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Lookup NU author(s): Dr Gary Ushaw, Dr Rich Davison, Professor Graham MorganORCiD
This is the authors' accepted manuscript of a conference proceedings (inc. abstract) that has been published in its final definitive form by ACM, 2015.
For re-use rights please refer to the publisher's terms and conditions.
The diversity of commercially available motion detection devices has yielded much interest in utilising action video games in the field of rehabilitation of impaired dexterity. Identifying the most suitable input device for a rehabilitative game is of paramount importance, but no comparative study currently exists. For the first time, a benchmark is introduced for the quantitative assessment of motion capture devices for gaming. A range of devices are considered, in the context of rehabilitative gaming projects, presenting results on the fidelity of motion capture that each provides. Recommendations are then made on the viability of domestic motion capture devices in terms of both patient involvement and fidelity of data capture.
Author(s): Ushaw G, Davison R, Eyre J, Morgan G
Publication type: Conference Proceedings (inc. Abstract)
Publication status: Published
Conference Name: The 30th ACM/SIGAPP Symposium On Applied Computing
Year of Conference: 2015
Pages: 143-148
Acceptance date: 30/11/2014
Date deposited: 23/01/2015
Publisher: ACM
URL: http://dx.doi.org/10.1145/2695664.2695677
DOI: 10.1145/2695664.2695677
Library holdings: Search Newcastle University Library for this item
Series Title: Proceedings of the 30th Annual ACM Symposium on Applied Computing
ISBN: 9781450331968