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Active video game head movement inputs

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Abstract

Virtual reality has been extensively studied for applications in rehabilitation. With the development of active video games, these commercial products can also be considered for inclusion in a patient’s rehabilitation program. In this study, the Sony EyeToy ® and PlayStation 2 ® were used with the AntiGrav™ game to evaluate the user’s head movement actions. The game required lateral head, body, and arm movements. Over the course of 9 sessions of game play, average and maximum head excursions remained constant. However, the frequency of head movement increased over the sessions. The results suggest that the video game could be used for postural balance rehabilitation through head movements, and their effect on the vestibular system. Future work will evaluate how such vestibular exercise, and an increase in head movement frequency over training sessions can support postural balance improvements.

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Abbreviations

VE:

Virtual environment

VR:

Virtual reality

RMS:

Root mean square

FFT:

Fast Fourier transform

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Acknowledgments

We are grateful to Dr. Ken Norwich at the University of Toronto for his endless support and encouragement. We also thank Sumandeep Virk for her assistance with the data collection. We thank Lisa D’Alessandro at the University of Toronto, David Michael Mravyan of Elmedex Inc. in Toronto, and Chih-Chuan (Leo) Kant for their assistance. We acknowledge the Natural Sciences and Engineering Research Council of Canada (NSERC) for supporting this work.

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Correspondence to Kristiina M. Valter McConville.

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McConville, K.M.V., Milosevic, M. Active video game head movement inputs. Pers Ubiquit Comput 18, 253–257 (2014). https://doi.org/10.1007/s00779-013-0662-2

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