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Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: Problems of skeleton tracking by single Kinect—The viewing direction of Kinect sensor is specified by arrows on the photo. (Top-left) Self-occlusion: the left arm is hidden by the main body so that the positions of elbow and wrist are estimated to incorrect places. (Top-right) Bone-length variation: when viewing from a different direction, the length of forearm in an open-arm pose (right) changes significantly from its length that is captured when stands facing the Kinect camera (left). (Bottom) Artificial vibration: When viewing from a specific angle, the position of elbow joint has unwanted vibration even if a static pose is kept.

Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: Inconsistent skeletons extracted by two Kinects. (Top row) The 3D information captured by KA (first column) and KB (second column) are only partially overlapped even after carefully applying a registration procedure; as a result, the extracted skeletons, SA and SB, can be very close to each other but seldom be coincident. (Bottom row) In the view of KA, the elbow joint of SA is misclassified to the region of waist joint; although the position of this elbow joint on SB is correct, simply computing the average of SA and SB (i.e., 12(SA+SB)) will not give the result as good as S* generated by our approach.

Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: An illustration for explaining the observation that the distance between mistracked joints in one viewing plane will generally be much shorter than the distance in another viewing plane

Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: Our algorithm can correct the positions of problematic joints by resolving inconsistency under our constrained optimization framework while preserving the bone-lengths. The joints in the circles are problematic.

Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: The statistics of bone-length variation at different parts of skeletons in a Badminton playing motion, where dashed, dot-dashed and solid curve are representing the bone-lengths of SA, SB, and S*, respectively. The target bone-lengths, which are obtained from the initialization step, are displayed as a horizontal dot line in black.

Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: The motion of badminton playing: the enhanced skeletons, S*, generated by our algorithm are listed in the third and the fifth rows, the skeletons generated by Microsoft Kinect SDK, SA and SB, are listed in the second row and the fourth row, respectively. In our tests, we also use a video camera to capture the motion (shown in top row) so that the real motion can be illustrated more clearly. The orientations of two Kinect cameras, KA and KB, are also illustrated in the first row—see the arrow in the first column.

Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: The motion of basket-ball playing: enhanced skeletons in the motion are displayed in the third and fifth rows along the same viewing direction of Kinect cameras (i.e., KA and KB), which are shown in the second and the fourth rows. The problematic skeletons in the motion extracted by KA and KB independently are circled by dashed lines.

Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: An illustration for limitation: the wrist joints and the elbow joints are hardly separated from the main body in both views of Kinect cameras; therefore, the resultant joint position may not be fixed correctly

Date of download: 10/17/2017 Copyright © ASME. All rights reserved. From: Improved Skeleton Tracking by Duplex Kinects: A Practical Approach for Real-Time Applications J. Comput. Inf. Sci. Eng. 2013;13(4):041007-041007-10. doi:10.1115/1.4025404 Figure Legend: The squatting pose does not included in the database of Kinect SDK, and the positions estimated by Kinect SDK is not good. As a result, our approach cannot generate a reasonable skeleton with those input.