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Benchmarking motion sensing devices for rehabilitative gaming

Published: 13 April 2015 Publication History

Abstract

The diversity of commercially available motion detection devices has yielded much interest in utilising action video games in the field of rehabilitation of impaired dexterity. Identifying the most suitable input device for a rehabilitative game is of paramount importance, but no comparative study currently exists. For the first time, a benchmark is introduced for the quantitative assessment of motion capture devices for gaming. A range of devices are considered, in the context of rehabilitative gaming projects, presenting results on the fidelity of motion capture that each provides. Recommendations are then made on the viability of domestic motion capture devices in terms of both patient involvement and fidelity of data capture.

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Cited By

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  • (2021)Inside-Out Magnetic Tracking for Virtual/Augmented Reality ApplicationsIEEE Sensors Journal10.1109/JSEN.2021.312667221:24(28097-28106)Online publication date: 15-Dec-2021
  • (2015)Adopting Best Practices from the Games Industry in Development of Serious Games for HealthProceedings of the 5th International Conference on Digital Health 201510.1145/2750511.2750513(1-8)Online publication date: 18-May-2015
  • (2015)Kinect v2 based system for Parkinson's disease assessment2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC)10.1109/EMBC.2015.7318601(1279-1282)Online publication date: Aug-2015

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    cover image ACM Conferences
    SAC '15: Proceedings of the 30th Annual ACM Symposium on Applied Computing
    April 2015
    2418 pages
    ISBN:9781450331968
    DOI:10.1145/2695664
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 13 April 2015

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    Author Tags

    1. PS move
    2. Wii
    3. benchmark
    4. gesture recognition
    5. kinect
    6. motion capture device
    7. rehabilitative gaming

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    SAC 2015: Symposium on Applied Computing
    April 13 - 17, 2015
    Salamanca, Spain

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    SAC '15 Paper Acceptance Rate 291 of 1,211 submissions, 24%;
    Overall Acceptance Rate 1,650 of 6,669 submissions, 25%

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    Cited By

    View all
    • (2021)Inside-Out Magnetic Tracking for Virtual/Augmented Reality ApplicationsIEEE Sensors Journal10.1109/JSEN.2021.312667221:24(28097-28106)Online publication date: 15-Dec-2021
    • (2015)Adopting Best Practices from the Games Industry in Development of Serious Games for HealthProceedings of the 5th International Conference on Digital Health 201510.1145/2750511.2750513(1-8)Online publication date: 18-May-2015
    • (2015)Kinect v2 based system for Parkinson's disease assessment2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC)10.1109/EMBC.2015.7318601(1279-1282)Online publication date: Aug-2015

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