Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation

Belinda Lange, Evan Suma, Brad Newman, Thai Phan, Chienyen Chang, Albert Rizzo, Mark Bolas

    Research output: Contribution to conferencePaperpeer-review

    15 Citations (Scopus)

    Abstract

    The use of commercial video games as rehabilitation tools, such as the Nintendo® Wii Fit™, has recently gained much interest in the physical therapy arena. However, physical rehabilitation requires accurate and appropriate tracking and feedback of performance, often not provided by existing commercial console devices or games. This paper describes the development of an application that leverages recent advances in commercial video game technology to provide fullbody control of animated virtual characters with low cost markerless tracking. The aim of this research is to develop and evaluate an interactive game-based rehabilitation tool for balance training of adults with neurological injury. This paper outlines the development and evaluation of a game-based rehabilitation tool using the PrimeSense depth sensing technology, designed to elicit specific therapeutic motions when controlling a virtual avatar in pursuit of in-game goals. A sample of nine adults participated in the initial user testing, providing feedback on the hardware and software prototype.

    Original languageEnglish
    Pages243-252
    Number of pages10
    DOIs
    Publication statusPublished - 21 Jul 2011
    EventInternational Conference, Virtual and Mixed Reality 2011 -
    Duration: 9 Jul 2011 → …

    Conference

    ConferenceInternational Conference, Virtual and Mixed Reality 2011
    Period9/07/11 → …

    Keywords

    • balance
    • camera tracking
    • stoke
    • video game

    Fingerprint

    Dive into the research topics of 'Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation'. Together they form a unique fingerprint.

    Cite this