Sharif Shahnewaz, Imtiaz Afarat, Tanvir Irfan, G. Samaraweera, Mikael Dallaire-Cote, David R. Labbé, J. Quarles
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引用次数: 4
Abstract
The long term objective of this research is to improve gait (i.e., walking patterns) rehabilitation through the use of 3D user interfaces and virtual embodiment. Previous research has shown that virtual embodiment can elicit behavioral change and increased motivation for exercise. However, there has been minimal research on how virtual embodiment can affect persons undergoing physical rehabilitation. To enable the future study of this, we present Gaitzilla a novel gait rehabilitation game in which the user embodies a gigantic monster who is being attacked by small tanks on the ground. The user must step on the tanks to survive. The required movements in the game are inspired by real gait training exercises that focus on foot placement and control. We utilize 3D user interfaces for control of the user's avatar. This poster presents the concept and implementation of the game, the methodology behind the design, and future considerations for studying the effects of virtual embodiment on gait rehabilitation.