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human eyes directly.

      Furthermore, Kinect utilised the other two techniques to further process the information to generate depth maps. These two tools include depth from focus and depth from stereo [121]. The principle of the former is that the further away the object is, the more blurred it will be [125], while the latter utilised parallax to estimate the depth information.

      (1.1)d equals c StartFraction normal upper Delta phi Over 4 pi f EndFraction comma

      where f is the modulation frequency, c is the light speed and Δϕ is the determined phase shift.

Schematic illustration of an example of the projected pattern of bright spots on an object. Photo depicts the appearance of Kinect version 2.

      Though Kinect was initially developed for gaming, it is widely applied in tele‐rehabilitation as a non‐invasive and affordable motion capture device. A telerehabilitation system (KiReS) using Kinect as the motion capture device has been proposed. On the patient side, two avatars were displayed to represent the motion recorded by the therapist (reference motion) and that performed by the patient. Therefore, the patient was able to see the differences between his/her motion and the reference. Eventually, the incorrect movements could be corrected over time. On the therapist side, new motions could be created to suit the patient's conditions by composing various existing movements or recording completely new ones. Luna‐Oliva et al. [217] utilised Kinect Sports ITM, Joy RideTM and Disneyland AdventuresTM to provide telerehabilitation services to children with cerebral palsy in their school. Their experimental results showed that it is feasible to use Kinect as a therapeutic tool for children with cerebral palsy and the improvements in global motor function could be the result of using this tool. Ortiz‐Gutiérrez et al. [268] applied Kinect in providing telerehabilitation services to patients with postural control disorders. The experiment results showed an improvement over a general balance in both groups. In the experimental group, the significant differences resulted from visual preference and the contribution of vestibular information.

      1.3.2 RGB camera and microphone

      Apart from Kinect, conventional RGB cameras and microphones are also pervasively used, especially in the early stages of the history of telerehabilitation when virtual reality devices had not been well developed and pervasively utilised. One of the potential reasons is that they are easy to install and are cost‐effective and well‐developed.