TY - GEN
T1 - Component-based approach for prototyping of movie-based physical therapy games
AU - Okada, Yoshihiro
AU - Ogata, Takayuki
AU - Matsuguma, Hiroyuki
PY - 2012
Y1 - 2012
N2 - This paper treats a component-based approach for the prototyping of movie-based physical therapy games. The research group of the authors has already proposed a component-based 3D software development system called IntelligentBox. One of the application fields of IntelligentBox is the development of 3D games. In this paper, the authors want to validate the availability of IntelligentBox for the prototype development of movie-based physical therapy games that require simple body actions such as dances. Although physical therapy games needs various types of inputs for human body actions, IntelligentBox has already supported a video-based motion input, a motion capture system input, a data-glove input and so on. Also, physical therapy games need much tuning according to each of rehabilitants because their physical disability levels are different. Therefore, therapists have to frequently change many parameters such as a body action speed, difficulty levels of body actions, etc. For this point, the component-based approach is significant. To validate this, the authors introduce one of the simple dance games as physical therapy games actually being developed using IntelligentBox.
AB - This paper treats a component-based approach for the prototyping of movie-based physical therapy games. The research group of the authors has already proposed a component-based 3D software development system called IntelligentBox. One of the application fields of IntelligentBox is the development of 3D games. In this paper, the authors want to validate the availability of IntelligentBox for the prototype development of movie-based physical therapy games that require simple body actions such as dances. Although physical therapy games needs various types of inputs for human body actions, IntelligentBox has already supported a video-based motion input, a motion capture system input, a data-glove input and so on. Also, physical therapy games need much tuning according to each of rehabilitants because their physical disability levels are different. Therefore, therapists have to frequently change many parameters such as a body action speed, difficulty levels of body actions, etc. For this point, the component-based approach is significant. To validate this, the authors introduce one of the simple dance games as physical therapy games actually being developed using IntelligentBox.
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U2 - 10.1145/2425296.2425303
DO - 10.1145/2425296.2425303
M3 - Conference contribution
AN - SCOPUS:84872850844
SN - 9781450318358
T3 - Proceedings - WASA 2012: Workshop at SIGGRAPH Asia 2012
SP - 39
EP - 45
BT - Proceedings - WASA 2012
T2 - Workshop at SIGGRAPH Asia 2012, WASA 2012
Y2 - 26 November 2012 through 27 November 2012
ER -