![]() Stricker, Comparison of kinect v1 and v2 depth images in terms of accuracy and precision, in Asian Conference on Computer Vision- ACCV 2016 Workshops (2016), pp. ![]() Morris, Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review. Khademi, A review on technical and clinical impact of Microsoft Kinect on physical therapy and rehabilitation. ![]() Rodrigues, Virtual Reality using games for improving physical functioning in older adults: a systematic review. Pullman, Using commercial video games for falls prevention in older adults: the way for the future? J. Xiong, Exergame technology and interactive interventions for elderly fall prevention: a systematic review. Kodeak, Does a Wii-based exercise program enhance balance control of independently functioning older adults? A systematic review. Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review. Fehlings, Role of virtual reality for cerebral palsy management. Teo, Exergaming as a viable therapeutic tool to improve static and dynamic balance among older adults and people with idiopathic Parkinson’s disease: a systematic review and meta-analysis. ![]() Strömberg, Exergaming in older adults: a scoping review and implementation potential for patients with heart failure. Celik, Systematic review of kinect applications in elderly care and stroke rehabilitation. Carregaro, Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Syst. Faude, Effects of virtual reality training (exergaming) compared to alternative exercise training and passive control on standing balance and functional mobility in healthy community-dwelling seniors: a meta-analytical review. Vereijken, Exercise and rehabilitation delivered through exergames in older adults: an integrative review of technologies, safety and efficacy. Teo, Exergaming as a viable therapeutic tool to improve static and dynamic balance among older adults and people with idiopathic Parkinson’s disease: a systematic review and meta-analysis. How behavioral science guided the development of a serious video game. Chen, Serious Games that Educate, Train and Inform (Thomson, Boston, MA, 2006)ĭ. Abt, Serious Games (University Press of America, New York, 1970)ī.P. In the development of a system that includes IoT technology for movements tracking and progress evaluation during motor rehabilitation, the importance of user centered design is underscored. Our insights, based on our research work during serious games development as well as on literature analysis, mainly focusing these on practicality of the developed serious games and on their acceptability for motor rehabilitation, are also included in the chapter. The IoT architecture for rehabilitation environment, several serious games that our team have developed and the usability evaluation of the system are presented. The advantages and some drawbacks of using the two devices for creating virtual environments for motor rehabilitation in which interaction of the user with virtual reality is made through natural user interfaces are described. This leaving your right hand the whole time to do other things.The design, implementation and tests of a system for assessment and monitoring movements, which includes the sensors from Kinect and Leap Motion Controller devices, are discussed in the present chapter. the only thing i could think of is closing your left fist will start walking and moving it around will control the camera, and if you open you fist a little you stop walking but can still use your left hand to move around. It supports phyhon,c++, and many other major languages, java script is coming soon.Īlso a side note, im trying to figure out how you would control player movement, like walking and such, in a way you dont have to use the mouse and keyboard at all. It is able to sense velocity and force, also.Ĭould someone write a simple addon or script to do this? Would you have to specifically code different aspects to do specific things, or could you code once to get blender to recognize it and then be able to control all aspects? The leap motion controller is basically a kinect for the pc but it tracks your hands, and is said to be 200x more accurate. So how would someone go about implementing motion tracking via the leep motion controller, into a blender game?
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