Abstract
This paper presents and discusses the technical concept of a virtual reality version of the Sokoban game with a tangible interface. The underlying rationale is to provide spinal-cord injury patients who are learning to use a neuroprosthesis to restore their capability of grasping with a game environment for training. We describe as relevant elements to be considered in such a gaming concept: input, output, virtual objects, physical objects, activity tracking and personalised level recommender. Finally, we also describe our experiences with instantiating the overall concept with hand-held mobile phones, smart glasses and a head mounted cardboard setup.
Original language | English |
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Title of host publication | 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) |
Publisher | Institute of Electrical and Electronics Engineers |
Pages | 113 |
Number of pages | 114 |
DOIs | |
Publication status | Published - 2016 |
Event | 15th IEEE International Symposium on Mixed and Augmented Reality: ISMAR 2016 - Merida, Mexico Duration: 19 Sept 2016 → 23 Sept 2016 |
Conference
Conference | 15th IEEE International Symposium on Mixed and Augmented Reality |
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Country/Territory | Mexico |
City | Merida |
Period | 19/09/16 → 23/09/16 |
Keywords
- augmented reality
- gamification
- learning how to use a neuroprosthesis