Abstract
The work presented here is part of a large project aimed at finding new ways to tackle exergames used for physical rehabilitation. The preferred user group consists of physically impaired who normally cannot use commercially available games; our approach wants to fill a niche and allow them to get the same playing experience like healthy. Four exercises were implemented with the Blender Game engine and connected to a motion capture device (Kinect) via a modular middleware. The games incorporate special features that enhance weak user movements, such that the avatar reacts in the same way as for persons without physical restrictions. Additionally, virtual reality glasses have been integrated to achieve a more immersive feeling during play. In this work, we compare the results of preliminary user tests, performed with and without VR glasses. Test outcomes are good for motion amplification in some of the games but do not present generally better results when using the VR glasses.
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This work was sponsored by the Spanish National Plan for Scientific and Technical Research and Innovation: TEC2013-48453-C2-2-R.
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Eckert, M., Zarco, J., Meneses, J., Martínez, JF. (2017). Usage of VR Headsets for Rehabilitation Exergames. In: Rojas, I., Ortuño, F. (eds) Bioinformatics and Biomedical Engineering. IWBBIO 2017. Lecture Notes in Computer Science(), vol 10209. Springer, Cham. https://doi.org/10.1007/978-3-319-56154-7_39
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DOI: https://doi.org/10.1007/978-3-319-56154-7_39
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