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A Review of Kinect Computing Research in Education and Rehabilitation
Author(s) -
Sara Dehkordi,
Marina Ismail,
Norizan Mat Diah
Publication year - 2018
Publication title -
international journal of engineering and technology
Language(s) - English
Resource type - Journals
ISSN - 2227-524X
DOI - 10.14419/ijet.v7i3.15.17399
Subject(s) - rehabilitation , domain (mathematical analysis) , gesture , computer science , process (computing) , human–computer interaction , multimedia , artificial intelligence , psychology , mathematical analysis , mathematics , neuroscience , operating system
Recently Kinect technology device and its benefit in treatment approach are rapidly growing domain of interestingness for researchers and educators. For years, the games and applications, except their entertaining aspect, have discovered an educational and rehabilitation character. In recent years, gesture-based devices have evolved and attracted the attention of researchers, and thus to Microsoft Kinect Xbox. Already, many institutions worldwide use the Kinect to the learning or rehabilitation process. This paper indicates a review of articles to provide a preliminary reconsideration on Microsoft’s Kinect for the Xbox 360. The 16 researches were reviewed in this study are in the filed of education or rehabilitation implemented to users with special needs. The distribution and reviews in the study were research methods, domain of research, learning content, and intended settings of the kinect system. The outcome of this study is the possible uses and limitations of kinect for education and rehabilitation.  

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