User Experience of a Serious Game for Physical Rehabilitation Using Wearable Motion Capture Technology
This paper presents a wearable motion capture (MoCap)-based serious game (SG) for physical rehabilitation and evaluates its user experience. Conventional physical rehabilitation relies on professional trainers, equipment, and facilities, which are time-consuming and expensive for users. It often red...
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Veröffentlicht in: | IEEE access 2023, Vol.11, p.108407-108417 |
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description | This paper presents a wearable motion capture (MoCap)-based serious game (SG) for physical rehabilitation and evaluates its user experience. Conventional physical rehabilitation relies on professional trainers, equipment, and facilities, which are time-consuming and expensive for users. It often reduces the users' motivation to perform exercises. It can be difficult for users to continue their physical rehabilitation through the conventional model. However, recent studies demonstrate that serious games have the potential to improve the effectiveness of rehabilitation training through a more engaged and immersive game design. Most of those studies focus on technology and the development of a specific MoCap sensor-based SG design for users with motor deficiencies, rather than emphasizing the users' experience impacting the effect of performance in physical rehabilitation. This study developed a prototype of a physical rehabilitation exercise game that considers user experience. This game employs a wearable inertial MoCap sensor enabling users to interact intuitively with the game to promote physical activities for health. We analyze and discuss user satisfaction and game experience through user experience questionnaires. The results suggest that most users were satisfied with the SG-based rehabilitation, and found the game was enjoyable and engaging. Based on the implications, we discuss possible future research to improve user experience of the highly accurate real-time MoCap-based serious game. This can enable users with motor disabilities to undertake physical exercises in a home environment. |
doi_str_mv | 10.1109/ACCESS.2023.3320947 |
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Conventional physical rehabilitation relies on professional trainers, equipment, and facilities, which are time-consuming and expensive for users. It often reduces the users' motivation to perform exercises. It can be difficult for users to continue their physical rehabilitation through the conventional model. However, recent studies demonstrate that serious games have the potential to improve the effectiveness of rehabilitation training through a more engaged and immersive game design. Most of those studies focus on technology and the development of a specific MoCap sensor-based SG design for users with motor deficiencies, rather than emphasizing the users' experience impacting the effect of performance in physical rehabilitation. This study developed a prototype of a physical rehabilitation exercise game that considers user experience. This game employs a wearable inertial MoCap sensor enabling users to interact intuitively with the game to promote physical activities for health. We analyze and discuss user satisfaction and game experience through user experience questionnaires. The results suggest that most users were satisfied with the SG-based rehabilitation, and found the game was enjoyable and engaging. Based on the implications, we discuss possible future research to improve user experience of the highly accurate real-time MoCap-based serious game. 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Conventional physical rehabilitation relies on professional trainers, equipment, and facilities, which are time-consuming and expensive for users. It often reduces the users' motivation to perform exercises. It can be difficult for users to continue their physical rehabilitation through the conventional model. However, recent studies demonstrate that serious games have the potential to improve the effectiveness of rehabilitation training through a more engaged and immersive game design. Most of those studies focus on technology and the development of a specific MoCap sensor-based SG design for users with motor deficiencies, rather than emphasizing the users' experience impacting the effect of performance in physical rehabilitation. This study developed a prototype of a physical rehabilitation exercise game that considers user experience. This game employs a wearable inertial MoCap sensor enabling users to interact intuitively with the game to promote physical activities for health. We analyze and discuss user satisfaction and game experience through user experience questionnaires. The results suggest that most users were satisfied with the SG-based rehabilitation, and found the game was enjoyable and engaging. Based on the implications, we discuss possible future research to improve user experience of the highly accurate real-time MoCap-based serious game. This can enable users with motor disabilities to undertake physical exercises in a home environment.</description><subject>Biomedical monitoring</subject><subject>Computer & video games</subject><subject>Educational software</subject><subject>Entertainment industry</subject><subject>Games</subject><subject>Inertial sensing devices</subject><subject>Motion capture</subject><subject>physical rehabilitation</subject><subject>Rehabilitation</subject><subject>Serious games</subject><subject>Tracking</subject><subject>Training</subject><subject>usability</subject><subject>User experience</subject><subject>User satisfaction</subject><subject>Wearable technology</subject><issn>2169-3536</issn><issn>2169-3536</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>ESBDL</sourceid><sourceid>RIE</sourceid><sourceid>DOA</sourceid><recordid>eNpNkV9LIzEUxQdZQVE_wfoQ8Lnd_M_kUYauFhTFWvYxZDI3bco46SZTsN9-oyOLeUnu4ZzfDZyq-knwnBCsf902zWK1mlNM2ZwxijVXJ9U5JVLPmGDyx7f3WXWV8w6XUxdJqPPKrzMktHjfQwowOEDRI4tWZYqHjO7sGyAfE3reHnNwtkcvsLVt6MNoxxAHtM5h2KA_YJNte0CP8VNt7H48JECv4LZD7OPmeFmdettnuPq6L6r178Vrcz97eLpbNrcPM8eEHmeeU8aF1KBbDoJ6WzstW2axdFR7VfNOy04TzzwHqloioOVdC54JLDz3HbuolhO3i3Zn9im82XQ00QbzKcS0MTaNwfVgCNRMOYJ5QXLlC5lhSjpVSyU7YWlh3UysfYp_D5BHs4uHNJTvG1orIWqMZV1cbHK5FHNO4P9vJdh89GOmfsxHP-arn5K6nlIBAL4lqFRaM_YPI0mLvQ</recordid><startdate>2023</startdate><enddate>2023</enddate><creator>Fu, Yaqin</creator><creator>Li, Qi</creator><creator>Ma, Ding</creator><general>IEEE</general><general>The Institute of Electrical and Electronics Engineers, Inc. (IEEE)</general><scope>97E</scope><scope>ESBDL</scope><scope>RIA</scope><scope>RIE</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7SP</scope><scope>7SR</scope><scope>8BQ</scope><scope>8FD</scope><scope>JG9</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>DOA</scope><orcidid>https://orcid.org/0000-0001-7858-2758</orcidid></search><sort><creationdate>2023</creationdate><title>User Experience of a Serious Game for Physical Rehabilitation Using Wearable Motion Capture Technology</title><author>Fu, Yaqin ; Li, Qi ; Ma, Ding</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c359t-f4234569e9b4e52fa8c96b3a06c29f784d96d91f3f4e27b15eb4dbef3505f4fd3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Biomedical monitoring</topic><topic>Computer & video games</topic><topic>Educational software</topic><topic>Entertainment industry</topic><topic>Games</topic><topic>Inertial sensing devices</topic><topic>Motion capture</topic><topic>physical rehabilitation</topic><topic>Rehabilitation</topic><topic>Serious games</topic><topic>Tracking</topic><topic>Training</topic><topic>usability</topic><topic>User experience</topic><topic>User satisfaction</topic><topic>Wearable technology</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Fu, Yaqin</creatorcontrib><creatorcontrib>Li, Qi</creatorcontrib><creatorcontrib>Ma, Ding</creatorcontrib><collection>IEEE All-Society Periodicals Package (ASPP) 2005-present</collection><collection>IEEE Open Access Journals</collection><collection>IEEE All-Society Periodicals Package (ASPP) 1998-Present</collection><collection>IEEE Electronic Library (IEL)</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Electronics & Communications Abstracts</collection><collection>Engineered Materials Abstracts</collection><collection>METADEX</collection><collection>Technology Research Database</collection><collection>Materials Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>IEEE access</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Fu, Yaqin</au><au>Li, Qi</au><au>Ma, Ding</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>User Experience of a Serious Game for Physical Rehabilitation Using Wearable Motion Capture Technology</atitle><jtitle>IEEE access</jtitle><stitle>Access</stitle><date>2023</date><risdate>2023</risdate><volume>11</volume><spage>108407</spage><epage>108417</epage><pages>108407-108417</pages><issn>2169-3536</issn><eissn>2169-3536</eissn><coden>IAECCG</coden><abstract>This paper presents a wearable motion capture (MoCap)-based serious game (SG) for physical rehabilitation and evaluates its user experience. Conventional physical rehabilitation relies on professional trainers, equipment, and facilities, which are time-consuming and expensive for users. It often reduces the users' motivation to perform exercises. It can be difficult for users to continue their physical rehabilitation through the conventional model. However, recent studies demonstrate that serious games have the potential to improve the effectiveness of rehabilitation training through a more engaged and immersive game design. Most of those studies focus on technology and the development of a specific MoCap sensor-based SG design for users with motor deficiencies, rather than emphasizing the users' experience impacting the effect of performance in physical rehabilitation. This study developed a prototype of a physical rehabilitation exercise game that considers user experience. This game employs a wearable inertial MoCap sensor enabling users to interact intuitively with the game to promote physical activities for health. We analyze and discuss user satisfaction and game experience through user experience questionnaires. The results suggest that most users were satisfied with the SG-based rehabilitation, and found the game was enjoyable and engaging. Based on the implications, we discuss possible future research to improve user experience of the highly accurate real-time MoCap-based serious game. This can enable users with motor disabilities to undertake physical exercises in a home environment.</abstract><cop>Piscataway</cop><pub>IEEE</pub><doi>10.1109/ACCESS.2023.3320947</doi><tpages>11</tpages><orcidid>https://orcid.org/0000-0001-7858-2758</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Biomedical monitoring Computer & video games Educational software Entertainment industry Games Inertial sensing devices Motion capture physical rehabilitation Rehabilitation Serious games Tracking Training usability User experience User satisfaction Wearable technology |
title | User Experience of a Serious Game for Physical Rehabilitation Using Wearable Motion Capture Technology |
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