Abstract
Motion detection devices are readily available as part of domestic gaming system. Many rehabilitative regimes require a patient to repeat specific movements in order to exercise the affected limbs. Incorporating these movements into games is of interest as the exercises can take place in the domestic environment without continual medial oversight, and the use of a gaming context encourages engagement with the exercise regime, leading to increased dosage. This chapter discusses the motion capture devices available commercially, presenting a benchmark for comparison, and provides a case study of a game for rehabilitation of the upper limb after stroke. The work is resented in a manner which is intended to be applicable to the development of any game rehabilitation.
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Ushaw, G., Davison, R., Morgan, G. (2015). Commodity Video Game Technology in Teletherapy. In: Nakatsu, R., Rauterberg, M., Ciancarini, P. (eds) Handbook of Digital Games and Entertainment Technologies. Springer, Singapore. https://doi.org/10.1007/978-981-4560-52-8_26-1
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DOI: https://doi.org/10.1007/978-981-4560-52-8_26-1
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