Combining skeletal tracking and virtual reality for game-based fall prevention training for the elderly

W. Raffe, J. Garcia
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引用次数: 7

Abstract

This paper provides a preliminary appraisal of combining commercial skeletal tracking and virtual reality technologies for the purposes of innovative gameplay interfaces in fall prevention exergames for the elderly. This work uses the previously published StepKinnection game, which used skeletal tracking with a flat screen monitor, as a primary point of comparison for the proposed combination of these interaction modalities. Here, a Microsoft Kinect is used to track the player's skeleton and represent it as an avatar in the virtual environment while the HTC Vive is used for head tracking and virtual reality visualization. Multiple avatar positioning modes are trialled and discussed via a small self-reflective study (with the authors as participants) to examine their ability to allow accurate stepping motions, maintain physical comfort, and encourage self-identification or empathy with the avatar. While this is just an initial study, it highlights promising opportunities for designing engaging step training games with this integrated interface but also highlights its limitations, especially in the context of an unsupervised exercise program of older people in independent living situations.
结合骨骼追踪和虚拟现实,为老年人提供基于游戏的预防跌倒训练
本文提供了结合商业骨骼跟踪和虚拟现实技术的初步评估,目的是在老年人预防跌倒的游戏中创新的游戏界面。这项工作使用了先前发布的StepKinnection游戏,该游戏使用平面屏幕显示器进行骨骼跟踪,作为这些交互模式组合的主要比较点。在这里,微软Kinect用于跟踪玩家的骨骼,并将其作为虚拟环境中的化身,而HTC Vive用于头部跟踪和虚拟现实可视化。通过一个小型的自我反思研究(作者作为参与者),对多种虚拟角色定位模式进行了试验和讨论,以检验他们允许准确的步伐运动,保持身体舒适,并鼓励对虚拟角色的自我认同或同情的能力。虽然这只是一个初步的研究,但它强调了设计具有这种集成界面的引人入胜的步骤训练游戏的前景,但也强调了它的局限性,特别是在独立生活的老年人的无监督锻炼计划的背景下。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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