Exploring the usage of 3D virtual worlds and kinect interaction in exergames with elderly

2Citations
Citations of this article
35Readers
Mendeley users who have this article in their library.
Get full text

Abstract

The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users. © 2014 Springer International Publishing.

Cite

CITATION STYLE

APA

Paredes, H., Cassola, F., Morgado, L., De Carvalho, F., Ala, S., Cardoso, F., … Martins, P. (2014). Exploring the usage of 3D virtual worlds and kinect interaction in exergames with elderly. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8547 LNCS, pp. 297–300). Springer Verlag. https://doi.org/10.1007/978-3-319-08596-8_47

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free