ArticlePloS one2015
Estimating physical activity energy expenditure with the Kinect Sensor in an exergaming environment.
Article in PloS one, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers, 1 of them a synthesis that pooled it.
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
9 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Upper Limb Physical Rehabilitation Using Serious Videogames and Motion Capture Systems: A Systematic Review.Sensors (Basel, Switzerland) · 2020Pooled it
- Pose2met: a unified spatiotemporal framework for 3D human pose estimation and energy expenditure estimation.Health information science and systems · 2026Article
- Gait spatio-temporal characteristics during obstacle crossing as predictors of fall risk in stroke patients.BMC neurology · 2025Article
- Children's Physiological and Perceptual Responses to Sports Exergames When Played in Different Positions.Children (Basel, Switzerland) · 2023Article
- Ambient and Wearable Sensor Technologies for Energy Expenditure Quantification of Ageing Adults.Sensors (Basel, Switzerland) · 2022Article
- Quantitative Contact-Less Estimation of Energy Expenditure from Video and 3D Imagery.Sensors (Basel, Switzerland) · 2018Article
- Physiological demands of a swimming-based video game: Influence of gender, swimming background, and exergame experience.Scientific reports · 2017Article
- Feasibility of Using Microsoft Kinect to Assess Upper Limb Movement in Type III Spinal Muscular Atrophy Patients.PloS one · 2017Article
- Development of a Kinect Software Tool to Classify Movements during Active Video Gaming.PloS one · 2016Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Active video games that require physical exertion during game play have been shown to confer health benefits. Typically, energy expended during game play is measured using devices attached to players, such as accelerometers, or portable gas analyzers. Since 2010, active video gaming technology incorporates marker-less motion capture devices to simulate human movement into game play. Using the Kinect Sensor and Microsoft SDK this research aimed to estimate the mechanical work performed by the human body and estimate subsequent metabolic energy using predictive algorithmic models. Nineteen University students participated in a repeated measures experiment performing four fundamental movements (arm swings, standing jumps, body-weight squats, and jumping jacks). Metabolic energy was captured using a Cortex Metamax 3B automated gas analysis system with mechanical movement captured by the combined motion data from two Kinect cameras. Estimations of the body segment properties, such as segment mass, length, centre of mass position, and radius of gyration, were calculated from the Zatsiorsky-Seluyanov's equations of de Leva, with adjustment made for posture cost. GPML toolbox implementation of the Gaussian Process Regression, a locally weighted k-Nearest Neighbour Regression, and a linear regression technique were evaluated for their performance on predicting the metabolic cost from new feature vectors. The experimental results show that Gaussian Process Regression outperformed the other two techniques by a small margin. This study demonstrated that physical activity energy expenditure during exercise, using the Kinect camera as a motion capture system, can be estimated from segmental mechanical work. Estimates for high-energy activities, such as standing jumps and jumping jacks, can be made accurately, but for low-energy activities, such as squatting, the posture of static poses should be considered as a contributing factor. When translated into the active video gaming environment, the results could be incorporated into game play to more accurately control the energy expenditure requirements.
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Registered trials
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