title: Development of a Kinect Software Tool to Classify Movements during Active Video Gaming.
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.
authors.affiliation: School of Sport Science, Exercise and Health, University of Western Australia, M408 35 Stirling Highway, Crawley, WA, Australia 6009.
authors.forename: Michael
authors.initials: M
authors.lastname: Rosenberg
authors.affiliation: School of Sport Science, Exercise and Health, University of Western Australia, M408 35 Stirling Highway, Crawley, WA, Australia 6009.
authors.forename: Ashleigh L
authors.identifier: http://orcid.org/0000-0003-3712-3330
authors.initials: AL
authors.lastname: Thornton
authors.affiliation: School of Sport Science, Exercise and Health, University of Western Australia, M408 35 Stirling Highway, Crawley, WA, Australia 6009.
authors.forename: Brendan S
authors.initials: BS
authors.lastname: Lay
authors.affiliation: School of Sport Science, Exercise and Health, University of Western Australia, M408 35 Stirling Highway, Crawley, WA, Australia 6009.
authors.forename: Brodie
authors.initials: B
authors.lastname: Ward
authors.affiliation: School of Sport Science, Exercise and Health, University of Western Australia, M408 35 Stirling Highway, Crawley, WA, Australia 6009.
authors.forename: David
authors.initials: D
authors.lastname: Nathan
authors.affiliation: School of Sport Science, Exercise and Health, University of Western Australia, M408 35 Stirling Highway, Crawley, WA, Australia 6009.
authors.forename: Daniel
authors.initials: D
authors.lastname: Hunt
authors.affiliation: School of Sport Science, Exercise and Health, University of Western Australia, M408 35 Stirling Highway, Crawley, WA, Australia 6009.
authors.forename: Rebecca
authors.initials: R
authors.lastname: Braham
mesh_terms: D000293:Adolescent; D002648:Child; D005260:Female; D006801:Humans; D007596:Joints / Q000502:physiology; D008297:Male; D009043:Motor Activity / Q000502:physiology; D009068:Movement / Q000502:physiology*; D015203:Reproducibility of Results; D012984:Software; D018910:Video Games