2017
DOI: 10.1049/iet-cvi.2017.0122
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Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation system

Abstract: Engagement is a key factor in gaming. Especially, in gamification applications, users' engagement levels have to be assessed in order to determine the usability of the developed games. The authors first present computer vision-based game design for physical exercise. All games are played with gesture controls. The authors conduct user studies in order to evaluate the perception of the games using a game engagement questionnaire. Participants state that the games are interesting and they want to play them again… Show more

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Cited by 8 publications
(8 citation statements)
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References 51 publications
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“…Compared to the electromyography (EMG) or vision based rehabilitation system [18,19], the proposed system not only can be expected to fully explore the movement intention of subjects, but also can stretch the upper limb to perform recovery exercises smoothly with multiple trajectories recommended by therapists. Moreover, we can also combine the EMG or vision into our EEG-based system and carry out more research on the EEG processing for the purpose of predicting the recovery of the upper limb.…”
Section: Resultsmentioning
confidence: 99%
“…Compared to the electromyography (EMG) or vision based rehabilitation system [18,19], the proposed system not only can be expected to fully explore the movement intention of subjects, but also can stretch the upper limb to perform recovery exercises smoothly with multiple trajectories recommended by therapists. Moreover, we can also combine the EMG or vision into our EEG-based system and carry out more research on the EEG processing for the purpose of predicting the recovery of the upper limb.…”
Section: Resultsmentioning
confidence: 99%
“…In this study, we have used the first seven levels, i.e. Level 1 (L1) to Level 7 (L7) in an increased difficulty manner where the game parameters at each level, such as SWT, RS, BS, FN, FS, RN, WWT, were presented in our previous work [27].…”
Section: Methodsmentioning
confidence: 99%
“…In this study, we have used the computer‐based fruit picker game [26], which was first integrated to RehabRoby in our earlier work [27], where different task difficulty levels were defined to reflect different engagement levels to the subjects. Rather than separately analysing the engagement on each difficulty level, in this study, we have dynamically adapted the task difficulty level during the game based on the participant's score.…”
Section: Introductionmentioning
confidence: 99%
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“…The researchers wanted to capture the participants' emotions during the game, during different phases of the game, and how these emotions could persist over time (van dei Kooij et al, 2019) to represent a real stimulus to continue physiotherapy at home. In one case (Erdogan et al, 2018), a more refined analysis was added to investigate the modes of interaction with the device or application that could increase the engagement score.…”
Section: The Game Experiencementioning
confidence: 99%