Game technology has now progressed to a level where advanced motion monitoring techniques can be used to extract body segments from video and infrared cameras, with this data used to create an immersive game environment controlled by human motion. This may be due, in part, to the nature of the current generation of AVGs, as well as the time-consuming nature of traditional analysis of children’s movement in real time, or post hoc. However, there is little information on the classification of human movement during active video game (AVG) play in relationship to fundamental movement skills (FMS), the basic building blocks of more specialised, complex skills used in organised and non-organised games, sports and leisure activities.
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Using full body motion to play active video games typically results in greater energy expenditure than just using upper limb movements. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results.Īctive video games allow children the opportunity to expend more energy than they would when playing seated, and may potentially contribute to increases in physical activity and health. The results of the study provide confidence that the Kinect sensor can be used to count the number of jumps and sidestep during five minutes of active video game play with a similar level of accuracy as human raters. 01) during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. 01) and moderate reliability for sidestep (r = 0.6983, p <. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p. During five minutes of active video game play, inter-rater reliability, when examining the two human raters, was found to be higher for the jump (r = 0.94, p <. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART), to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months).
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The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS), during active video game play. While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills.