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Skyfarer: a mixed reality shoulder exercise game

Published: 21 July 2013 Publication History

Abstract

Skyfarer is a mixed reality shoulder exercise game developed for prevention and treatment of shoulder pain for individuals aging with spinal cord injury. We are adapting a shoulder exercise protocol that has been evaluated in a randomized clinical trial [Mulroy et al. 2011]. This demonstration will showcase a second-generation integrated exercise hardware and software system. The system consists of an adjustable metal rig outfitted with GameTrak sensors that are attached to interchangeable Thera-Bands and free weights. The rig can accommodate individuals with various types of manual wheelchairs and can be adjusted for arm length. The GameTrak sensors provide three-dimensional movement data to the calibration and exercise software application that was developed in Unity Engine 3.5.
Skyfarer has emerged after iterating numerous prototypes that incorporated individual elements of a shoulder exercise protocol using a first-generation metal rig [Gotsis et al. 2012]. Skyfarer requires calibration of the game to the physical dimensions and muscle strength of individual players. Player profiles can be stored and the number of required repetitions per exercise can be manually adjusted before playing.
Skyfarer 0.5a incorporates the following parts of the exercise protocol: external rotation, rowing, diagonal pull-down and vertical lift exercises. This version has been evaluated in a biomechanical study conducted at Rancho Los Amigos National Rehabilitation Center. The virtual environment immerses players into an adventure inspired by Pre-Colombian mythology inspired by the landscapes of South America. With each exercise, players prepare, propel and lift their vessel into water or air, collecting energy that can be used during breaks between exercise sets. Skyfarer 0.5b includes Microsoft Kinect as input for free-form movement segments of the game, such as drawing and improved calibration, animation and movement cuing.

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References

[1]
Gotsis, M., Lympouridis, V., Turpin, D., Tasse, A., Poulos, I. C., Tucker, D., Swider, M., Thin, A. G., and Jordan-Marsh., M. 2012. Mixed Reality Game Prototypes for Upper Body Exercise and Rehabilitation. In Proceedings of the 2012 Virtual Reality. IEEE, 181--182.
[2]
Mulroy, S. J., Thompson, L., Kemp, B., Hatchett, P. P., Newsam, C. J., Lupold, D. G., Haubert, L. L., Eberly, V., Ge T. T., and Azen S. P. 2011. Strengthening and Optimal Movements for Painful Shoulders (STOMPS) in Chronic Spinal Cord Injury: A Randomized Controlled Trial. Phys. Ther. 91(3), 305--324. 2011.

Cited By

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  • (2023)A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00076(611-621)Online publication date: 16-Oct-2023
  • (2022)Assistive Technology in the Synchrony Between Ambient Intelligence and Mixed Reality for People with Motor DisabilitiesAmbient Intelligence – Software and Applications – 12th International Symposium on Ambient Intelligence10.1007/978-3-031-06894-2_3(23-33)Online publication date: 1-Sep-2022
  • (2021)The Role of Partial Automation in Increasing the Accessibility of Digital GamesProceedings of the ACM on Human-Computer Interaction10.1145/34746935:CHI PLAY(1-30)Online publication date: 6-Oct-2021
  • Show More Cited By

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cover image ACM Conferences
SIGGRAPH '13: ACM SIGGRAPH 2013 Studio Talks
July 2013
23 pages
ISBN:9781450323437
DOI:10.1145/2503673
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 21 July 2013

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Cited By

View all
  • (2023)A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00076(611-621)Online publication date: 16-Oct-2023
  • (2022)Assistive Technology in the Synchrony Between Ambient Intelligence and Mixed Reality for People with Motor DisabilitiesAmbient Intelligence – Software and Applications – 12th International Symposium on Ambient Intelligence10.1007/978-3-031-06894-2_3(23-33)Online publication date: 1-Sep-2022
  • (2021)The Role of Partial Automation in Increasing the Accessibility of Digital GamesProceedings of the ACM on Human-Computer Interaction10.1145/34746935:CHI PLAY(1-30)Online publication date: 6-Oct-2021
  • (2021)Beyond Fun: Players’ Experiences of Accessible Rehabilitation Gaming for Spinal Cord InjuryProceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3441852.3471227(1-13)Online publication date: 17-Oct-2021
  • (2017)How a diverse research ecosystem has generated new rehabilitation technologies: Review of NIDILRR’s Rehabilitation Engineering Research CentersJournal of NeuroEngineering and Rehabilitation10.1186/s12984-017-0321-314:1Online publication date: 6-Nov-2017

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