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Creators/Authors contains: "Kane, Steven"

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  1. Kinematic motion analysis is widely used in health-care, sports medicine, robotics, biomechanics, sports science, etc. Motion capture systems are essential for motion analysis. There are three types of motion capture systems: marker-based capture, vision-based capture, and volumetric capture. Marker-based motion capture systems can achieve fairly accurate results but attaching markers to a body is inconvenient and time-consuming. Vision-based, marker-less motion capture systems are more desirable because of their non-intrusiveness and flexibility. Volumetric capture is a newer and more advanced marker-less motion capture system that can reconstruct realistic, full-body, animated 3D character models. But volumetric capture has rarely been used for motion analysis because volumetric motion data presents new challenges. We propose a new method for conducting kinematic motion analysis using volumetric capture data. This method consists of a three-stage pipeline. First, the motion is captured by a volumetric capture system. Then the volumetric capture data is processed using the Iterative Closest Points (ICP) algorithm to generate virtual markers that track the motion. Third, the motion tracking data is imported into the biomechanical analysis tool OpenSim for kinematic motion analysis. Our motion analysis method enables users to apply numerical motion analysis to the skeleton model in OpenSim while also studying the full-body, animated 3D model from different angles. It has the potential to provide more detailed and in-depth motion analysis for areas such as healthcare, sports science, and biomechanics. 
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  2. As video games and esports continue to grow in popularity, gaming injuries are also on the rise. In recent years, medical professionals have placed greater emphasis on preventing and treating gaming injuries and proposed specific gaming health guidelines. However, the game industry and game research community have not done enough to address the hazards of gaming injuries or raise awareness about such hazards to players, parents, and game designers. In this paper, we propose a framework of injury-aware game design that addresses the two main causes of gaming injuries: prolonged gaming and repetitive microtrauma. We have identified a set of injury-aware game design techniques to help raise awareness of gaming-related hazards, promote healthy gaming behavior, and optimize gameplay to prevent injuries. We believe an effective way to deliver gaming-related health information to game players is through games themselves. To demonstrate this framework, we have developed an injury-aware game and conducted a user study with players and game designers. The results from the proof-of-concept game and user study show that both players and designers have a positive reception to the idea of implementing more inclusive measures into games, with nearly all participants of the user study being interested in the idea of hand exercise recommendations. 
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