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dc.contributor.authorSilva, Vinicius Corrêa Alvespor
dc.contributor.authorRamos, João Ricardo Martinspor
dc.contributor.authorLeite, Pedropor
dc.contributor.authorSoares, Filomenapor
dc.contributor.authorNovais, Paulopor
dc.contributor.authorArezes, P.por
dc.contributor.authorSousa, Filipepor
dc.contributor.authorFigueira, Carinapor
dc.contributor.authorSantos, Antoniopor
dc.date.accessioned2020-08-06T17:10:35Z-
dc.date.issued2019-11-02-
dc.identifier.citationVinícius Silva, João Ramos, Pedro Leite, Filomena Soares, PauloNovais, Pedro Arezes, Filipe Sousa, Carina Figueira & António Santos (2019) Developing aframework for promoting physical activity in a Boccia game scenario, Computer Methods inBiomechanics and Biomedical Engineering: Imaging & Visualization, 7:5-6, 632-642, DOI:10.1080/21681163.2018.1538816por
dc.identifier.issn2168-1163-
dc.identifier.urihttps://hdl.handle.net/1822/66362-
dc.description.abstractThe traditional keyboard has been replaced by tactile screens or other types of implicit interfaces. An example of such interface is the Microsoft Kinect system, which makes use of a depth sensing system to enable the user-machine interaction. Allied to the physical activity, this hardware may be used to track and monitor the user when he/she is exercising, but also to diminish a sedentary lifestyle. In this paper, it is proposed a system based on such non-wearable and wearable devices to monitor the elderly while playing Boccia. This system allows to recognise the game movements as well as it registers other physiological variables of the player. The results show the comparison of different methods and approaches to recognise two main gestures used during a Boccia game. Firstly, the non-wearable and wearable approaches were compared by training an SVM model using data from Kinect and the Pandlet. From the results obtained, the accuracy for the model with Kinect was higher. Then, in order to improve the gesture recognition, several models were trained with the accelerometer data from the Pandlet. The results showed that the RBF SVM had better results achieving a cross-validation accuracy of 95%.por
dc.description.sponsorshipThis article is a result of the project Deus ex machina: NORTE-01-0145FEDER-000026, supported by Norte Portugal Regional Operational Programme (NORTE 2020), under the PORTUGAL 2020 Partnership Agreement, through the European Regional Development Fund (ERDF).por
dc.language.isoengpor
dc.publisherTaylor & Francis Ltdpor
dc.rightsrestrictedAccesspor
dc.subjectActivity monitoringpor
dc.subjectBocciapor
dc.subjectMicrosoft Kinectpor
dc.subjectwearable and non-wearable devicespor
dc.subjectPandletpor
dc.titleDeveloping a framework for promoting physical activity in a Boccia game scenariopor
dc.typearticlepor
dc.peerreviewedyespor
oaire.citationStartPage632por
oaire.citationEndPage642por
oaire.citationIssue5-6por
oaire.citationVolume7por
dc.date.updated2020-08-06T15:54:48Z-
dc.identifier.doi10.1080/21681163.2018.1538816por
dc.date.embargo10000-01-01-
dc.subject.wosScience & Technology-
sdum.export.identifier5832-
sdum.journalComputer Methods in Biomechanics and Biomedical Engineering-Imaging and Visualizationpor
Aparece nas coleções:CAlg - Artigos em revistas internacionais / Papers in international journals

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