4.6 Article

Validity and Reliability of Kinect v2 for Quantifying Upper Body Kinematics during Seated Reaching

期刊

SENSORS
卷 22, 期 7, 页码 -

出版社

MDPI
DOI: 10.3390/s22072735

关键词

Kinect; reaching; stroke; rehabilitation; upper limb; PANU; kinematics; markerless; mocap; motion capture

资金

  1. LabEx NUMEV within the I-SITE MUSE [ANR-10-LABX-0020]
  2. Entimement project [H2020 FET-824160]

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This study assessed the validity and reliability of Kinect v2 for upper limb reaching kinematics analysis. The results showed that Kinect can reliably assess certain metrics, but has lower reliability in other metrics. Due to its ease of use and markerless properties, Kinect can be used in clinical routine for guiding individualized rehabilitation of the upper limb, but its tracking limitations should be kept in mind.
Kinematic analysis of the upper limbs is a good way to assess and monitor recovery in individuals with stroke, but it remains little used in clinical routine due to its low feasibility. The aim of this study is to assess the validity and reliability of the Kinect v2 for the analysis of upper limb reaching kinematics. Twenty-six healthy participants performed seated hand-reaching tasks while holding a dumbbell to induce behaviour similar to that of stroke survivors. With the Kinect v2 and with the VICON, 3D upper limb and trunk motions were simultaneously recorded. The Kinect assesses trunk compensations, hand range of motion, movement time and mean velocity with a moderate to excellent reliability. In contrast, elbow and shoulder range of motion, time to peak velocity and path length ratio have a poor to moderate reliability. Finally, instantaneous hand and elbow tracking are not precise enough to reliably assess the number of velocity peaks and the peak hand velocity. Thanks to its ease of use and markerless properties, the Kinect can be used in clinical routine for semi-automated quantitative diagnostics guiding individualised rehabilitation of the upper limb. However, engineers and therapists must bear in mind the tracking limitations of the Kinect.

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