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dc.contributor.authorSilva, Vinicius Corrêa Alvespor
dc.contributor.authorRamos, João Ricardo Martinspor
dc.contributor.authorSoares, Filomenapor
dc.contributor.authorNovais, Paulopor
dc.contributor.authorArezes, P.por
dc.contributor.authorSousa, Filipepor
dc.contributor.authorSilva, Joana Raquelpor
dc.contributor.authorSantos, Antóniopor
dc.date.accessioned2018-02-15T11:56:16Z-
dc.date.available2018-02-15T11:56:16Z-
dc.date.issued2018-
dc.identifier.citationSilva V. Ramos J., Soares F., Novais P., Arezes P., Sousa F., Silva J., Santos A., iBoccia: A Framework to Monitor the Boccia Gameplay in Elderly. In: Tavares J., Natal Jorge R. (eds) VipIMAGE 2017. ECCOMAS 2017. Springer - Lecture Notes in Computational Vision and Biomechanics, vol 27, ISBN 978-3-319-68194-8, pp 437-446, 2018. https://doi.org/10.1007/978-3-319-68195-5_48por
dc.identifier.isbn9783319681948por
dc.identifier.issn2212-9391-
dc.identifier.urihttps://hdl.handle.net/1822/50512-
dc.description.abstractThe increase of the elderly population has an enormous effect on the health care system of a country, as the rise of this population sets the mood to an exponential growth in assistance and care. Indeed, the inherent costs of this populational class are higher when comparing to the younger classes. Today paradigm focuses on the reduction of these costs by promoting a healthier lifestyle on all classes of the populations. Thus, the concern of a more active lifestyle is present in the elderly population, which has proven to reduce, for example, the risk of coronary problems. The stimulus on physical activity is now higher and it is possible to get several monitoring devices to keep track on the activity that was performed. Following this trend, the present paper presents a hybrid approach that employs the use of wearable devices, the Mio Fuse band and the pandlet, and a non-wearable device, the Kinect camera, to monitor elderly people during a Boccia game scenario. Preliminary tests were performed in laboratory. The results include data collected concerning a main movement that is used during a Boccia gameplay.por
dc.description.sponsorshipThis article is a result of the project Deus ex machina: NORTE-01-0145- FEDER-000026, supported by Norte Portugal Regional Operational Programme (NORTE 2020), under the PORTUGAL 2020 Partnership Agreement, through the European Regional Development Fund (ERDF).por
dc.language.isoengpor
dc.publisherSpringerpor
dc.relationNORTE-01-0145-FEDER-000026por
dc.rightsopenAccesspor
dc.subjectActivity monitoringpor
dc.subjectBocciapor
dc.subjectKinectpor
dc.subjectWearable devicespor
dc.titleiBoccia: a framework to monitor the Boccia gameplay in elderlypor
dc.typeconferencePaperpor
dc.peerreviewedyespor
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007%2F978-3-319-68195-5_48por
oaire.citationStartPage437por
oaire.citationEndPage446por
oaire.citationVolume27por
dc.identifier.doi10.1007/978-3-319-68195-5_48por
dc.subject.fosEngenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapor
dc.description.publicationversioninfo:eu-repo/semantics/publishedVersionpor
dc.subject.wosScience & Technologypor
sdum.journalLecture Notes in Computational Vision and Biomechanicspor
sdum.conferencePublicationVIPIMAGE 2017por
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