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21-23 November, 2013
Vila Real - Portugal

Online-Gym: a 3D virtual
gymnasium using Kinect
interaction
Fernando Cassola | Leonel Morgado | Hugo Paredes | Benjamim Fonseca | Paulo Martins
INESC TEC / UTAD
Fausto de Carvalho - PT Inovação
Topics
• Interactive technologies and physical activity
• Motion Capture Devices
• The Online-Gym project
• System architecture
• Conclusions
• Future work
Interactive technologies and physical activity
• Videogames: high potential to promote
physical exercise

• Exergames: provide to the user the
development of sensory and motor skills

• “playing exergames could become one of the
most popular, engaging, and health-promoting
homework assignments of the twenty-first
century”- Staiano and Calvert (2011)
Interactive technologies and physical activity
• Many elderly refuse to participating in
regular training sessions outside their homes

• Exergames can help motivate elderly to
exercise more

• 3D platforms: multi-user, collaborative,
shared virtual environments, the “being
there” presence
Motion Capture Devices

+ cheaper
+ intuitive
The Online-Gym project
• Online-Gym is an exploratory
project prototyping an online 3D
platform based on virtual worlds
that allows users to interact with
the system through the use of a
motion capture device such as
Microsoft Kinect
The Online-Gym project
RINIONS
Pre-defined movements

No

Integration with Second Life Viewer adaptado
/ OpenSimulator

Source-code

Software

(pequena extensão)

Open
Microsoft Kinect SDK
/ OpenNI

FAAST
Yes

NUILIB
Yes

É necessário implementar É necessário implementar
nos viewers toda a

nos viewers toda a

reprodução dos gestos

reprodução dos gestos

Announced but not
available
OpenNI

Open
Microsoft Kinect SDK /
OpenNI
System architecture
Conclusions
• The Online-Gym project has a lot of potential for users who are isolated,
dispersed geographically or with reduced mobility.

• We should be careful particularly in the synchronization of the movements
and their impact on the network for other users.

• The integration between virtual 3D platforms and motion capture devices
have a huge margin for improvement and there is potential for development
and deployment of such services.
Future work
• Need to further study the solutions for remote transmission of gestures
made in front of the Kinect.

• How can we synchronize the movements made by each user physically
distant.

• The issue of the platform independence
21-23 November, 2013
Vila Real - Portugal

Online-Gym: a 3D virtual
gymnasium using Kinect
interaction
Fernando Cassola | Leonel Morgado | Hugo Paredes | Benjamim Fonseca | Paulo Martins
INESC TEC / UTAD
Fausto de Carvalho - PT Inovação

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Online-Gym: a 3D virtual gymnasium using Kinect interaction

  • 1. 21-23 November, 2013 Vila Real - Portugal Online-Gym: a 3D virtual gymnasium using Kinect interaction Fernando Cassola | Leonel Morgado | Hugo Paredes | Benjamim Fonseca | Paulo Martins INESC TEC / UTAD Fausto de Carvalho - PT Inovação
  • 2. Topics • Interactive technologies and physical activity • Motion Capture Devices • The Online-Gym project • System architecture • Conclusions • Future work
  • 3. Interactive technologies and physical activity • Videogames: high potential to promote physical exercise • Exergames: provide to the user the development of sensory and motor skills • “playing exergames could become one of the most popular, engaging, and health-promoting homework assignments of the twenty-first century”- Staiano and Calvert (2011)
  • 4. Interactive technologies and physical activity • Many elderly refuse to participating in regular training sessions outside their homes • Exergames can help motivate elderly to exercise more • 3D platforms: multi-user, collaborative, shared virtual environments, the “being there” presence
  • 5. Motion Capture Devices + cheaper + intuitive
  • 6. The Online-Gym project • Online-Gym is an exploratory project prototyping an online 3D platform based on virtual worlds that allows users to interact with the system through the use of a motion capture device such as Microsoft Kinect
  • 7. The Online-Gym project RINIONS Pre-defined movements No Integration with Second Life Viewer adaptado / OpenSimulator Source-code Software (pequena extensão) Open Microsoft Kinect SDK / OpenNI FAAST Yes NUILIB Yes É necessário implementar É necessário implementar nos viewers toda a nos viewers toda a reprodução dos gestos reprodução dos gestos Announced but not available OpenNI Open Microsoft Kinect SDK / OpenNI
  • 9. Conclusions • The Online-Gym project has a lot of potential for users who are isolated, dispersed geographically or with reduced mobility. • We should be careful particularly in the synchronization of the movements and their impact on the network for other users. • The integration between virtual 3D platforms and motion capture devices have a huge margin for improvement and there is potential for development and deployment of such services.
  • 10. Future work • Need to further study the solutions for remote transmission of gestures made in front of the Kinect. • How can we synchronize the movements made by each user physically distant. • The issue of the platform independence
  • 11. 21-23 November, 2013 Vila Real - Portugal Online-Gym: a 3D virtual gymnasium using Kinect interaction Fernando Cassola | Leonel Morgado | Hugo Paredes | Benjamim Fonseca | Paulo Martins INESC TEC / UTAD Fausto de Carvalho - PT Inovação

Editor's Notes

  1. abstract
  2. abstract