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.
The acquisition and presentation of high-resolution panoramic video presents a number of technical difficulties. We demonstrate a system that acquires high-resolution (>3Kx480) panoramic images. These images are recorded at 30Hz flame rates and played back for later viewing. During playback users wear a head-mounted display (HMD) and a head-tracking device that allows them to turn their heads freely to observe the desired portions of the panoramic scene. User impressions initially indicate that the experience produces a strong sense of immersion and this new form of media offers new options for creating immersive simulations.
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