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Validation study of a Kinect based body imaging system.
Sara Bragança1, Pedro Arezes1, Miguel Carvalho2
1Department of Production and Systems, Universityof Minho, Guimarães, Portugal.
Work (Reading, Mass.)
|May 17, 2017
Summary
Three-dimensional (3D) body scanners offer fast, precise anthropometric data collection. However, human body sway during Kinect scanning introduces errors, making mannequin measurements more reliable than those from live participants.
Area of Science:
- Biomedical Engineering
- Human Factors Engineering
Background:
- Three-dimensional (3D) body scanners are increasingly explored as replacements for traditional anthropometric data collection methods.
- Ensuring the reliability and precision of 3D scanner data is crucial for widespread adoption in diverse applications.
- Existing research has primarily focused on white light and laser-based scanners.
Purpose of the Study:
- To comparatively analyze anthropometric data acquired via a Kinect body imaging system against traditional manual methods.
- To compare Kinect system results with findings from previous studies on various 3D body scanners.
- To assess the impact of participant movement and stance variation on data accuracy.
Main Methods:
- Calculation of Mean Absolute Difference (MAD) for anthropometric measurements.
- Comparison of MAD values against the maximum allowable error stipulated in ISO 20685.
- Evaluation using a physical mannequin to isolate the effects of body movement and stance variation.
Main Results:
- Few body measurements met the restricted allowable error threshold (ISO 20685).
- Measurements from a physical mannequin yielded results closer to the ISO 20685 limit compared to human participants.
- Despite improvements with the mannequin, results still exceeded the allowable error margin.
Conclusions:
- The primary source of discrepancy between 3D scanning and manual methods is the data acquisition time.
- Involuntary body sway in human participants significantly impacts accuracy, especially with longer scan durations.
- Kinect system accuracy is compromised by participant movement, necessitating further research for real-world applications.

