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Benchmarking Motion Sensing Devices for Rehabilitative Gaming

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.

Publication metadata

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


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