Buch, Englisch, 180 Seiten, Format (B × H): 191 mm x 235 mm
Studying Human Movement in the Digital Age
Buch, Englisch, 180 Seiten, Format (B × H): 191 mm x 235 mm
ISBN: 978-0-12-816366-5
Verlag: Elsevier Science
Capturing Motion: Studying Human Movement in the Digital Age provides an update on the available technologies and techniques used in a variety of applications. The book discusses the basic functionality of the major forms of motion capture technology used in industry, common issues experienced by users, different motion capture approaches, existing design challenges, and the future of motion capture. The book provides data, insights and case studies from a leading laboratory, offering a comprehensive guide to new frontiers in motion capture technology.
Zielgruppe
Biomedical engineers interested in motion capture; Clinical researchers and sports scientists running experiments that characterise specific movements; Health technology entrepreneurs developing devices with a motion capture component; Professionals working in the film, visual effects and animation industries, including gaming
Autoren/Hrsg.
Fachgebiete
- Technische Wissenschaften Sonstige Technologien | Angewandte Technik Medizintechnik, Biomedizintechnik
- Medizin | Veterinärmedizin Medizin | Public Health | Pharmazie | Zahnmedizin Medizin, Gesundheitswesen Medizintechnik, Biomedizintechnik, Medizinische Werkstoffe
- Technische Wissenschaften Verfahrenstechnik | Chemieingenieurwesen | Biotechnologie Biotechnologie
- Technische Wissenschaften Verfahrenstechnik | Chemieingenieurwesen | Biotechnologie Andere Fertigungstechnologien
Weitere Infos & Material
1. Preface2. Introduction to motion capture3. Marker-based motion capture4. Markerless motion capture5. Motion capture using inertial motion units6. Motion capture using video data7. Design thinking in motion capture I: Wearable vs. non-wearable systems8. Design thinking in motion capture II: Wired vs. wireless systems9. Design thinking in motion capture III: Data security and privacy10. Case Study 1: Medical11. Case Study 2: Sports Performance12. Case Study 3: Animation 13. Conclusions