Martina Eckert, Ignacio Gómez-Martinho, J. Meneses, José-Fernán Martínez-Ortega
{"title":"A modular middleware approach for exergaming","authors":"Martina Eckert, Ignacio Gómez-Martinho, J. Meneses, José-Fernán Martínez-Ortega","doi":"10.1109/ICCE-Berlin.2016.7684747","DOIUrl":null,"url":null,"abstract":"This paper presents the design of a new exergaming environment consisting of a modular middleware tool aimed at serving for intelligent adventure games. The middleware provides a modular and user-adaptive interface for data exchange between different devices (to date it supports a motion capture camera, a mobile phone, and a VR headset) and Blender. The target group is formed by young people between ages 6 to 26 with different physical diseases (muscular dystrophy, cerebral palsy, accidents, etc.). The gaming environment focuses especially on user awareness, immersion, and adaptability to special needs.","PeriodicalId":408379,"journal":{"name":"2016 IEEE 6th International Conference on Consumer Electronics - Berlin (ICCE-Berlin)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE 6th International Conference on Consumer Electronics - Berlin (ICCE-Berlin)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCE-Berlin.2016.7684747","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
This paper presents the design of a new exergaming environment consisting of a modular middleware tool aimed at serving for intelligent adventure games. The middleware provides a modular and user-adaptive interface for data exchange between different devices (to date it supports a motion capture camera, a mobile phone, and a VR headset) and Blender. The target group is formed by young people between ages 6 to 26 with different physical diseases (muscular dystrophy, cerebral palsy, accidents, etc.). The gaming environment focuses especially on user awareness, immersion, and adaptability to special needs.