Introduction to Low-Cost Motion-Tracking for Virtual Rehabilitation

Sebastian Koenig, Aitor Ardanza, Camilo Cortes, Alessandro De Mauro, Belinda Lange

    Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

    7 Citations (Scopus)

    Abstract

    Low-cost motion sensors have seen tremendous increase in popularity in the past few years. Accelerometers, gyroscopes or cameras can be found in most available smart phones and gaming controllers. The Apple® iPhone, Nintendo® Wii™ and the PlayStatio® EyeToy™ are just a few examples where such technology is used to provide a more natural interaction for the user. Depth-sensing cameras by companies such as Microsoft, PrimeSense and Asus can enhance the user experience even further by enabling full-body interaction. This chapter will specifically discuss the use of the Microsoft® Kinect™ depth-sensing camera (Kinect) for rehabilitation of patients with motor disabilities. In addition, examples will be provided of how the Kinect can be used with off-the-shelf computer games or utilized in conjunction with modern game development tools such as the game engine Unity. The examples will outline concepts and required resources in order to enable the reader to use low-cost depth-sensing cameras for rehabilitation.

    Original languageEnglish
    Title of host publicationEmerging Therapies in Neurorehabilitation
    PublisherSpringer
    Pages287-303
    Number of pages17
    Volume4
    ISBN (Print)9783642385551
    DOIs
    Publication statusPublished - 2014

    Publication series

    NameBiosystems and Biorobotics
    Volume4
    ISSN (Print)2195-3562
    ISSN (Electronic)2195-3570

    Keywords

    • Interactive technologies
    • Middleware
    • Video games
    • Virtual reality

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