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Commenced in January 2007 Frequency: Monthly Edition: International Publications Count: 30517


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10000074
Multiplayer Game System for Therapeutic Exercise in Which Players with Different Athletic Abilities Can Participate on an Even Competitive Footing
Abstract:
Sports games conducted as a group are a form of therapeutic exercise for aged people with decreased strength and for people suffering from permanent damage of stroke and other conditions. However, it is difficult for patients with different athletic abilities to play a game on an equal footing. This study specifically examines a computer video game designed for therapeutic exercise, and a game system with support given depending on athletic ability. Thereby, anyone playing the game can participate equally. This video-game, to be specific, is a popular variant of balloon volleyball, in which players hit a balloon by hand before it falls to the floor. In this game system, each player plays the game watching a monitor on which the system displays tailor-made video-game images adjusted to the person’s athletic ability, providing players with player-adaptive assist support. We have developed a multiplayer game system with an image generation technique for the tailor-made video-game and conducted tests to evaluate it.
Digital Object Identifier (DOI):

References:

[1] J. Wiemeyer, “Serious Games - The Challenges for Computer Science in Sport,” International Journal of Computer Science in Sport, vol.9, no.2, pp.65-74, 2010.
[2] Plow, M., et al., “A Qualitative Study Exploring the Usability of Nintendo Wii Fit among Persons with Multiple Sclerosis,” Occupational Therapy International: Special Issue: Clinical Research in Occupational Therapy, vol.21, no.1, pp.21–32, 2014.
[3] Göbel, S., et al., “Serious Games for Health – Personalized Exergames," Proc. ACM Multimedia 2010, pp.1663-1666, Firenze, Italy, October 2010.
[4] Bateman, S. et al., “Target assistance for subtly balancing competitive play,” in proc. of SIGCHI Conference on Human Factors in Computing Systems 2011, 2355-2364, Vancouver, Canada, May, 2011.
[5] Vicencio-Moreira, R., et al, “The effectiveness (or Lack Thereof) of Aim-assist Techniques in First-person Shooter Games,” in proc. of SIGCHI Conference on Human Factors in Computing Systems 2014, 937-946, Tronto, Canada, April-May, 2014.
[6] Stach, T., et al., “Heart Rate Control of Exercise Video Games,” in proc. of Graphics Interface, Kelowna, Canada, 2009.
[7] Cassola, F. et al., “Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction,” Procedia Technology, 13, 130–138, 2014.
[8] Eichhorn, S., et al., “Development of an Exergame for individual rehabilitation of patients with cardiovascular diseases,” Australasian Physical & Engineering Sciences in Medicine, 36(4), 441-447, 2013.
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