Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/12903
DC FieldValueLanguage
dc.contributor.authorChristou, Chris-
dc.contributor.authorMichael-Grigoriou, Despina-
dc.contributor.authorSokratous, Dimitris-
dc.contributor.authorTsiakoulia, Marianna-
dc.date.accessioned2018-11-07T11:20:47Z-
dc.date.available2018-11-07T11:20:47Z-
dc.date.issued2018-11-
dc.identifier.citation28th International Conference on Artificial Reality and 23rd Telexistence and Eurographics Symposium on Virtual Environments, 2018, Limassol, Cyprus, 7 – 9 Novemberen_US
dc.identifier.urihttps://hdl.handle.net/20.500.14279/12903-
dc.description.abstractThis paper describes the process of development of a Virtual Reality (VR) system which encourages people to exercise and improve their upper-body motor skills after stroke. The system is based on the Buzzwire children’s toy, the physical version of which involves traversing a wire using a loop and wand that closes a circuit and makes a sound when the loop touches the wire. In our VR version users wearing a HMD and holding a tracked wand attempt to traverse a virtual ‘wire’. The ‘wire’ is based on a parametric spline curve and allows us to measure more performance variables than the physical version of the game. The paper describes the initial 2 experiments which test and evaluate aspects of performance, followed by a description of a prototype version of the game. In the first evaluation we tested if performance variables (such as average speed, and distance from the wire) could distinguish between dominant and non-dominant hands of able-bodied subjects. We also compared binocular with monocular viewing. Results showed benefits for dominant over non-dominant hand-control and a dramatic reduction in performance when binocular stereopsis is absent. The second experiment was a usability study involving a sample of stroke affected patients with hemiparesis. Results showed positive acceptance of the technology with no fatigue or nausea and some significant differences between affected and unaffected hand control. Our prototype utilizes learnings from the previous studies to create an enjoyable multi-level version of the game involving auditory guidance as feedback. However, we still require some measure of efficiency of movement by which we can assess kinematic improvements over time.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.subjectVirtual realityen_US
dc.subjectInteraction techniquesen_US
dc.subjectEmpirical studies in HCIen_US
dc.titleA virtual reality loop and wire game for stroke rehabilitationen_US
dc.typeConference Papersen_US
dc.collaborationUniversity of Nicosiaen_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryComputer and Information Sciencesen_US
dc.countryCyprusen_US
dc.subject.fieldNatural Sciencesen_US
dc.publicationPeer Revieweden_US
cut.common.academicyear2018-2019en_US
item.languageiso639-1en-
item.cerifentitytypePublications-
item.fulltextWith Fulltext-
item.grantfulltextopen-
item.openairetypeconferenceObject-
item.openairecristypehttp://purl.org/coar/resource_type/c_c94f-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0000-0003-0824-7684-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
Appears in Collections:Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation
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