Digital games for physical therapy: fulfilling the need for calibration and adaptation

  • Authors:
  • Luc Geurts;Vero Vanden Abeele;Jelle Husson;Frederik Windey;Maarten Van Overveldt;Jan-Henk Annema;Stef Desmet

  • Affiliations:
  • Leuven Engineering College, Leuven, Belgium & K.U.Leuven, Heverlee, Belgium;Leuven Engineering College, & IBBT/K.U.Leuven, Leuven, Belgium;Leuven Engineering College, Leuven, Belgium;Leuven Engineering College, Leuven, Belgium;Leuven Engineering College, Leuven, Belgium;IBBT/K.U.Leuven, Leuven, Belgium;Leuven Engineering College, Leuven, Belgium

  • Venue:
  • Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
  • Year:
  • 2010

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Abstract

With the advent of computer games involving the movement of the player's whole body or body parts, an opportunity arises to develop games for people with motor disabilities. In this paper we present four minigames developed for people suffering from spasticity and loss of motor control. We thereby focus on the input devices, sensor signal processing and mapping of players' actions on events in the game. In order to adapt the game to the player's motor skills and goals, specific attention should be paid to calibration procedures and adjustable parameters. We illustrate how this can be done and simultaneously, we demonstrate the feasibility for the development of digital games for physical therapy with currently available commercial input devices.