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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 48
Virtual Yoga System Using Kinect Sensor
Praful Wagh1, Sachin Patil2, Rushikesh Shrivastav3, Shubham Bachhav4
[1,2,3,4] Students, Department of Computer Engineering, Loknete Gopinathji Munde Institute of Engineering
Education & Research, Nashik, Maharashtra, India.
---------------------------------------------------------------------***---------------------------------------------------------------------
Abstract - Physical Yoga has become a big part of life for
patients suffering from orthopedic injuries. But as time goes
by, patients tend to get tired and demotivatedduetorepetitive
and tedious exercises the recognition of poses is a field of
investigation that takes incredible significance for oneself
preparing in different sports. Due to its body tracking and
depth sensor, Kinect provides alow-costoptionforrecognising
Yoga positions. We propose an interactive system for
perceiving a few postures for learning Yoga that will be
characterised by a level of difficulty and coordinated with
command voices to imagine the guidelines and pictures about
the stances to be executed in this research. It also allows a
therapist to customizeexercisesaccordingtothespecific needs
and challenges of individual patients. The Microsoft Kinect
sensor recognises skeleton and joint positions and provides
three-dimensional information about the user's body. This
enables an immersive and natural interaction between the
user and the system. We use the Microsoft Kinect sensor to
detect and track the movements of user and speech out
message form system.
Keywords: Kinect Sensor, Motion Capture, Virtual Physical
Therapy, Serious Game, Rehabilitation, Interface Video
Game, Interactive Technologies, Movement Recognition.
1. INTRODUCTION
Physical therapy are optimal when assessment, monitoring,
adherence to the therapy program and patient engagement
can be achieved. Different procedures are involved in
standard physical therapy and rehabilitationpractise.These
processes are usually intensive, time consuming, dependent
on the expertise of the therapist and implies the
collaboration of the patient who is usually asked to perform
the therapy multiple times at home with no supervision.
Injury or disease to the bone, articular, or soft tissue
structures of the joints can result in discomfort, as well as a
reduction in mobility, strength, stability, and functional use
of the upper and lower extremitiesbodytraditional methods
of rehabilitation is quite tedious and boring. Asexercises are
to be done for a long period of time, patients tends to loose
interest over time because of monotonous exercises
routines. Also, traditional physiotherapy involve use of
goniometer which is a very old device used to measure
degrees of flexion and extension of joints but it is inaccurate.
The Microsoft Kinect Sensor has a number of advanced
sensing components. It has a depth sensor, a colour camera,
and a four-microphone array for full-body 3D motion
capture, facial recognition, and voice recognition, among
other features. A Kinect-based system can help patients do
rehabilitation exercises correctly, promote patient
accountability, and allow clinicians to rectify exercise faults.
All these features allow to develop an integrated Human
Computer Interaction (HCI) system in which happens as an
open-ended dialog between the user and the computer.This
system also provides some command voices so that the user
can interact with the program such as the possibility of
changing different Yoga poses instructions for a correct
position. The System will prepare yoga program for the
person. User should begin the system and kinect sensing
element to perform the exercise. The voice instruction and,
as a result, the action taken by the user will be the device's
input. The kinect sensing element can locate the figure's
twenty body points and relay the information to the system.
The system is capable of calculating both RGB and depth
images. The system may then calculate the movement and
compare it to the rule-based instruction. If a user performs
well, the system will reward them and direct them to the
next step instruction to perform next yoga poses. Also, we
can make weekly report of yoga exercise. Microsoft has
announced new sensors that can establish watershed in
RGB-D cameras for use with gaming consoles. There are
three types of sensors: RGB, audio, and depth. Both of them
perform important responsibilities, such as detecting
movement, allowing users to play games using their bodies
as a controller, and identifying player sounds.ThisMicrosoft
Kinect development also aided other computer vision
applications like robotics and action identification.
In Kinect sensor the arrangement of the infrared (IR)
projector, the color camera, and the IR camera. The IR
projector is paired with the IR camera, which is a
monochrome complementary metal oxide semiconductor
(CMOS) sensor, to form the depth sensor. The depth-sensing
technology is licensed fromtheIsraelicompany PrimeSense.
Although the particular technology isn't revealed, it is based
on the notion of structured light. The IR projector is a series
of IR dots created by an infrared laser passing through a
diffraction grating. Gesture recognition system has been
divided into five different phases. They are data acquisition,
segmentation and pre-processing, feature extraction and
finally the recognition. Data acquisition involves capturing
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 49
the image using Microsoft Kinect. The image needs to be
segmented in order to remove the unwanted background
details. The third phase of this process is the image
processing which is further subdivided into a number of
steps which include noise removal, edge detection, contour
detection, and normalization of the image to add the
accuracy of the detection. The features are then extracted
from the segmented and pre-processed image for
recognition. Finally, the image is recognized as a meaningful
gesture based on the gesture analysis.
2. LITERATURE SURVEY
[1] The ability to recognise gestures is critical for human-
machine interaction. In this study, we suggest a method for
employing a Kinect depthcamera toidentifyhumanmotions.
The camera sees the topic in the front plane and creates a
depth image of it in the plane facing the camera. This depth
image is then utilised to remove the background before
generating the subject's depth profile. Furthermore, the
difference between succeeding frames determines the
subject's motion profile, which is utilised to recognise
motions.
[2] Based on new learnable triangulation approaches that
incorporate 3D information from many 2D views, we
describe two unique solutions for multi-view 3D human
posture estimation. A basic differentiable algebraic
triangulation with the addition of confidence weights
computed from the input images is the initial (baseline)
solution. The second approach is based on a unique
volumetric aggregation method based on intermediate 2D
backbone feature maps. The combined volume is
subsequently adjusted with 3D convolutions, resulting in
final 3D joint heatmaps and the ability to model a human
position beforehand. Importantly, both algorithms are end-
to-end differentiable, allowing us to optimisethegoal metric
directly. On the Human3.6M dataset, we show that the
solutions are transferable across datasets and that they
significantly improve the multi-view state of the art.
[3] We show how a multi-camera system may be used to
train fine-grained detectors for keypoints that are prone to
occlusion, such as hand joints. This method is known as
multiview bootstrapping: first, a keypoint detector is
employed to generate noisy labels in various hand views.
The outliers are then triangulated in 3D using multiview
geometry. Finally, tostrengthenthedetector,thereprojected
triangulations are used as fresh labelled training data. We
repeat the process, each time generating more labelleddata.
The minimal number of views required to obtain goal true
and false positive rates for a given detector is calculated
mathematically. A hand keypoint detector is trained using
this way.
[4] Deep High-Resolution Representation Learning for
Human Pose Estimation is an official pytorch
implementation. The human pose estimation problem is the
topic of this research, with a focus on learning trustworthy
high-resolution representations. A high-to-low resolution
network produces low-resolutionrepresentations,andmost
available approaches recover high-resolution
representations from these low-resolution representations.
Our suggested network, on the other hand, keeps high-
resolution representations throughout the entire process.
We begin with a high-resolution subnetwork as the first
stage, then add high-to-low resolution subnetworks one by
one to construct additional stages, and then join the multi-
resolution subnetworks in parallel.Weperformmany multi-
scale fusions so that each of the high-to-low resolution
representations receives information from other parallel
representations on a regular basis, resulting in rich high-
resolution representations.
[5] We offer the first real-time method for capturing a
human's whole global 3D skeletal postureusinga singleRGB
camera in a stable, temporally consistent manner. A new
convolutional neural network (CNN)-basedposeregressoris
combined with kinematic skeleton fittinginourmethod.Our
new fully-convolutional pose formulation simultaneously
regresses 2D and 3D joint positions in real timeanddoesnot
require tightly clipped input frames. On the basis of a
coherent kinematic skeleton, a real-time kinematic skeleton
fitting approach employs CNN output to provide temporally
robust 3D global posture reconstructions. Our methodisthe
first monocular RGB method that can be used in real-time
applications like 3D character control; previously, the only
monocular methods for such applications required
specialised RGB-D cameras. Our results are qualitatively
equivalent to, and in some cases superior than, those
obtained using monocular RGB-D techniques liketheKinect.
We show, however, that our approach is more widely
applicable than RGB-D solutions, as it works for outdoor
situations, community recordings, and low-quality
commodity RGB cameras.
3. OBJECTIVES
 People should find exercise enjoyable and
comfortable.
 To aid in the improvement of mobility andstrength,
as well as the reduction of discomfort that patients
may experience as a result of an accident or
impairment.
 Provide visual and audible instructions that lead to
a successful training regimen for the user.
 To keep one's mind clean.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 50
4. MOITVATION
Following the current market trend, this project intends to
take Exercise expertise a step further by offering a totally
new method to the use of read work, as there are no
comparable programmes for Windows-based PCs.
Specifically, the gestures for the virtual workout will be
supplied to the Purposed system. The integration of the
Kinect sensing element and thus the management over
diversion application, which distinguishes it from other
similar virtual applications, is the most important goal of the
appliance, which distinguishes it from other similar virtual
applications; that is, the lackof need toholdorpossiblytouch
a keyboard, mouse, or controllerdevicetoplaythesport.This
application model can contain a lot of pre-programmed
motions, but the actual diversion setting will be able to
replicate your movements like in motion detecting games.
However, you will gain knowledge of motion sensing games
as a result of this. For explicit virtual workout, this
programme might be provided a gesture set. As a result, the
consumer may only require shopping for the Kinect sensing
device and not the gaming console.
5. PROBLEM DEFINITION
For years, the traditional medical science method to
physiotherapy has been in use, and it has been highly
laborious for the instructor and dull for the patient. Issues
such as Patients must adhere to their workout programmes
on a consistent basis for effective elbow rehabilitation.
Traditionalworkoutprogrammesarerepetitious,unpleasant,
and time-consuming. The patient loses interest and becomes
fatigued when using obsolete tools like goniometers. To
address this issue, a novel motion detection approach based
on the Kinect Sensor can be applied to physiotherapy in a
way that patients would find intriguing and engaging. As a
result of this notion, a Virtual Yoga System based on the
Kinect Sensor might be created to provide new and creative
ways to recover, making treatment more fun and thus
increasing motivation. Physiotherapists should focus on
improving their skills in this area. As technology advances in
the health industry, it is becoming a part of therapy and
treatment alternatives. Furthermore, it decreases workload
by effectively utilising physiotherapy time while still
providing therapy.
6. HISTORY
Microsoft's Kinect is a familyof motion-sensinginputdevices
that was initially released in 2010. The devices often include
RGB cameras as wellasinfraredprojectorsanddetectorsthat
map depth usingstructuredlightortimeofflightcalculations,
allowing forreal-timegesture recognition and bodyskeleton
identification, among other things. Microphones are also
included, which can be used for speech recognitionandvoice
control. Kinect wascreated as a motion controllerperipheral
for Xbox video game systems, and it differed from
competitors (such as Nintendo's Wii Remote and Sony's
PlayStation Move) in that it did not require physical
controllers. The first-generation Kinect was launched at E3
2009 as an Xbox 360 peripheral and was based on
technologies from Israeli startup PrimeSense. It was first
released on November 4, 2010, and in its first 60 days of
availability, it sold eight million units. The bulk of Kinect
games were casual, family-friendly releases that served to
bring new audiences to the Xbox 360, but did not result in
widespread adoption by the console's current userbase.
The Kinect was first released in 2005, at a time when
technology companies were beginning to build depth-
sensing cameras. Microsoft had previously expressed
interest in a 3D camera for the Xbox line, but the technology
had not yet been polished, so it was placed in the
"Boneyard," a collection of potential technologies that they
could not work on right away. Microsoft worked with
software developers to include Kinect into the hardware
development process. Because Kinect can detect many
bodies in front of it, Microsoft intended to create games that
could be enjoyed by families. The pack-in game Kinect
Adventures, produced by Microsoft Studios' Good Science
Studio, was one of the first internal titles for the gadget.
"Reflex Ridge," a game level in Kinect Adventures, is based
on the Japanese Brain Wall game, in which players must
bend their bodies in a short amount of time to matchcutouts
of a moving wall. This style of game exemplified the type of
engagement they hoped to achieve with Kinect, and its
development aided in the advancement of the hardware.
Fig 1:- Kinect Sensor Diagram
7. MODULES
A module is a software or hardware item that is separate
from the rest of the system. The three aspects of our
proposed system are as follows:-
1. Skeleton Detection and Tracking
2. Recognition of gestures
3. Recognize Yoga Posture
4. Text to Speech (TTS)
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 51
1. Skeleton Detection and Tracking
We can detect the skeleton and track the joint
points of the human body in this module for yoga
posture. We can easily identify the pixels that
represent the players using the raw depth data
returned by the Kinect sensor. Skeleton tracking
doesn't just track the joints by reading the player's
data; it also tracks the entire body's movement.
2. Recognition of Gestures
The skeleton structures were successfully
discovered in this module thanks to the clever
advancement of some gadgets that employed the
kinect sensor to assess depth. These kinect sensors
have been used toobservehumanbody movements,
and they can give sufficient accuracy while tracking
the entire body in real-time mode with low latency.
3. Recognize Yoga Posture
In this module, we will execute yoga postures and
then go on to the next one. We will also calculate
yoga pose estimation and classify it.
4. Text to Speech (TTS)
This module usesa text-to-speechmethodtodeliver
the message. It's a multi-language voice synthesiser
that turns digital text into natural-soundingspeech.
It can be easily integrated into any embedded
system thanks to its simple command-based
interface.
8. EXISTING SYSTEM
Another group of professors directs the scholars into
positions and allows them to feel them to gain a better
comprehension. In general, the majority of possibilities for
persons who are blind or have low vision to interact in yoga
have required contact with a yoga teacher who has the
necessary information and knowledge to accommodate
them. Multiple sets of CDs were made available in homes for
practising yoga, so that any busy person mightdoso without
feeling obligated to do so. Exergames, or workout video
games, have been a popular way to increase exercise
participation in recent years. Exergames will providefitness
activities and serve as a springboard to a variety of more
advanced workouts. However, many people are unable to
play these games due to physical limitations.
9. PROPOSED SYSTEM
To execute the workout, the user must first turn on the
equipment and the kinect sensor device. The voice
instruction and, as a result, the action taken by the user will
be the device's input. The kinect sensing element can locate
the figure's twenty body points and relay the information to
the system. The systemiscapableofcalculatingbothRGBand
depth images. The system may then calculate the movement
and compare it to the rule-based instruction. If the user
performs well, the systemcancongratulatethemandprovide
them instructions on how to execute the next exercise.
Fig 2:- Workflow Diagram
10. FUTURE SCOPE
This system has a lot of potential inthefuture.Whileitclearly
attempts to increase people's motivation to exercise and
become in shape, it may be developed and modified in sucha
way that it produces a personalised training model for them,
tailored to theirlifestyle and needs. The device is expectedto
provide precision that is comparable to that of a personal
trainer. The possibilities for future research are endless, and
they promise to improve aged care patients' motivation to
accurately report their yoga sessions. At no expense, the
elderly can have simple access to the most engaging and
interactive yoga system practises.
11. CONCLUSION
With the advancement of technology, our daily lives have
gotten more easy, and people are losing more and more time
and desire for physical activity. As a result, several
technologies and apps will be developed to make exercising
more convenient and accessible anywhere. This new
accessible Exercises will allow any group of individuals to
access exercise while in reception, which will benefit both
their physical and mental health. This new accessible
Exercises will allow any group of individuals to access
exercise while in reception, which will benefit both their
physical and mental health. The Kinectcontinuestoprogress,
update, and evolve into a very viable tool for joint injury
rehabilitation. As a result, Kinect has found a solution to this
difficulty. Furthermore, in order to improve the user
interface, we are considering adding more elements in the
future, such as an award mechanism and other plugins.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 52
REFERENCES
[1] K. Aberman, P. Li, D. Lischinski, O. Sorkine-Hornung, D.
Cohen-Or, and B. Chen. Skeleton-aware networks for
deep motion retargeting. ACM TransactionsonGraphics
(TOG), 39(4):62, 2020.
[2] Z. Cao, G. Hidalgo Martinez, T. Simon, S. Wei, and Y. A.
Sheikh. OpenPose: Realtime multi-person 2d pose
estimation using part affinity fields. IEEE Transactions
on Pattern Analysis and Machine Intelligence, 2019.
[3] E. Aksan, M. Kaufmann, and O. Hilliges. Structured
prediction helps 3d human motion modelling. In
Proceedings of the IEEE International Conference on
Computer Vision, pages 7144–7153, 2019.
[4] A. Haque, B. Peng, Z. Luo, A. Alahi, S. Yeung, andL.FeiFei.
Towardsviewpointinvariant3dhumanpose estimation.
In Proc. ECCV, pages 160–177. Springer, 2016.
[5] K. Iskakov, E. Burkov, V. Lempitsky, and Y. Malkov.
Learnable triangulation of human pose. In Proc. ICCV,
pages 7718–7727, 2019.
[6] Pavlovic, V.I. and Sharma, R. and Huang, T.S., ”Vision-
Based Gesture Recognition: A Review”, PatternAnalysis
and Machine Intelligence, IEEE Transactions on, 1997.
[7] J. Romero, D. Tzionas, and M. J. Black. Embodied hands:
Modeling and capturinghandsandbodiestogether.ACM
Transactions on Graphics (ToG), 36(6):245, 2017.
[8] T. Simon, H. Joo, I. Matthews, and Y. Sheikh. Hand
keypoint detection in single images using multiview
bootstrapping. In Proc. CVPR, 2017.
[9] K. Sun, B. Xiao, D. Liu, and J. Wang. Deep high-resolution
representation learning for human pose estimation. In
Proc. CVPR, pages 5693–5703, 2019.

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  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 48 Virtual Yoga System Using Kinect Sensor Praful Wagh1, Sachin Patil2, Rushikesh Shrivastav3, Shubham Bachhav4 [1,2,3,4] Students, Department of Computer Engineering, Loknete Gopinathji Munde Institute of Engineering Education & Research, Nashik, Maharashtra, India. ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - Physical Yoga has become a big part of life for patients suffering from orthopedic injuries. But as time goes by, patients tend to get tired and demotivatedduetorepetitive and tedious exercises the recognition of poses is a field of investigation that takes incredible significance for oneself preparing in different sports. Due to its body tracking and depth sensor, Kinect provides alow-costoptionforrecognising Yoga positions. We propose an interactive system for perceiving a few postures for learning Yoga that will be characterised by a level of difficulty and coordinated with command voices to imagine the guidelines and pictures about the stances to be executed in this research. It also allows a therapist to customizeexercisesaccordingtothespecific needs and challenges of individual patients. The Microsoft Kinect sensor recognises skeleton and joint positions and provides three-dimensional information about the user's body. This enables an immersive and natural interaction between the user and the system. We use the Microsoft Kinect sensor to detect and track the movements of user and speech out message form system. Keywords: Kinect Sensor, Motion Capture, Virtual Physical Therapy, Serious Game, Rehabilitation, Interface Video Game, Interactive Technologies, Movement Recognition. 1. INTRODUCTION Physical therapy are optimal when assessment, monitoring, adherence to the therapy program and patient engagement can be achieved. Different procedures are involved in standard physical therapy and rehabilitationpractise.These processes are usually intensive, time consuming, dependent on the expertise of the therapist and implies the collaboration of the patient who is usually asked to perform the therapy multiple times at home with no supervision. Injury or disease to the bone, articular, or soft tissue structures of the joints can result in discomfort, as well as a reduction in mobility, strength, stability, and functional use of the upper and lower extremitiesbodytraditional methods of rehabilitation is quite tedious and boring. Asexercises are to be done for a long period of time, patients tends to loose interest over time because of monotonous exercises routines. Also, traditional physiotherapy involve use of goniometer which is a very old device used to measure degrees of flexion and extension of joints but it is inaccurate. The Microsoft Kinect Sensor has a number of advanced sensing components. It has a depth sensor, a colour camera, and a four-microphone array for full-body 3D motion capture, facial recognition, and voice recognition, among other features. A Kinect-based system can help patients do rehabilitation exercises correctly, promote patient accountability, and allow clinicians to rectify exercise faults. All these features allow to develop an integrated Human Computer Interaction (HCI) system in which happens as an open-ended dialog between the user and the computer.This system also provides some command voices so that the user can interact with the program such as the possibility of changing different Yoga poses instructions for a correct position. The System will prepare yoga program for the person. User should begin the system and kinect sensing element to perform the exercise. The voice instruction and, as a result, the action taken by the user will be the device's input. The kinect sensing element can locate the figure's twenty body points and relay the information to the system. The system is capable of calculating both RGB and depth images. The system may then calculate the movement and compare it to the rule-based instruction. If a user performs well, the system will reward them and direct them to the next step instruction to perform next yoga poses. Also, we can make weekly report of yoga exercise. Microsoft has announced new sensors that can establish watershed in RGB-D cameras for use with gaming consoles. There are three types of sensors: RGB, audio, and depth. Both of them perform important responsibilities, such as detecting movement, allowing users to play games using their bodies as a controller, and identifying player sounds.ThisMicrosoft Kinect development also aided other computer vision applications like robotics and action identification. In Kinect sensor the arrangement of the infrared (IR) projector, the color camera, and the IR camera. The IR projector is paired with the IR camera, which is a monochrome complementary metal oxide semiconductor (CMOS) sensor, to form the depth sensor. The depth-sensing technology is licensed fromtheIsraelicompany PrimeSense. Although the particular technology isn't revealed, it is based on the notion of structured light. The IR projector is a series of IR dots created by an infrared laser passing through a diffraction grating. Gesture recognition system has been divided into five different phases. They are data acquisition, segmentation and pre-processing, feature extraction and finally the recognition. Data acquisition involves capturing
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 49 the image using Microsoft Kinect. The image needs to be segmented in order to remove the unwanted background details. The third phase of this process is the image processing which is further subdivided into a number of steps which include noise removal, edge detection, contour detection, and normalization of the image to add the accuracy of the detection. The features are then extracted from the segmented and pre-processed image for recognition. Finally, the image is recognized as a meaningful gesture based on the gesture analysis. 2. LITERATURE SURVEY [1] The ability to recognise gestures is critical for human- machine interaction. In this study, we suggest a method for employing a Kinect depthcamera toidentifyhumanmotions. The camera sees the topic in the front plane and creates a depth image of it in the plane facing the camera. This depth image is then utilised to remove the background before generating the subject's depth profile. Furthermore, the difference between succeeding frames determines the subject's motion profile, which is utilised to recognise motions. [2] Based on new learnable triangulation approaches that incorporate 3D information from many 2D views, we describe two unique solutions for multi-view 3D human posture estimation. A basic differentiable algebraic triangulation with the addition of confidence weights computed from the input images is the initial (baseline) solution. The second approach is based on a unique volumetric aggregation method based on intermediate 2D backbone feature maps. The combined volume is subsequently adjusted with 3D convolutions, resulting in final 3D joint heatmaps and the ability to model a human position beforehand. Importantly, both algorithms are end- to-end differentiable, allowing us to optimisethegoal metric directly. On the Human3.6M dataset, we show that the solutions are transferable across datasets and that they significantly improve the multi-view state of the art. [3] We show how a multi-camera system may be used to train fine-grained detectors for keypoints that are prone to occlusion, such as hand joints. This method is known as multiview bootstrapping: first, a keypoint detector is employed to generate noisy labels in various hand views. The outliers are then triangulated in 3D using multiview geometry. Finally, tostrengthenthedetector,thereprojected triangulations are used as fresh labelled training data. We repeat the process, each time generating more labelleddata. The minimal number of views required to obtain goal true and false positive rates for a given detector is calculated mathematically. A hand keypoint detector is trained using this way. [4] Deep High-Resolution Representation Learning for Human Pose Estimation is an official pytorch implementation. The human pose estimation problem is the topic of this research, with a focus on learning trustworthy high-resolution representations. A high-to-low resolution network produces low-resolutionrepresentations,andmost available approaches recover high-resolution representations from these low-resolution representations. Our suggested network, on the other hand, keeps high- resolution representations throughout the entire process. We begin with a high-resolution subnetwork as the first stage, then add high-to-low resolution subnetworks one by one to construct additional stages, and then join the multi- resolution subnetworks in parallel.Weperformmany multi- scale fusions so that each of the high-to-low resolution representations receives information from other parallel representations on a regular basis, resulting in rich high- resolution representations. [5] We offer the first real-time method for capturing a human's whole global 3D skeletal postureusinga singleRGB camera in a stable, temporally consistent manner. A new convolutional neural network (CNN)-basedposeregressoris combined with kinematic skeleton fittinginourmethod.Our new fully-convolutional pose formulation simultaneously regresses 2D and 3D joint positions in real timeanddoesnot require tightly clipped input frames. On the basis of a coherent kinematic skeleton, a real-time kinematic skeleton fitting approach employs CNN output to provide temporally robust 3D global posture reconstructions. Our methodisthe first monocular RGB method that can be used in real-time applications like 3D character control; previously, the only monocular methods for such applications required specialised RGB-D cameras. Our results are qualitatively equivalent to, and in some cases superior than, those obtained using monocular RGB-D techniques liketheKinect. We show, however, that our approach is more widely applicable than RGB-D solutions, as it works for outdoor situations, community recordings, and low-quality commodity RGB cameras. 3. OBJECTIVES  People should find exercise enjoyable and comfortable.  To aid in the improvement of mobility andstrength, as well as the reduction of discomfort that patients may experience as a result of an accident or impairment.  Provide visual and audible instructions that lead to a successful training regimen for the user.  To keep one's mind clean.
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 50 4. MOITVATION Following the current market trend, this project intends to take Exercise expertise a step further by offering a totally new method to the use of read work, as there are no comparable programmes for Windows-based PCs. Specifically, the gestures for the virtual workout will be supplied to the Purposed system. The integration of the Kinect sensing element and thus the management over diversion application, which distinguishes it from other similar virtual applications, is the most important goal of the appliance, which distinguishes it from other similar virtual applications; that is, the lackof need toholdorpossiblytouch a keyboard, mouse, or controllerdevicetoplaythesport.This application model can contain a lot of pre-programmed motions, but the actual diversion setting will be able to replicate your movements like in motion detecting games. However, you will gain knowledge of motion sensing games as a result of this. For explicit virtual workout, this programme might be provided a gesture set. As a result, the consumer may only require shopping for the Kinect sensing device and not the gaming console. 5. PROBLEM DEFINITION For years, the traditional medical science method to physiotherapy has been in use, and it has been highly laborious for the instructor and dull for the patient. Issues such as Patients must adhere to their workout programmes on a consistent basis for effective elbow rehabilitation. Traditionalworkoutprogrammesarerepetitious,unpleasant, and time-consuming. The patient loses interest and becomes fatigued when using obsolete tools like goniometers. To address this issue, a novel motion detection approach based on the Kinect Sensor can be applied to physiotherapy in a way that patients would find intriguing and engaging. As a result of this notion, a Virtual Yoga System based on the Kinect Sensor might be created to provide new and creative ways to recover, making treatment more fun and thus increasing motivation. Physiotherapists should focus on improving their skills in this area. As technology advances in the health industry, it is becoming a part of therapy and treatment alternatives. Furthermore, it decreases workload by effectively utilising physiotherapy time while still providing therapy. 6. HISTORY Microsoft's Kinect is a familyof motion-sensinginputdevices that was initially released in 2010. The devices often include RGB cameras as wellasinfraredprojectorsanddetectorsthat map depth usingstructuredlightortimeofflightcalculations, allowing forreal-timegesture recognition and bodyskeleton identification, among other things. Microphones are also included, which can be used for speech recognitionandvoice control. Kinect wascreated as a motion controllerperipheral for Xbox video game systems, and it differed from competitors (such as Nintendo's Wii Remote and Sony's PlayStation Move) in that it did not require physical controllers. The first-generation Kinect was launched at E3 2009 as an Xbox 360 peripheral and was based on technologies from Israeli startup PrimeSense. It was first released on November 4, 2010, and in its first 60 days of availability, it sold eight million units. The bulk of Kinect games were casual, family-friendly releases that served to bring new audiences to the Xbox 360, but did not result in widespread adoption by the console's current userbase. The Kinect was first released in 2005, at a time when technology companies were beginning to build depth- sensing cameras. Microsoft had previously expressed interest in a 3D camera for the Xbox line, but the technology had not yet been polished, so it was placed in the "Boneyard," a collection of potential technologies that they could not work on right away. Microsoft worked with software developers to include Kinect into the hardware development process. Because Kinect can detect many bodies in front of it, Microsoft intended to create games that could be enjoyed by families. The pack-in game Kinect Adventures, produced by Microsoft Studios' Good Science Studio, was one of the first internal titles for the gadget. "Reflex Ridge," a game level in Kinect Adventures, is based on the Japanese Brain Wall game, in which players must bend their bodies in a short amount of time to matchcutouts of a moving wall. This style of game exemplified the type of engagement they hoped to achieve with Kinect, and its development aided in the advancement of the hardware. Fig 1:- Kinect Sensor Diagram 7. MODULES A module is a software or hardware item that is separate from the rest of the system. The three aspects of our proposed system are as follows:- 1. Skeleton Detection and Tracking 2. Recognition of gestures 3. Recognize Yoga Posture 4. Text to Speech (TTS)
  • 4. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 51 1. Skeleton Detection and Tracking We can detect the skeleton and track the joint points of the human body in this module for yoga posture. We can easily identify the pixels that represent the players using the raw depth data returned by the Kinect sensor. Skeleton tracking doesn't just track the joints by reading the player's data; it also tracks the entire body's movement. 2. Recognition of Gestures The skeleton structures were successfully discovered in this module thanks to the clever advancement of some gadgets that employed the kinect sensor to assess depth. These kinect sensors have been used toobservehumanbody movements, and they can give sufficient accuracy while tracking the entire body in real-time mode with low latency. 3. Recognize Yoga Posture In this module, we will execute yoga postures and then go on to the next one. We will also calculate yoga pose estimation and classify it. 4. Text to Speech (TTS) This module usesa text-to-speechmethodtodeliver the message. It's a multi-language voice synthesiser that turns digital text into natural-soundingspeech. It can be easily integrated into any embedded system thanks to its simple command-based interface. 8. EXISTING SYSTEM Another group of professors directs the scholars into positions and allows them to feel them to gain a better comprehension. In general, the majority of possibilities for persons who are blind or have low vision to interact in yoga have required contact with a yoga teacher who has the necessary information and knowledge to accommodate them. Multiple sets of CDs were made available in homes for practising yoga, so that any busy person mightdoso without feeling obligated to do so. Exergames, or workout video games, have been a popular way to increase exercise participation in recent years. Exergames will providefitness activities and serve as a springboard to a variety of more advanced workouts. However, many people are unable to play these games due to physical limitations. 9. PROPOSED SYSTEM To execute the workout, the user must first turn on the equipment and the kinect sensor device. The voice instruction and, as a result, the action taken by the user will be the device's input. The kinect sensing element can locate the figure's twenty body points and relay the information to the system. The systemiscapableofcalculatingbothRGBand depth images. The system may then calculate the movement and compare it to the rule-based instruction. If the user performs well, the systemcancongratulatethemandprovide them instructions on how to execute the next exercise. Fig 2:- Workflow Diagram 10. FUTURE SCOPE This system has a lot of potential inthefuture.Whileitclearly attempts to increase people's motivation to exercise and become in shape, it may be developed and modified in sucha way that it produces a personalised training model for them, tailored to theirlifestyle and needs. The device is expectedto provide precision that is comparable to that of a personal trainer. The possibilities for future research are endless, and they promise to improve aged care patients' motivation to accurately report their yoga sessions. At no expense, the elderly can have simple access to the most engaging and interactive yoga system practises. 11. CONCLUSION With the advancement of technology, our daily lives have gotten more easy, and people are losing more and more time and desire for physical activity. As a result, several technologies and apps will be developed to make exercising more convenient and accessible anywhere. This new accessible Exercises will allow any group of individuals to access exercise while in reception, which will benefit both their physical and mental health. This new accessible Exercises will allow any group of individuals to access exercise while in reception, which will benefit both their physical and mental health. The Kinectcontinuestoprogress, update, and evolve into a very viable tool for joint injury rehabilitation. As a result, Kinect has found a solution to this difficulty. Furthermore, in order to improve the user interface, we are considering adding more elements in the future, such as an award mechanism and other plugins.
  • 5. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 04 | Apr 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 52 REFERENCES [1] K. Aberman, P. Li, D. Lischinski, O. Sorkine-Hornung, D. Cohen-Or, and B. Chen. Skeleton-aware networks for deep motion retargeting. ACM TransactionsonGraphics (TOG), 39(4):62, 2020. [2] Z. Cao, G. Hidalgo Martinez, T. Simon, S. Wei, and Y. A. Sheikh. OpenPose: Realtime multi-person 2d pose estimation using part affinity fields. IEEE Transactions on Pattern Analysis and Machine Intelligence, 2019. [3] E. Aksan, M. Kaufmann, and O. Hilliges. Structured prediction helps 3d human motion modelling. In Proceedings of the IEEE International Conference on Computer Vision, pages 7144–7153, 2019. [4] A. Haque, B. Peng, Z. Luo, A. Alahi, S. Yeung, andL.FeiFei. Towardsviewpointinvariant3dhumanpose estimation. In Proc. ECCV, pages 160–177. Springer, 2016. [5] K. Iskakov, E. Burkov, V. Lempitsky, and Y. Malkov. Learnable triangulation of human pose. In Proc. ICCV, pages 7718–7727, 2019. [6] Pavlovic, V.I. and Sharma, R. and Huang, T.S., ”Vision- Based Gesture Recognition: A Review”, PatternAnalysis and Machine Intelligence, IEEE Transactions on, 1997. [7] J. Romero, D. Tzionas, and M. J. Black. Embodied hands: Modeling and capturinghandsandbodiestogether.ACM Transactions on Graphics (ToG), 36(6):245, 2017. [8] T. Simon, H. Joo, I. Matthews, and Y. Sheikh. Hand keypoint detection in single images using multiview bootstrapping. In Proc. CVPR, 2017. [9] K. Sun, B. Xiao, D. Liu, and J. Wang. Deep high-resolution representation learning for human pose estimation. In Proc. CVPR, pages 5693–5703, 2019.