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

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Bibliographic Details
Title: The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients
Language: English
Authors: Burton, Andrew M., Liu, Hao, Battersby, Steven
Source: International Journal of Game-Based Learning. 2011 1(4):60-73.
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Peer Reviewed: Y
Page Count: 14
Publication Date: 2011
Document Type: Journal Articles
Reports - Descriptive
Descriptors: Educational Games, Neurological Impairments, Disabilities, Rehabilitation, Motion, Eye Movements, Human Body, Movement Education, Program Implementation, Computer Simulation, Psychomotor Skills, Patients
DOI: 10.4018/ijgbl.2011100106
ISSN: 2155-6849
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.
Abstractor: As Provided
Entry Date: 2016
Accession Number: EJ1113810
Database: ERIC
Description
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.
ISSN:2155-6849
DOI:10.4018/ijgbl.2011100106