Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions
dc.contributor.author | Cidota, Marina A. | de_DE |
dc.contributor.author | Lukosch, Stephan G. | de_DE |
dc.contributor.author | Dezentje, Paul | de_DE |
dc.contributor.author | Bank, Paulina J. M. | de_DE |
dc.contributor.author | Lukosch, Heide K. | de_DE |
dc.contributor.author | Clifford, Rory M. S. | de_DE |
dc.contributor.editor | Ziegler, Jürgen | de_DE |
dc.date.accessioned | 2017-11-20T08:43:49Z | |
dc.date.available | 2017-11-20T08:43:49Z | |
dc.date.issued | 2016 | |
dc.description.abstract | For a better understanding of how different disorders affect motor function, a uniform, standardized and objective evaluation is a desirable goal for the clinical community. We explore the potential of Augmented Reality (AR) combined with serious gaming and free hand tracking to facilitate objective, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. In this paper, we describe the design process of the game and the system architecture of the AR framework to meet these requirements. Furthermore, we report our findings from two pilot studies we conducted with healthy people aged over 50. First, we present a usability study (= 5) on three different modalities of visual feedback for natural hand interaction with AR objects (i. e., no augmented hand, partial augmented hand and a full augmented hand model). The results show that a virtual representation of the fingertips or hand improves the usability of natural hand interaction. Secondly, a study about game engagement is presented. The results of this experiment ( = 8) show that there might be potential for engagement, but usability needs to be improved before it can emerge. | de_DE |
dc.identifier.pissn | 2196-6826 | de_DE |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/6142 | |
dc.publisher | De Gruyter | de_DE |
dc.relation.ispartof | i-com: Vol. 15, No. 2 | de_DE |
dc.subject | Augmented Reality | de_DE |
dc.subject | Optical See-Through HMD | de_DE |
dc.subject | Natural Hand Interaction | de_DE |
dc.subject | Serious Gaming | de_DE |
dc.subject | Engagement | de_DE |
dc.subject | Upper Extremity Motor Dysfunction | de_DE |
dc.subject | Assessment | de_DE |
dc.title | Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions | de_DE |
dc.type | Text/Conference Paper | de_DE |
gi.citation.publisherPlace | Berlin | de_DE |
gi.citation.startPage | 155–169 | de_DE |
gi.document.quality | digidoc | de_DE |