Reconhecimento de gestos aplicado as áreas da saúde : mudança de paradigma na interação humano computador por meio de estímulos motores e cognitivos

Detalhes bibliográficos
Autor(a) principal: Brandão, Alexandre Fonseca
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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spelling 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
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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format doctoralThesis
status_str publishedVersion
dc.identifier.citation.fl_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.
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.
url https://repositorio.ufscar.br/handle/ufscar/9739
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Câmpus São Carlos
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publisher.none.fl_str_mv Universidade Federal de São Carlos
Câmpus São Carlos
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