TY - GEN
T1 - Chronic pain rehabilitation with a serious game using multimodal input
AU - Schonauer, Christian
AU - Pintaric, Thomas
AU - Kaufmann, Hannes
AU - Jansen-Kosterink, Stephanie
AU - Vollenbroek-Hutten, Miriam
PY - 2011
Y1 - 2011
N2 - Rehabilitation for chronic pain follows a multidisciplinary approach, which despite the effort, often lacks the long term success and patients often fail to translate the skills learned in therapy to every day life. Serious games are hypothesized to support patients to self manage their complaints and keep training their physical functions by themselves, especially, when the game is controlled by the patient's own body performance. In this paper we present the implementation of a system providing multimodal input, including our own full body motion capture system, a low cost motion capture system (Microsoft Kinect) and biosignal acquisition devices to a game engine. In addition, a workflow has been established, that enables the use of the acquired multimodal data for serious games in a medical environment. Finally, a serious game has been implemented, targeting rehabilitation of patients with chronic pain of the lower back and neck. The focus of this work is on the multimodal input and how it is used in a game to support rehabilitation of chronic pain patients. A brief comparison of a marker-based full body MoCap system and Microsoft's Kinect is included. Preliminary results of tests currently underway are provided.
AB - Rehabilitation for chronic pain follows a multidisciplinary approach, which despite the effort, often lacks the long term success and patients often fail to translate the skills learned in therapy to every day life. Serious games are hypothesized to support patients to self manage their complaints and keep training their physical functions by themselves, especially, when the game is controlled by the patient's own body performance. In this paper we present the implementation of a system providing multimodal input, including our own full body motion capture system, a low cost motion capture system (Microsoft Kinect) and biosignal acquisition devices to a game engine. In addition, a workflow has been established, that enables the use of the acquired multimodal data for serious games in a medical environment. Finally, a serious game has been implemented, targeting rehabilitation of patients with chronic pain of the lower back and neck. The focus of this work is on the multimodal input and how it is used in a game to support rehabilitation of chronic pain patients. A brief comparison of a marker-based full body MoCap system and Microsoft's Kinect is included. Preliminary results of tests currently underway are provided.
KW - Chronic pain rehabilitation
KW - Full body interaction
KW - Multimodal input
KW - Serious games
KW - 2023 OA procedure
UR - http://www.scopus.com/inward/record.url?scp=80052082036&partnerID=8YFLogxK
U2 - 10.1109/ICVR.2011.5971855
DO - 10.1109/ICVR.2011.5971855
M3 - Conference contribution
AN - SCOPUS:80052082036
SN - 978-1-61284-475-6
T3 - Proceedings International Conference on Virtual Rehabilitation (ICVR)
BT - 2011 International Conference on Virtual Rehabilitation, ICVR 2011
PB - IEEE
CY - Piscataway, NJ
T2 - 2011 International Conference on Virtual Rehabilitation, ICVR 2011
Y2 - 27 June 2011 through 29 June 2011
ER -