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The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients

The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients

Andrew M. Burton, Hao Liu, Steven Battersby, David Brown, Nasser Sherkat, Penny Standen, Marion Walker
Copyright: © 2011 |Volume: 1 |Issue: 4 |Pages: 14
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781613507124|DOI: 10.4018/ijgbl.2011100106
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MLA

Burton, Andrew M., et al. "The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients." IJGBL vol.1, no.4 2011: pp.60-73. http://doi.org/10.4018/ijgbl.2011100106

APA

Burton, A. M., Liu, H., Battersby, S., Brown, D., Sherkat, N., Standen, P., & Walker, M. (2011). The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients. International Journal of Game-Based Learning (IJGBL), 1(4), 60-73. http://doi.org/10.4018/ijgbl.2011100106

Chicago

Burton, Andrew M., et al. "The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients," International Journal of Game-Based Learning (IJGBL) 1, no.4: 60-73. http://doi.org/10.4018/ijgbl.2011100106

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Abstract

Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing Wii™ technology, and thermal and visual tracking respectively to capture motions. The captured motions are used as inputs to specially designed games, which encourage the users to perform repeated rehabilitation movements. This paper discusses the implementation of the two systems, the developed games, and their relative advantages and disadvantages. It also describes the upcoming testing phase of the project.

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