| Literature DB >> 27442437 |
Michael Rosenberg1, Ashleigh L Thornton1, Brendan S Lay1, Brodie Ward1, David Nathan1, Daniel Hunt1, Rebecca Braham1.
Abstract
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. 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. 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). 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 < .01) than the sidestep (r = 0.87, p < .01), although both were excellent. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p, .01) and moderate reliability for sidestep (r = 0.6983, p < .01) during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. 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. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results.Entities:
Mesh:
Year: 2016 PMID: 27442437 PMCID: PMC4956067 DOI: 10.1371/journal.pone.0159356
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Descriptive information for participants.
| 43 | 1.37 | .13 | |
| 43 | 48.86 | 14.65 |
Fig 1Laboratory set up of Kinect Sensors and Gaming Station.
Fig 2Tracked joint positions in the default position.
Final Boolean Rules as used in the game play condition.
| Vertical movement of the head changes at least 5cm in under 1 second |
| AND |
| Vertical movement of the left ankle changes at least 5 cm in under 1 second |
| AND |
| Vertical movement of the right ankle changes at least 5 cm in under 1 second |
| AND |
| Vertical movement of the hip centre changes at least 5cm in under 1 second |
| Horizontal Movement of the hip centre changes at least 10 cm in under .5 seconds |
| AND |
| Horizontal movement of the right foot changes at least 30 centimetres in under .3 seconds |
| AND |
| Horizontal movement of the shoulder centre changes at least 10 centimetres in under .5 seconds |
| OR |
| Horizontal Movement of the hip centre changes at least 10 cm in under .5 seconds |
| AND |
| Horizontal movement of the left foot changes at least 30 centimetres in under .3 seconds |
| AND |
| Horizontal movement of the shoulder centre changes at least 10 centimetres in under .5 seconds |
| AND |
| Horizontal movement of the right foot changes less than -25 centimetres in under .5 seconds |
Average movement count, reliability analysis and percentage agreement for counting of the jump and sidestep between raters in the game play condition.
| 20.19 ± 7.50 | 17.67 ± 7.67 | 0.94 | 88.04% | |
| 6.55 ± 7.72 | 6.93 ± 8.00 | 0.92 | 64.58% | |
* Denotes significance at the p<0.01 level.
Average movement count, reliability analysis and percentage agreement for counting of the jump and sidestep between 100% rater agreement and KART in the fundamental movement skill condition (n = 43).
| 2.95 ± 0.37 | 3.09 ± 0.68 | 0.83 | 92.18% | |
| 8.23 ± 2.63 | 8.06 ± 2.38 | 0.94 | 99.20% | |
* Denotes significance at the p<0.01 level.
Fig 3Bland-Altman plot for jump and sidestep: reliability of the Kinect Action Recognition Tool when compared to 100% human rater agreement in the fundamental movement skills condition.
The dotted lines indicate limits of agreement (±1.96).
Total and average movement count, reliability analysis and percentage agreement for counting of the jump and sidestep between 100% rater agreement and KART in the game play condition (n = 43).
| 873 | 945 | 20.30 ± 7.57 | 21.98 ± 10.02 | 0.84 | 81.67% | |
| 189 | 243 | 11.11±7.80 | 14.29±8.98 | 0.69 | 58.63% | |
* Denotes significance at the p<0.01 level.
Fig 4Bland-Altman plot for jump and sidestep: reliability of the Kinect Action Recognition Tool when compared to 100% human rater agreement in the game play condition.
The dotted lines indicate limits of agreement (±1.96).