An open software architecture for virtual reality interaction
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Local and Global Skeleton Fitting Techniques for Optical Motion Capture
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
Double exponential smoothing: an alternative to Kalman filter-based predictive tracking
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Skeleton-Based Motion Capture for Robust Reconstruction of Human Motion
CA '00 Proceedings of the Computer Animation
Motion capture for the rest of us
Journal of Computing Sciences in Colleges
Skeletal Parameter Estimation from Optical Motion Capture Data
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
Self-Calibrating Optical Motion Tracking for Articulated Bodies
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
A real-time sequential algorithm for human joint localization
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
k-means++: the advantages of careful seeding
SODA '07 Proceedings of the eighteenth annual ACM-SIAM symposium on Discrete algorithms
Proceedings of the 2nd International Conference on Fun and Games
Optimising engagement for stroke rehabilitation using serious games
The Visual Computer: International Journal of Computer Graphics - Special Issue: Serious Games and Virtual Worlds
FAAST: The Flexible Action and Articulated Skeleton Toolkit
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
Augmented Reality: Visual manipulations for motor rehabilitation
Computers and Graphics
Multimodal motion guidance: techniques for adaptive and dynamic feedback
Proceedings of the 14th ACM international conference on Multimodal interaction
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
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Serious games and especially their use in healthcare applications are an active and rapidly growing area of research. A key aspect of games in rehabilitation is 3D input. In this paper we present our implementation of a full body motion capture (MoCap) system, which, together with a biosignal acquisition device, has been integrated in a game engine. Furthermore, a workflow has been established that enables the use of acquired skeletal data for serious games in a medical environment. Finally, a serious game has been implemented, targeting rehabilitation of patients with chronic pain of the lower back and neck, a group that has previously been neglected by serious games. The focus of this work is on the full body MoCap system and its integration with biosignal devices and the game engine. A short overview of the application and prelimiary results are provided.