Exploring Data Glove and Robotics Hand Exergaming: Lessons Learned

Matthew Demoe, A. Uribe-Quevedo, André de Lima Salgado, Hidenori Mimura, K. Kanev, P. Hung
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引用次数: 3

Abstract

In this preliminary study, we explore the use of a high-end data glove as a consumer-level hand exergame human interface device. Disorders affecting the musculoskeletal apparatus account for approximately 43 % of all workplace related injuries, leading to increasing claim costs and work absenteeism. Treatment includes unsupervised stretching and exercising with low adherence due to its monotonous and repetitive nature. Exergames, that is the use of games to elicit physical activity, provide engaging experiences that can help motive patients or workers into performing the exercises. Previous works using consumer-level technology have focused on image-based and open electronics 3D printed gloves that have shown the potential of exergames and motion capture as a tool to add immersion. In this paper, we present exergame that employs the Yamaha Data Glove (YDG) integrated to a computer- and robot-based exergame. The data glove allows controlling a virtual arcade crane in addition to interactive sessions with a social robot called ASUS Zenbo Junior. The preliminary quantitative and qualitative data suggest that motion capture data requires further processing and customization to tailor the experience to each user to improve usability and cognitive load affected by suitable tracking hand gestures. The exergame also requires additional cues to ease the experience and maintain users within a state flow.
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探索数据手套和机器人手游戏:经验教训
在这项初步研究中,我们探索了高端数据手套作为消费者级手操游戏人机界面设备的使用。影响肌肉骨骼器官的疾病约占所有与工作场所有关的伤害的43%,导致索赔费用和缺勤率增加。治疗包括无监督的拉伸和锻炼,由于其单调和重复的性质,低依从性。运动游戏,即利用游戏来引发身体活动,提供吸引人的体验,帮助患者或工人进行锻炼。以前使用消费级技术的工作主要集中在基于图像和开放式电子设备的3D打印手套上,这些手套显示了游戏和动作捕捉作为增加沉浸感的工具的潜力。在本文中,我们提出了使用雅马哈数据手套(YDG)集成到基于计算机和机器人的操练游戏的操练游戏。这款数据手套不仅可以控制虚拟街机起重机,还可以与一个名为华硕Zenbo Junior的社交机器人进行互动。初步的定量和定性数据表明,动作捕捉数据需要进一步的处理和定制,以定制每个用户的体验,以提高可用性和适当的跟踪手势影响的认知负荷。游戏还需要额外的线索来简化体验并将用户维持在状态流中。
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Immersive and Non-Immersive VR Percutaneous Coronary Intervention Simulation for Acute Myocardial Infarction Dynamic difficulty adjustment in exer-games for rehabilitation: a mixed approach Exploring Data Glove and Robotics Hand Exergaming: Lessons Learned OntoJogo: An Ontology for Game Classification [Title page]
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