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Combining skeletal tracking and virtual reality for game-based fall prevention training for the elderly

Version 2 2024-06-02, 23:27
Version 1 2023-08-24, 23:15
conference contribution
posted on 2023-08-24, 23:15 authored by WL Raffe, JA Garcia
This paper provides a preliminary appraisal of combining commercial skeletal tracking and virtual reality technologies for the purposes of innovative gameplay interfaces in fall prevention exergames for the elderly. This work uses the previously published StepKinnection game, which used skeletal tracking with a flat screen monitor, as a primary point of comparison for the proposed combination of these interaction modalities. Here, a Microsoft Kinect is used to track the player's skeleton and represent it as an avatar in the virtual environment while the HTC Vive is used for head tracking and virtual reality visualization. Multiple avatar positioning modes are trialled and discussed via a small self-reflective study (with the authors as participants) to examine their ability to allow accurate stepping motions, maintain physical comfort, and encourage self-identification or empathy with the avatar. While this is just an initial study, it highlights promising opportunities for designing engaging step training games with this integrated interface but also highlights its limitations, especially in the context of an unsupervised exercise program of older people in independent living situations.

History

Pagination

1-7

Location

AUSTRIA, Vienna

Start date

2018-05-16

End date

2018-05-18

ISSN

2330-5649

ISBN-13

9781538662984

Language

English

Editor/Contributor(s)

Vilaca JL, Grechenig T, Duque D, Rodrigues N, Dias N

Title of proceedings

2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018

Event

IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)

Publisher

IEEE

Place of publication

Piscataway, N.J.

Series

IEEE International Conference on Serious Games and Applications for Health