| dc.contributor.author | Pheatt, Charles | |
| dc.contributor.author | Ballester, Jorge | |
| dc.date.accessioned | 2011-11-15T17:23:29Z | |
| dc.date.available | 2011-11-15T17:23:29Z | |
| dc.date.created | Fall, 2011 | en_US |
| dc.date.issued | 2011-11-15 | |
| dc.identifier.uri | http://hdl.handle.net/123456789/173 | |
| dc.description.abstract | The Kinect sensor was introduced in November 2010 by Microsoft for the Xbox 360 video game system. The sensor unit is connected to a base with a motorized pivot. It was designed to be positioned above or below a video display and to track player body and hand movements in 3D space, which allows users to interact with the Xbox 360. The device contains a RGB camera, depth sensor, IR light source, three-axis accelerometer and multi-array microphone, as well as supporting hardware that allows the unit to output sensor information to an external device. In this article we evaluate the capabilities of the Kinect sensor as a data acquisition platform for use in physics experimentation. Data obtained for a simple pendulum, a spherical pendulum, projectile motion and a bouncing basketball are presented. Overall, the Kinect is found to be both qualitatively and quantitatively useful as a motion data acquisition device in the physics lab. | en_US |
| dc.language.iso | en | en_US |
| dc.relation.ispartofseries | 1;1 | |
| dc.subject | kinect sensor data acquisition | en_US |
| dc.title | Using the Xbox Kinect Sensor for Positional Data Acquisition | en_US |
| dc.type | Article | en_US |
| dc.college | las | en_US |
| dc.academic.area | Computer Science | en_US |
| dc.department | mathematics, computer science, and economics | en_US |