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Using the Xbox Kinect Sensor for Positional Data Acquisition

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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

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