Abstract
The current practice of neck rehabilitation is done through laser-pointing devices in a physical setup or Virtual Reality head-mounted devices, whereby the patient will control and navigate a laser beam to follow a specific pattern. These set-ups are cumbersome to the patient. We propose a portable computer vision-based marker-less head tracking exergame for neck rehabilitation. Our system retargets head postures to control a game object and considers neck mobility while in-corporating movement modulation during posture overcom-pensation. This system would be tailored to the specific patient in the steps of automatic calibration and gameplay interaction. We used the head and body pose to calibrate the game scene dimensions, and the upper body joint angles to feed-back the posture overcompensation in the form of gameplay variables augmentation. From our testing, it has shown that this is a viable exergame solution that could be adopted for neck exercise.
Cite
CITATION STYLE
Quah, C. K., Ng, J., & Soon, B. (2023). A Portable Vision-Based Head Tracking Exergame Solution for Neck Rehabilitation. In Proceedings of the Inaugural 2023 Summer Symposium Series 2023 (pp. 23–27). AAAI Press. https://doi.org/10.1609/aaaiss.v1i1.27470
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