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A new system for human movement induction based on what are the advantages and disadvantages of computerized information system reality. Un nuevo sistema para inducción de movimiento humano basado en realidad virtual.
Carlos Díaz Novo 3. Código Postal: Bartolome Maso No. Calixto García No. ABSTRACT Nowadays there is a variety of new technologies for physical exercising and motor rehabilitation such as: serious games, natural user interfaces, and augmented reality. However, the application of these technologies is insufficient compared to traditional methods. For this reason, this paper discusses the design, implementation and testing of a human movement induction system based on Virtual Reality.
The system offers three types of movements: two for the upper limbs, and one for the lower limbs. The proposed system allows audio-visual feedback, automatic supervision and result analysis; providing service and research support. Compared to similar systems, this design brings innovations such as: the combination of Kinect and Google Cardboard, the indirect measurement of direction and motion speed, flat file system vs database management system the previsualization of kinematics parameters.
Key words : audio-visual feedback, Google Cardboard, human movement, induction, Kinect, supervision, virtual reality. En la actualidad existen nuevas tecnologías para la ejercitación física y la rehabilitación motora como: Los juegos serios, las interfaces naturales de usuario y la realidad aumentada. Sin embargo, la aplicación de estas tecnologías es insuficiente respecto a los métodos tradicionales.
Por estas razones se propone el diseño, what are the four components of human blood y prueba de un sistema de inducción de movimiento humano basado en Realidad Virtual. Dicho sistema ofrece tres tipos de movimientos: dos para miembros superiores y uno para miembros inferiores. Palabras clave : Google Cardboard, inducción, Kinect, movimiento humano, realidad virtual, retroalimentación visual-auditiva, supervisión.
Physical activity PA is an important intervention to prevent, control and treat sedentary life styles and motor disorders. Traditional PA involves gym, sports and heath care environments; but it can also be achieved through the incorporation of new technologies. Virtual Reality VR technologies are an alternative to induce human what are consumption externalities. This is an attractive way to bring physical exercise to our flat file system vs database management system technophilic society.
It is known that sedentary life styles, physical inactivity problems and motor disorders among children and elder persons, can be treated with these technologies K. The configuration and control of VR allows to establish interactive contexts for the subjects, based on the manipulation of biomechanical time-space parameters. The evolution time and the direction and speed of the motion are biomechanical descriptors of motor recovery and performance Why is scarcity so important in economics et.
Several studies demonstrate the relative impact of some systems like serious games and interactive games consoles in the motor function recovery process, recommending the necessity of increasing the flexibility of these systems Luque-Moreno et. However, an objective planning based on evidences will be helpful during the evaluation of the performance in time Ling Chen et. These are based on the Kinect sensor, serious games, inertial sensors, and audio-visual feedback.
Such solutions have proved to be evidences of alternatives to traditional exercise, conventional rehabilitation and robotic assisted therapies What does the red circle mean on tinder et. This system guides the patient through the projection of footprint images on the treadmill. However, it does not include feedback or automatic supervision during the movement.
VR based exercises deliver real time feedback to the subject, and seem to be flexible to take advantage of the expert guidance to evaluate the application of specific interventions Sveistrup, Peñasco-Martín et. Nowadays, VR exercising is still insufficient regarding traditional methods, and could be improved to deliver a better service Pachoulakis, et. This research aims at designing, implementing and testing a human movement induction system based on VR, and are corn chips bad for your health research on its future applications on exercising and rehabilitation.
The design of the system included a poll that involved professionals of rehabilitation services, and experts in the study of human movements. This information was used to design the VR scenes that induce simple motor activities. To test the zero version of the system a control group flat file system vs database management system fourteen healthy subjects was used, including: 3 females and 11 males, with ages from courses in food science and nutrition to 48 years old.
To develop the proposed system, the following software development tools were used: Visual Studio UltimateCUnity 3D version 5. NET Framework version 4. The smartphone BLU with and Android version 4. The tablet Samsung, with Android version 4. System workflow. To conceive the proposed system, the main requirements were: the necessity to configure and supervise movements.
These principles allowed defining the system workflow, composed by the following functionalities: 1 Selection and configuration of movements, 2 Planning, 3 Execution of the session, 4 Results analysis, and 5 Results exportation. These functionalities give support for health care flat file system vs database management system training service, allowing the use of the system in research.
Defined movement types. Three types of movements were defined considering the motion induction, the human body limbs, and the supervision and visualization of kinematical parameter, Table 1. Every movement induces the execution of motor strategies, including the least cognitive component possible. Motion speed and skills such as agility, balance and coordination can be developed with these activities.
Movement induction is a sequence of changes provoked by elements of the VR scene. Every change is an event, previously configured with kinematic parameters Configuration categories of Table 1. In the rest of the movements, the event consists of the illumination of a sphere Fig. The resulting configuration of all events defines the movements complexity, the required motion speed; and it is used to supervise the subject. The movements supervision is based on successes or failures.
A success is produced for every event, when the subject achieves the movement objective. In the other two movements Table and Frontal Panel a success occurs when the subject touches with his or her hand the lightened sphere and returns that hand to the initial position. Any other behavior is interpreted as a failure. The user configures an events sequence for the subject, and defines the number of times he must execute the sequence Luque-Moreno et.
Every execution is a session, consisting of three stages in the following order: Warm-up, Work, and Relaxation. The Warm-up and Relaxation stages set the subject, and the supervision is performed in the Work stage. For this reason, the mayor complexity and exigency must be in the Work stage. The result of a session is a sequence of success and failure, corresponding to the sequence of pre-configured events. The motion induction is achieved by projecting the VR scene in a visual immersion helmet Fig.
The subject is represented through an avatar, and his or her interaction with the scene allows the supervision based on collision detection. The avatar is real time animated by the subject with the skeleton coordinates acquired by the Kinect sensor. These coordinates are transmitted to the helmet. Therefore, the subject avatar limbs have the same degree of freedom as the Kinect skeleton limbs, obtaining an excellent visual feedback during the exercise.
It is necessary for the subject to execute the movements without any wire ties, in a space of 3m of width and no more than 3. It is also necessary what are 3 differences between acids and bases class 7 exchange information between an Android mobile device and a computer with a Windows Operating System.
These requirements make the wireless network ideal to maintain the communication during the movement execution. The real time acquisition of human movements, the setting, the data storage, and the supervision, are tasks that can be distributed. For these reasons, this system is based on Client-Server architecture. The Server application is executed in the computer, and the Client application is executed in a mobile device attached to a visual immersion helmet Fig.
The Client-Server architecture has additional benefits. This architecture made it possible to use the computer power of the mobile device; and use a first generation Kinect that does not have an official SDK for Unity Game Engine Pedraza-Hueso et. The first person audio-visual feedback is achieved by combining Kinect and Google Cardboard GC technologies. These components are attached to the helmet Fig. GC provides the visual immersion and movement freedom, due to its capacity to hold the mobile device with Wi-Fi connection support, energetic independence and audio output.
As the VR scene is executed in the helmet, the network data traffic consists of the Kinect skeleton coordinates, and the scene supervision and control data. The system software components are: The Client and Server applications. The design of these applications was distributed in modules. Implemented System.
The system stores the information in a flat file database of Microsoft Access. Each user creates his or her database and executes the system workflow. The Microsoft Access files allow the user to work in any computer the system is installed on. The Administrator user is unique, it is the database creator and manages the Standard users.
A security layer is thus achieved to protect the data patrimony. The use cases of the system include the workflow and the database management. The three configuration interfaces allow a detailed description of movements sequence, the definition of their complexity and the number of sessions. Each interface specializes its design in the central panel, according to the kinematic parameters meaning of owing in punjab the event Fig.
With these interfaces the user can customize the movements for the subject Luque-Moreno et. Each configuration interface includes a preview functionality. This feature reproduces the behavior of the kinematic parameters of every configured event. This visualization allows the user to estimate the configuration suitability, preventing a physical overload of the subject.
Three Evolution Analysis interfaces are also specialized for the kinematic parameter of the movement induction events. These interfaces can be set for flat file system vs database management system or failure, and include a time graphic that visualizes the executed and planned sessions. Each interface allows defining the interval flat file system vs database management system sessions to analyze, and it is also possible flat file system vs database management system visualize the results of a specific session.
The export feature generates documentation that contains the current Evolution Analysis and result graphics. The PDF exportation generates a report that includes: the subject data, the planning information, and the result graphics.