Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos
Autor(a) principal: | |
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Data de Publicação: | 2015 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Repositório Institucional da UFSCAR |
Texto Completo: | https://repositorio.ufscar.br/handle/ufscar/9739 |
Resumo: | Taking into consideration the culture and the lifestyle as prevention and health promotion strategies the idea was to provide users with non-conventional means of interacting with the Virtual Reality (VR) environment, using motor gestures in a physically active an essentially playful way. The set of applications was developed to be controlled using a gesture recognition sensor (Kinect – Microsoft), which scans the user’s body using an infrared camera. A set of applications called GestureCollection, represented by GestureChair – it was developed from a free version of the Pacman game and gives to the user the possibility of controlling the game using his hands (up, down, left or right). It was initially directed to spinal cord injury, which causes paraplegia and compromises the function of lower limbs but not the upper limbs, but in principle, it can be applied to any condition that partially disables upper limbs. GesturePuzzle – it was implemented as a virtual puzzle game where the user mounts an image from separate parts. The interaction with the VR environment occurs through natural movement of picking up and dropping the pieces where the user freely explores the shoulder joint in all planes of motion. GestureChess – it was developed to control a chess game, in which the first movement is a click that creates the origin of a spatial coordinate system. From this point it is possible to associate hand movements to pointer coordinates thus controlling the game. This is an application indicated to users who require intense cognitive stimulation related, in this case, to the calculation of probabilities required by chess game itself. Simultaneously, it is useful for upper limb stimulation. GestureMaps – it was developed for the exploration of geographic maps in Google Streetview. This application is controlled by body gestures, namely lower limb lifting (to simulate walking) and trunk rotation to the right or left (according to the desired direction). It was proposed having in mind elderly people who have spatial disorientation. Finally, RehabGesture - This software allows the measurement of range of motion (in the coronal plane) 0° extension to 145º of flexion of the elbow joint and from 0° aduction to 180° of abduction of the glenohumeral (shoulder) joint, leaving the standing position. The presented applications (GestureCollection) allow muscle recruitment at different speeds and ranges of motion, training of general motor coordination, and cognitive stimulation in situations of dual task performed in virtual environments, with gestural control. |
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Brandão, Alexandre FonsecaTrevelin, Luis Carloshttp://lattes.cnpq.br/5082419783043736http://lattes.cnpq.br/2847941419821206553dfb44-98dd-428c-975f-ec5c466e19302018-04-12T13:55:15Z2018-04-12T13:55:15Z2015-09-10BRANDÃO, Alexandre Fonseca. Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos. 2015. Tese (Doutorado em Biotecnologia) – Universidade Federal de São Carlos, São Carlos, 2015. Disponível em: https://repositorio.ufscar.br/handle/ufscar/9739.https://repositorio.ufscar.br/handle/ufscar/9739Taking into consideration the culture and the lifestyle as prevention and health promotion strategies the idea was to provide users with non-conventional means of interacting with the Virtual Reality (VR) environment, using motor gestures in a physically active an essentially playful way. The set of applications was developed to be controlled using a gesture recognition sensor (Kinect – Microsoft), which scans the user’s body using an infrared camera. A set of applications called GestureCollection, represented by GestureChair – it was developed from a free version of the Pacman game and gives to the user the possibility of controlling the game using his hands (up, down, left or right). It was initially directed to spinal cord injury, which causes paraplegia and compromises the function of lower limbs but not the upper limbs, but in principle, it can be applied to any condition that partially disables upper limbs. GesturePuzzle – it was implemented as a virtual puzzle game where the user mounts an image from separate parts. The interaction with the VR environment occurs through natural movement of picking up and dropping the pieces where the user freely explores the shoulder joint in all planes of motion. GestureChess – it was developed to control a chess game, in which the first movement is a click that creates the origin of a spatial coordinate system. From this point it is possible to associate hand movements to pointer coordinates thus controlling the game. This is an application indicated to users who require intense cognitive stimulation related, in this case, to the calculation of probabilities required by chess game itself. Simultaneously, it is useful for upper limb stimulation. GestureMaps – it was developed for the exploration of geographic maps in Google Streetview. This application is controlled by body gestures, namely lower limb lifting (to simulate walking) and trunk rotation to the right or left (according to the desired direction). It was proposed having in mind elderly people who have spatial disorientation. Finally, RehabGesture - This software allows the measurement of range of motion (in the coronal plane) 0° extension to 145º of flexion of the elbow joint and from 0° aduction to 180° of abduction of the glenohumeral (shoulder) joint, leaving the standing position. The presented applications (GestureCollection) allow muscle recruitment at different speeds and ranges of motion, training of general motor coordination, and cognitive stimulation in situations of dual task performed in virtual environments, with gestural control.Considerando a cultura e o estilo de vida como estratégias de prevenção e promoção de saúde o objetivo deste trabalho foi oferecer meios não-convencionais de interagir com ambientes de Realidade Virtual (RV), a partir de gestos motores, de uma maneira fisicamente ativa e essencialmente lúdica. Assim, foram desenvolvidos um conjunto de softwares controlados através de um sensor de reconhecimento de gestos (Kinect - Microsoft), que digitaliza o corpo do usuário com uma câmera de profundidade infravermelha. Esse conjunto de aplicações, chamado GestureCollection, é representado por: 1° GestureChair – desenvolvido a partir de uma versão gratuita do jogo Pacman, que oferece ao usuário a possibilidade de controlar o jogo utilizando os movimentos das mãos (cima, baixo, esquerda ou direita). Foi inicialmente direcionado a lesados medulares, com paraplegia que compromete a função dos membros inferiores, mas não os membros superiores. 2º GesturePuzzle – desenvolvido como um jogo de quebra-cabeça virtual onde o usuário monta uma imagem a partir de partes separadas. A interação ocorre por meio do movimento natural de pegar e soltar as peças, onde o usuário explora livremente a articulação do ombro em todos os planos de movimento. 3º GestureChess – desenvolvido para controlar um jogo de xadrez, no qual o primeiro movimento é um clique manual no espaço que cria a origem de um sistema de coordenadas espaciais. A partir deste ponto, é possível associar os movimentos das mãos com o ponteiro do mouse e controlar o jogo. Esta é uma aplicação indicada para usuários que necessitam de intensa estimulação cognitiva, que neste caso está relacionado ao cálculo de probabilidades exigidas pelo próprio jogo de xadrez. 4º GestureMaps – desenvolvido para a exploração de mapas geográficos no Google Street View. Esta aplicação é controlada por gestos dos membros inferiores (que simulam a marcha), além da rotação do tronco para a direita ou para a esquerda (de acordo com a direção desejada). Propôs-se a aplicação em idosos que sofrem de desorientação espacial. Finalmente, 5º RehabGesture – permite a mesuração da amplitude de movimento (no plano coronal) a partir de 0 ° de extensão até 145º de flexão da articulação do cotovelo e de 0 ° até 180 ° de abdução a articulação do ombro, a partir da posição ortostática. O conjunto de softwares apresentados (GestureCollection) permitem o recrutamento muscular em diferentes velocidades e amplitudes de movimento, o treinamento da coordenação motora geral e a estimulação cognitiva durante a interação gestual com ambientes virtuais.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)porUniversidade Federal de São CarlosCâmpus São CarlosPrograma de Pós-Graduação em Biotecnologia - PPGBiotecUFSCarReconhecimento de gestosInteração humano-computadorEstímulo motorEstímulo cognitivoRealidade virtualAtividade físicaGesture recognitionHuman computer interactionMotor stimuliCognitive stimuliVirtual realityPhysical activityCIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAOReconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivosGesture recognition applied to health areasinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisOnline600600e47d05e7-5439-42fa-864a-d1da3cf4c0d6info:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSCARinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARLICENSElicense.txtlicense.txttext/plain; charset=utf-81957https://repositorio.ufscar.br/bitstream/ufscar/9739/3/license.txtae0398b6f8b235e40ad82cba6c50031dMD53ORIGINALBRANDÃO_Alexandre_2017.pdfBRANDÃO_Alexandre_2017.pdfapplication/pdf4674136https://repositorio.ufscar.br/bitstream/ufscar/9739/4/BRAND%c3%83O_Alexandre_2017.pdf3b67ae70cad2177d1f394cc489c2da03MD54TEXTBRANDÃO_Alexandre_2017.pdf.txtBRANDÃO_Alexandre_2017.pdf.txtExtracted texttext/plain249207https://repositorio.ufscar.br/bitstream/ufscar/9739/5/BRAND%c3%83O_Alexandre_2017.pdf.txt60f34dcde9e454500569716c1b952632MD55THUMBNAILBRANDÃO_Alexandre_2017.pdf.jpgBRANDÃO_Alexandre_2017.pdf.jpgIM Thumbnailimage/jpeg9440https://repositorio.ufscar.br/bitstream/ufscar/9739/6/BRAND%c3%83O_Alexandre_2017.pdf.jpgd8e132dd951c77c746c1d58abe1a4caeMD56ufscar/97392023-09-18 18:31:42.453oai:repositorio.ufscar.br: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Repositório InstitucionalPUBhttps://repositorio.ufscar.br/oai/requestopendoar:43222023-09-18T18:31:42Repositório Institucional da UFSCAR - Universidade Federal de São Carlos (UFSCAR)false |
dc.title.por.fl_str_mv |
Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos |
dc.title.alternative.eng.fl_str_mv |
Gesture recognition applied to health areas |
title |
Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos |
spellingShingle |
Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos Brandão, Alexandre Fonseca Reconhecimento de gestos Interação humano-computador Estímulo motor Estímulo cognitivo Realidade virtual Atividade física Gesture recognition Human computer interaction Motor stimuli Cognitive stimuli Virtual reality Physical activity CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
title_short |
Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos |
title_full |
Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos |
title_fullStr |
Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos |
title_full_unstemmed |
Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos |
title_sort |
Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos |
author |
Brandão, Alexandre Fonseca |
author_facet |
Brandão, Alexandre Fonseca |
author_role |
author |
dc.contributor.authorlattes.por.fl_str_mv |
http://lattes.cnpq.br/2847941419821206 |
dc.contributor.author.fl_str_mv |
Brandão, Alexandre Fonseca |
dc.contributor.advisor1.fl_str_mv |
Trevelin, Luis Carlos |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/5082419783043736 |
dc.contributor.authorID.fl_str_mv |
553dfb44-98dd-428c-975f-ec5c466e1930 |
contributor_str_mv |
Trevelin, Luis Carlos |
dc.subject.por.fl_str_mv |
Reconhecimento de gestos Interação humano-computador Estímulo motor Estímulo cognitivo Realidade virtual Atividade física |
topic |
Reconhecimento de gestos Interação humano-computador Estímulo motor Estímulo cognitivo Realidade virtual Atividade física Gesture recognition Human computer interaction Motor stimuli Cognitive stimuli Virtual reality Physical activity CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
dc.subject.eng.fl_str_mv |
Gesture recognition Human computer interaction Motor stimuli Cognitive stimuli Virtual reality Physical activity |
dc.subject.cnpq.fl_str_mv |
CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
description |
Taking into consideration the culture and the lifestyle as prevention and health promotion strategies the idea was to provide users with non-conventional means of interacting with the Virtual Reality (VR) environment, using motor gestures in a physically active an essentially playful way. The set of applications was developed to be controlled using a gesture recognition sensor (Kinect – Microsoft), which scans the user’s body using an infrared camera. A set of applications called GestureCollection, represented by GestureChair – it was developed from a free version of the Pacman game and gives to the user the possibility of controlling the game using his hands (up, down, left or right). It was initially directed to spinal cord injury, which causes paraplegia and compromises the function of lower limbs but not the upper limbs, but in principle, it can be applied to any condition that partially disables upper limbs. GesturePuzzle – it was implemented as a virtual puzzle game where the user mounts an image from separate parts. The interaction with the VR environment occurs through natural movement of picking up and dropping the pieces where the user freely explores the shoulder joint in all planes of motion. GestureChess – it was developed to control a chess game, in which the first movement is a click that creates the origin of a spatial coordinate system. From this point it is possible to associate hand movements to pointer coordinates thus controlling the game. This is an application indicated to users who require intense cognitive stimulation related, in this case, to the calculation of probabilities required by chess game itself. Simultaneously, it is useful for upper limb stimulation. GestureMaps – it was developed for the exploration of geographic maps in Google Streetview. This application is controlled by body gestures, namely lower limb lifting (to simulate walking) and trunk rotation to the right or left (according to the desired direction). It was proposed having in mind elderly people who have spatial disorientation. Finally, RehabGesture - This software allows the measurement of range of motion (in the coronal plane) 0° extension to 145º of flexion of the elbow joint and from 0° aduction to 180° of abduction of the glenohumeral (shoulder) joint, leaving the standing position. The presented applications (GestureCollection) allow muscle recruitment at different speeds and ranges of motion, training of general motor coordination, and cognitive stimulation in situations of dual task performed in virtual environments, with gestural control. |
publishDate |
2015 |
dc.date.issued.fl_str_mv |
2015-09-10 |
dc.date.accessioned.fl_str_mv |
2018-04-12T13:55:15Z |
dc.date.available.fl_str_mv |
2018-04-12T13:55:15Z |
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BRANDÃO, Alexandre Fonseca. Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos. 2015. Tese (Doutorado em Biotecnologia) – Universidade Federal de São Carlos, São Carlos, 2015. Disponível em: https://repositorio.ufscar.br/handle/ufscar/9739. |
dc.identifier.uri.fl_str_mv |
https://repositorio.ufscar.br/handle/ufscar/9739 |
identifier_str_mv |
BRANDÃO, Alexandre Fonseca. Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos. 2015. Tese (Doutorado em Biotecnologia) – Universidade Federal de São Carlos, São Carlos, 2015. Disponível em: https://repositorio.ufscar.br/handle/ufscar/9739. |
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https://repositorio.ufscar.br/handle/ufscar/9739 |
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openAccess |
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Universidade Federal de São Carlos Câmpus São Carlos |
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Programa de Pós-Graduação em Biotecnologia - PPGBiotec |
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UFSCar |
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Universidade Federal de São Carlos Câmpus São Carlos |
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