Interactive Game-Based Rehabilitation Using the Microsoft Kinect

Belinda Lange, Sebastian Koenig, Eric McConnell, Chien-Yen Chang, Rick Juang, Evan Suma, Mark Bolas, Albert Rizzo

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

96 Citations (Scopus)

Abstract

Using video games in rehabilitation settings has the potential to provide patients with fun and motivating exercise tools. Within the Medical VR and MxR groups at the USC Institute for Creative Technologies, we have been leveraging the technology of the Microsoft Kinect 3D depth-sensing camera. Our Kinect-based rehabilitation game "JewelMine" consists of a set of static balance training exercises which encourage the players to reach out of their base of support. We plan to demonstrate a sophisticated post-session analysis tool and several content themes which can be changed dynamically during a therapy session.

Original languageEnglish
Title of host publicationIEEE Virtual Reality Conference 2012
Subtitle of host publicationProceedings
EditorsSabine Coquillart, Steven Feiner, Kiyoshi Kiyokawa
PublisherInstitute of Electrical and Electronics Engineers
Pages171-172
Number of pages2
ISBN (Electronic)9781467312462
ISBN (Print)9781467312479
DOIs
Publication statusPublished - Mar 2012
Externally publishedYes
Event19th IEEE Virtual Reality Conference, VR 2012 - Costa Mesa, CA, United States
Duration: 4 Mar 20128 Mar 2012

Publication series

NameIEEE Annual International Symposium Virtual Reality

Conference

Conference19th IEEE Virtual Reality Conference, VR 2012
Country/TerritoryUnited States
CityCosta Mesa, CA
Period4/03/128/03/12

Keywords

  • balance training
  • full-body tracking
  • physical therapy
  • rehabilitation
  • Virtual reality

Fingerprint

Dive into the research topics of 'Interactive Game-Based Rehabilitation Using the Microsoft Kinect'. Together they form a unique fingerprint.

Cite this