotyczy tematyki rejestracji ruchu postaci ludzkiej (ang. Motion Capture). Praca pokazuje jak do rejestracji ruchu można wykorzystać kontroler ruchu Microsoft Kinect. Praca zawiera wyniki badań weryfikujących jakość oprogramowania NITE służącego do wyznaczania rotacji członków ciała w stawach. Badania wykazały, że jakość rejestrowanego ruchu nie jest wysoka. Mimo tego uzyskane dane mogą być wykorzystane do analizy gestów lub rozpoznawania ruchu.
EN
This paper refers to a subject of a human body motion capture. Common video based motion capture systems are very expensive. This paper shows that it is possible to use a cheaper solution for motion capture which is a Microsoft Kinect movement controller. There is presented the software for motion capture of a human skeleton. We may use Microsoft SDK programmer toolkit or freeware frameworks like CL NUI Platform, OpenKinect and OpenNI for this purpose. We used OpenNI and NITE libraries (diagram in Fig. 2) for our research. The results of measurements of human joint angles with use of Kinect and our OpenNI based application are given and discussed. These angles are used for recording the movement into motion capture BVH files. We used free application Brekel Kinect (Fig. 3) for this purpose. The recorded data can be used for a realistic animation development. In our case, the data was used as an input source for our own visualization application made in Java language. The quality of recorded motion is not very high due to the calculation delays and problems with appropriate joint localization by the NITE software. The Kinect controller is not suitable for very accurate motion capture, e.g. for the needs of biomedicine, but the captured data are of sufficient quality for research related to the analysis of gestures and remote control.
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