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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
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Author(s): Andrew M. Burton (Nottingham Trent University, UK), Hao Liu (Nottingham Trent University, UK), Steven Battersby (Nottingham Trent University, UK), David Brown (Nottingham Trent University, UK), Nasser Sherkat (Nottingham Trent University, UK), Penny Standen (University of Nottingham, UK)and Marion Walker (University of Nottingham, UK)
Copyright: 2014
Pages: 14
Source title: Gamification for Human Factors Integration: Social, Education, and Psychological Issues
Source Author(s)/Editor(s): Jonathan Bishop (Centre for Research into Online Communities and E-Learning Systems, Belgium)
DOI: 10.4018/978-1-4666-5071-8.ch009

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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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