An Oculus Rift based Exergame to Improve Awareness in Disabled
People
Manuela Chessa
1
, Gabriele Balocchi
1
, Michela Busi
2
, Antonio Novellino
2
and Fabio Solari
1
1
Dept. of Informatics, Bioengineering, Robotics, and Systems Engineering,
University of Genoa, Viale Causa 13, Genoa, Italy
2
ETT SpA, Via Sestri 37, 16154, Genoa, Italy
Keywords:
Virtual Reality, Head-mounted Display, Walk Tracking, Active Video Games, Natural Human-computer-
interaction.
Abstract:
In this paper we present an exergame, based on the Oculus Rift head-mounted-display, with the aim of im-
proving spatial awareness in young people with cognitive deficits. The scope is to create a virtual environment
that should be immersive, and should allow a natural human-computer interaction, without creating discom-
fort to the users. The exergame is simple, since the aim of the present work is not to create a photo-realistic
scenario, but a familiar environment in which to play and exercise cognitive abilities. To measure and track the
movements of the users’ legs, in order to simulate the walking in the environment in a safe way, an additional
sensor, the Playstation Move, has been embedded into the system. Finally, the system has been tested with
some disabled subjects, who confirmed the usability of the exergame and a general positive feeling with such
an immersive virtual reality.
1 INTRODUCTION
In this paper, we present an exergame designed for
the Oculus Rift head-mounted-display (HMD), devel-
oped to improve spatial and cognitive awareness for
disabled people.
Exergames, or active video games, are video
games with interfaces that require active involvement
and the exertion of physical force by participants.
These exergames are designed to track body motion
and body reactions, providing both fun and exercise
for players. Numerous video game console compa-
nies have designed exergaming interfaces that have
become more and more popular over the last years.
In the last years, many researchers addressed the
problem of developing human-computer-interfaces,
often based on Virtual Reality (VR), with the aim of
obtaining immersive environments that allow a natu-
ral interaction with them. A great effort is devoted
to the graphic quality of such environments, in or-
der to achieve high levels of realism, especially when
such systems are used for training purposes (Kwon
et al., 2013), for surgery (Chan et al., 2013), or sim-
ply for entertainment. The natural interaction with
such systems has been recently considered, see for
example (Solari et al., 2013). In that paper, the au-
thors developed a stereoscopic rendering technique
that solves the misperception issues, which affect a
user free to move in front of a display, thus allowing
him/her to interact in a natural way with the virtual
objects. Other authors analyzed the issues of mis-
perception that affect HMDs (Sharples et al., 2008;
Ukai and Howarth, 2008). In particular, a fundamen-
tal problem that must be considered when creating
VR immersive environments, and that represents one
of the main issues of such kind of systems, are ad-
verse symptoms that may arise from VR use. In the
real world, when a person moves, e.g he/she changes
the position of their eyes or head, the projections of
the 3D real world immediately shift on the retinas,
and at the same time the vestibular system indicates
the movement of the head. Due to hardware and soft-
ware limitations, in HMD VR systems there is an un-
avoidable delay between a users movements and the
updating of the virtual rendered scene. If this delay
is excessive, the sensory information from the users
visual and vestibular systems might be conflicting,
and this can result in symptoms such as nausea, stom-
ach awareness, dizziness, and headache. Finally, an-
other important aspect to be considered is immersiv-
ity, i.e. the feeling of presence when acting in a VR
environment through head-mounted-displays (Water-
worth et al., 2010).
In this work, we do not address the problem of
770
Chessa, M., Balocchi, G., Busi, M., Novellino, A. and Solari, F.
An Oculus Rift based Exergame to Improve Awareness in Disabled People.
DOI: 10.5220/0005852607700777
In Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2016) - Volume 4: VISAPP, pages 770-777
ISBN: 978-989-758-175-5
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
graphical realism, such the exergame we present has
been intentionally kept very simple from the graphics
point of view. On the contrary, we aim to obtain a
system where the users (that are disabled people) can
act in natural and comfortable way in order to maxi-
mize the healthy effects provided by the proposed ex-
ergame.
2 STATE OF THE ART
As consumer exergaming programs have evolved, nu-
merous academics have researched the effectiveness
of these types of games on rehabilitation or exercise
(Tanaka et al., 2012). Most of the studies were con-
ducted using the Wiimote and a new peripheral, the
Wii Balance Board, and covered a lot of different sub-
jects: (i) Brain function rehabilitation (Deutsch et al.,
2008; Hsu et al., 2011; Joo et al., 2010); (ii) Isomet-
ric muscle strengthening (Sohnsmeyer et al., 2010);
(iii) Energy expenditure (Hurkmans et al., 2010); (iv)
Exercising for elderly (Wollersheim et al., 2010); (v)
Balance training (Deutsch et al., 2009; Kliem and
Wiemeyer, 2010).
In contrast, there have been a number of studies
identifying limited effects of exergaming. For exam-
ple, regarding the potential of Wii Bowling for reha-
bilitation in patients with upper extremity dysfunction
(Hsu et al., 2011), it was found that the only signifi-
cant finding was a measure of enjoyment of activity
when compared to a standard exercise group. Sim-
ilarly, the study that applied the Wii games to exer-
cise and the elderly (Wollersheim et al., 2010) showed
no significant increase in physical activity due to ex-
ergaming. Research in the medical field has been
done for the Oculus Rift as well. A study on a pa-
tient affected by severe burn wounds on a large area of
his body (Hoffman et al., 2014) has provided the first
evidence that entering an immersive virtual environ-
ment using the Rift can elicit a strong illusion of pres-
ence and reduce pain during the Virtual Reality expe-
rience. Other interfaces that could be used in exercise-
based games have yet to be fully explored. The use of
heart rate is being examined (Parker et al., 2011) and
galvanic skin response has been studied, as means to
communicate emotional responses (biofeedback) to a
computer. More complex biological measures, such
as electrocardiogram signals or oxygen consumption
devices, could certainly have applications here, but re-
liable devices are too expensive for home use.
3 MATERIAL AND METHODS
3.1 Hardware
The proposed exergame makes use of two external
hardware devices: the Oculus Rift and the PlaySta-
tion Move.
Oculus Rift. The Oculus Rift
1
was released by
Oculus VR for developers with various hardware re-
visions over the span of one year. The device used
for this project is the Developer Kit 2 (DK2). The
Oculus Rift DK2 uses an OLED panel for each eye,
each having a resolution of 960 × 1080 pixels. These
panels have a refresh rate of 90 HZ and globally re-
fresh, rather than scanning out in lines. It uses high
quality lenses to allow for a wide field of view. The
separation of the lenses is adjustable by a dial on the
bottom of the device, in order to accommodate a wide
range of interpupillary distances. Headphones are in-
tegrated, and they provide real time spatialized binau-
ral audio. The Oculus Rift has full 6 degree of free-
dom rotational and positional tracking. This tracking
is precise, low-latency, and sub-millimeter accurate.
PS Move. The Sony PlayStation Move
2
is actu-
ally composed of two devices: the Move Eye and
the Motion Controller, or wand. The Move Eye
is an RGB camera (640 × 480 pixels @ 60 fps /
320 × 240 pixels @ 120 fps) with directive micro-
phones, and it’s utilized to detect an illuminating
sphere attached to the wand in order to track the con-
troller in a three-dimensional space, calculating the
distance/depth based on the size of the sphere on each
frame. For this project the Eye was not needed, thus
only the wand was connected via bluetooth to the sys-
tem. The Motion Controller contains a three-axis ac-
celerometer, a three-axis gyro sensor and a geomag-
netic sensor. The accelerometer and the gyro sen-
sor are used to track rotation in overall motion and
can be used for dead reckoning (in cases when the
camera tracking is insufficient). To correct cumula-
tive errors on these sensors, the geomagnetic sensor is
used for calibrating the wand’s orientation against the
Earth’s magnetic field. Consequently, the sensor fu-
sion method makes it possible to recognize the wand’s
position and orientation robustly and accurately.
3.2 Software
The entire project was developed with Unity in C#,
1
https://www.oculus.com
2
https://www.playstation.com
An Oculus Rift based Exergame to Improve Awareness in Disabled People
771
and, in order to connect the Oculus Rift and the Move
to the machine, specific plug-ins and libraries were
used.
Unity. Unity
3
is a cross-platform game engine de-
veloped by Unity Technologies and used to develop
video games for PC, consoles, mobile devices and
websites. Recently, Unity Technologies made the
complete engine available for free including all fea-
tures, less source code and support.
Official Oculus Rift integration for Unity. In ad-
dition to the SDK, Oculus VR has released full sup-
port and integration for two well-known game en-
gines: Unity and Unreal Engine. By downloading
and installing the necessary plug-ins we were able to
directly use a connected Oculus Rift for any Unity
project without any issue.
PS Move plug-in for Unity: UniMove. UniMove
is an open-source Unity plug-in
4
, and set of C# bind-
ings that allows the usage of PS Move controllers
within a Unity game. The latest version works with
OS X 10.6+, Windows and Linux. It is based on top
of Thomas Perl’s PS Move API
5
. The plug-in is li-
censed under the GNU Lesser General Public License
and is still under development.
3.3 Overview of the Proposed Exergame
We propose a virtual reality game made to improve
the user’s awareness of road hazards and develop
his/her sense of direction in an urban environment
(e.g. a city). In this game the players must face a se-
ries of simple missions with increasing difficulty un-
der the supervision of an operator. Data relative to
each player’s performance is stored in a database, in
order to allow monitoring of the improvements of ev-
ery person. The proposed exergame can be seen as
a simulation of a real (and potentially dangerous) ac-
tivity in a secure and harmless context. A possible
application of proposed virtual reality game is to help
people with intellectual disabilities to learn about the
possible dangers of a city and to find the way to a
known place in case they get lost. This is the reason
why a number of tests was run on this type of patients.
The Move is simply tied to the player’s thigh,
pointing downwards. The leg movement is then
tracked through the different accelerations along the
3
https://www.unity3d.com
4
http://www.copenhagengamecollective.org/projects/
unimove
5
http://thp.io/2010/psmove
Figure 1: Outline of the entire proposed system.
XY Z axes, and sent to the main application to be pro-
cessed into a realistic walking pattern (see Fig. 1).
The game has been created to be as much immersive
and noninvasive as possible. The possible actions in
the virtual world are simplified, so that the users can
focus only on the assigned tasks and the development
of their abilities (danger acknowledgment, sense of
direction). Our exergame lets people explore a Virtual
Reality environment simply by looking around (with
the Oculus Rift), and lets them move across this envi-
ronment by simulating a walk (with the PS Move).
The Virtual World. The world seen though the
Oculus Rift is just a simple urban environment, i.e.
a small city portion with buildings, streets, sidewalks,
lights and some minor details that can help in mak-
ing the overall experience more realistic. The graph-
ical interface is kept as simple as possible to avoid
interfering with the game’s immersivity: instructions,
messages and warnings are written in a textbox at the
bottom of the screen, and when a level is completed,
the message is supported by a single emoticon dis-
played at the center of the screen, which can be happy
or sad depending on the level’s result (Fig. 2).
Figure 2: Two screen examples: level cleared and level
failed. Note: the written text is in Italian language, since
the proposed exergame is for the use with Italian disabled
people.
The speakers mounted on the Oculus Rift can be
used to give additional instructions and warnings, but
they also generate sound effects typical of urban envi-
VISION4HCI 2016 - Special Session on Computer VISION for Natural Human Computer Interaction
772
Table 1: Organization of the ten levels of the proposed exergame.
Level Type Difficulty
1 Orientation Simple fork (go right or left)
2 Crossing Simple crosswalk without traffic light nor vehicles
3 Orientation T intersection, single request
4 Crossing Crosswalk without traffic light, with some vehicles
5 Orientation Two forks, two instructions
6 Crossing Crosswalk with traffic light, mild traffic
7 Orientation Two T intersections, two requests
8 Crossing Crosswalk without traffic light, intense traffic
9 Orientation Three intersections, three requests
10 Crossing Crosswalk with traffic light, intense traffic
ronments, such as moving vehicles, ambulance alarms
and general traffic noise. This is done to emphasize
the sensation of immersivity for the player.
Gameplay. The proposed exergame offers two dif-
ferent challenges: general orientation and pedestrian
crossing. Each challenge is then divided into different
levels with increasing difficulty (see Table 1). In order
to proceed to the next level, the player has to complete
the previous ones, thus unlocking the new challenge.
The operator can keep track of the player’s progress
through the monitor, and have complete control over
which levels to start from, and which levels to repeat,
through a menu.
Orientation Levels. The orientation levels (Fig. 3)
take place in small city areas. Clear and simple in-
structions (go straight, turn left, turn right) are visual-
ized on the screen and/or sent through the Oculus Rift
speakers; if the player makes a mistake an error mes-
sage appears, the level is not cleared and it must be
repeated. For harder levels new elements are added
(intersections, U-turns), and a larger set of directions
is given to the player.
Crossing Levels. The crossing levels (Fig. 4) take
place along a road with various moving vehicles. The
presence of a crosswalk is always indicated on the
screen, while a traffic light might or might not be
present, depending on the level. The vehicles are
managed by an artificial intelligence which takes into
consideration collisions and eventual traffic lights.
Harder levels can feature unexpected anomalies in the
traffic, such as ambulances and police cars.
In this type of challenge, the player is asked to
look around along the street in both directions before
making any move, otherwise the level results in auto-
matic failure. In a level with a traffic light the player
must obviously wait for the green light first, then look
Figure 3: In the orientation levels the player has to follow
the instructions (e.g. “Now turn right”) and reach the goal
following the right path. Note: the written text is in Italian
language, since the proposed exergame is for the use with
Italian disabled people.
Figure 4: In the crossing levels the player must look around
in both directions, and then cross the road when the light is
green.
around, and finally cross the street. In case a player
sees an ambulance or hears a siren, he/she must not
cross the road, even if the light is green.
Data Collection. The game has a login system to
keep track of whoever is playing, and it’s able to reg-
ister relevant data about the players’ performances.
An Oculus Rift based Exergame to Improve Awareness in Disabled People
773
These data are then stored and ordered into a database
that keeps a profile for every player. The registered
data are: (i) starting/ending date/time of each test;
(ii) starting/ending time of each level; (iii) comple-
tion/failure of each level; (iv) reaction time after an
instruction has been given; (v) completion time for
each instruction, and whether the instruction has been
performed right or wrong. The entries are stored into
the database using a web service, therefore an Inter-
net connection is required to interact properly with the
system.
Game Options. Since everyone raises the legs in
slightly different ways, the operator can choose from
the main menu a series of options for each player, in
order to adjust the simulated walk parameters. The
sensitivity slider sets the upper threshold for the leg
lifting in order to maximize the number of recognized
steps. The stride length slider is the number of frames
in which the player moves forward when a single step
is recognized. The other sliders were added to adjust
the complexity of some levels, and they have no im-
pact on the user’s tracking.
3.4 The Walk Tracking Algorithm
In this paper, we present a fairly robust algorithm able
to detect when a player lifts a leg high enough to sim-
ulate the beginning of a step, and when he/she sets it
back down (presumably lifting the other leg) to end
the step. This way, a real person walking on the spot
translates to a player walking across the virtual city.
Fastening the PS Move to the Leg. The idea for the
tracking algorithm relies on the analysis of the leg’s
acceleration during a regular step, considering grav-
ity along one of the XY Z axes: since a standing per-
son normally starts walking with both legs perpendic-
ular to the ground (thus parallel to gravity, assuming
a flat surface), and the Move’s sensor returns raw ac-
celerations along its own relative axes, the most logi-
cal choice seemed to be fastening the move along the
player’s thigh, pointing upwards or downwards, in or-
der to start the walk with one axis of the Move parallel
to gravity. The thigh was chosen over the calf because
the former performs a more regular movement during
the gait, which can pretty much be approximated to
a circular movement centered on the pelvis. For this
reason, the Move’s accelerations were used to com-
pute the angle at which the leg (or, more accurately,
the thigh) is lifted when a player performs a step.
Getting Acceleration Data from the Sensor. Con-
sidering the way the Move is tied to the thigh, when
the player stands still one of the axes of the controller
is parallel to gravity, and when the player lifts the leg
the angle between the thigh and gravity can be ap-
proximated using the variation of any of the three ac-
celerations registered by the sensor. For example, as-
suming that the Move is secured to the thigh as previ-
ously stated, and knowing how the three relative axes
of the controller are oriented with respect to the leg,
we could use accelerations along the Z and X axis
to compute our desired angle, since they are affected
from the rotational movement of the thigh. We chose
the Z axis and found out that the property Acceler-
ation.Z of the connected controller returns a normal-
ized value: 0 when the Move points to the ground (leg
down), and 1 when it points forward (leg up, thigh
parallel to the ground and perpendicular to gravity).
The resulting angles are then 0 degrees for a leg down
ad 90 degrees for a leg completely up.
Data Processing. One crucial issue of this game
is the robustness of the step recognition. The street
crossing levels put the player already on the edge
of the sidewalk, so any false step recognized by the
tracker immediately results into an actual step into
the virtual street. This can lead to unwanted failures
that alter the player’s record. For this reason an initial
check was added, overriding any other computation:
until the Z acceleration is sufficiently close to zero
(leg down), the step tracking is skipped completely.
This ensures that a player won’t start randomly walk-
ing in the virtual world until his initial position has
been confirmed as idle. The step is recognized using
two parameters: the Z acceleration (zAcc), as men-
tioned above, and a boolean value named upLeg.
zAcc is compared to two thresholds: the upper one
defines whether the leg has been lifted enough
to be the first part of a step, while the lower
one (close to zero) defines whether the leg is low
enough for the step to be considered completed.
upLegs purpose is to deal with the obvious con-
flicts generated by the acceleration alone. When
we estimate the position of a leg, we must take
into account its previous position as well. A suc-
cessful leg up implies that zAcc has surpassed
the upper threshold from below, hence a check on
upLeg must be done, and it must be false. Sim-
ilarly, for a leg down zAcc has to be under the
lower threshold, and upLeg must be true.
Without any check on the previous leg state, even
standing still would generate an infinite walk, because
zAcc would consistently be under the lower threshold,
thus breaking the algorithm. In a real case scenario
the leg-up condition is much more critical than the
VISION4HCI 2016 - Special Session on Computer VISION for Natural Human Computer Interaction
774
leg-down condition. While a leg down equals to 0
degrees most of the time, every person, when walk-
ing, lifts his legs by a certain amount, which is not the
same for everyone (Fig. 5).
Figure 5: Walking pattern of an ordinary person.
It’s easy to see that no one lifts his/her thigh up to
90 degrees when walking, and some simple tests re-
vealed that even 45 degrees is often too much to set
as the upper threshold for the step recognition. How-
ever, finding a seemingly right angle was not enough,
because some players could always lift their leg even
less than the testers, and if the leg-up is not recog-
nized, the entire step gets skipped. The solution to
this problem was setting the upper threshold dynami-
cally from the game’s main menu. This way, the sys-
tem can be calibrated runtime for every player, and
the settings can be saved into the database for future
use. With these precautions we were able to ensure a
smooth and robust tracking, without losing steps nor
generating false ones.
Player’s Movement in the Virtual World. In the
virtual city, the distance covered by a single step
depends on two factors: the number of frames in
which the player moves forward, and the amount
of space covered in each frame. The actual func-
tion for the player’s movement within a frame is:
Move( drifter.facingDirection.forward* drifter.speed*
Time.deltaTime)
It is simple to understand: the drifter is the player,
and his facing direction is computed directly from the
Oculus Rift (the player always walks towards his fac-
ing direction), then there is Time.deltaTime, which is
the timespan of a single frame, and finally there is
the walking speed. This parameter has to be refined
test after test, based on the player’s height and the
size of the roads, in order for the walk to seem as
realistic as possible without the sensation of running
(crossing the entire road in a single step). Since the
speed over a single frame is de facto instantaneous,
the Move() function causes just a minimal shift. A
second parameter is then needed to create a movement
that takes place over the span of many frames. This
variable, named walkFrameCount, defines the num-
ber of frames before a player stops moving after a
successful step.
The frame count variable has actually a double
use: to be realistic, the simulated walk must not be
jerkily at all, thus between the leg-up and the leg-
down the player must absolutely continue his move-
ment. The timespan of a virtual step depends heavily
on how fast a person walks on the spot, so another
custom option for each player in the main menu was
added. As a counter, walkFrameCount must be ini-
tialized to the desired value at every successful step.
While the player is moving, every frame decreases the
counter until it reaches zero and then stops the shift.
If another step is done before the counter reaches the
end, it gets reinitialized and the shift doesn’t stop. If
the player performs several steps in a row, and the
frame count is high enough to cover both phases of
the step, the result will be a continuous movement to-
wards the facing direction. With a good balance be-
tween speed and walkFrameCount, the player can ex-
perience a realistic shift when walking in the virtual
city, and doesn’t need to worry about his avatar freez-
ing mid-step.
4 RESULTS
4.1 Subjects
The proposed exergame has been test with 6 subjects
between 14 and 18 years old. They were recruited
on a voluntary basis, and their legal representatives
agreed on a Consent Form, in which the description of
the experiments, together with explicit statements re-
garding ethical considerations in the recruitment and
treatment of all subjects, was included. The research
will conform to the ethical standards laid down in the
1964 Declaration of Helsinki that protects research
subjects.
The proposed game was designed mainly to aid
people with cognitive deficits, so a number of tests
on a selected sample of patients has been run. More
in detail, the patients were divided in two groups:
one with people affected by Down Syndrome, and one
with people affected by Fragile X Syndrome. Clearing
all the levels with high scores wasn’t the only goal
of the project, a good video game must also give a
great experience to stimulate the users to keep play-
ing, especially with such a heterogeneous hardware
interface. For this reason, there were some possible
issues to deal with:
Comfort. We propose a wearable system, so in or-
der to give the players the best experience it must be
An Oculus Rift based Exergame to Improve Awareness in Disabled People
775
Table 2: Data gathered during the experimental session for a sample of patients.
Player Clearing time Mission type Level Day/night Reaction time Error Error type
(mission) (task)
B. 30.169 s Orientation 2 Day 1.973 s No -
C. 18.11 s Orientation 4 Night 4.991 s Yes 1
G. 31.813 s Crossing 3 Night 8.802 s Yes 4
L. 21.169 s Orientation 8 Night 3.311 s No -
M. 15.513 s Crossing 5 Day 9.259 s Yes 2
N. 53.67 s Orientation 2 Day 21.977 s No -
comfortable to wear, even for prolonged periods of
time. The Oculus Rift is a fairly heavy headset, and
a continuous usage can be tiresome for both the neck
and the eyes. The PS Move on the other hand must be
tied firmly to the leg, to avoid discrepancies in the ac-
celerations’ processing, but not too tightly, as it would
risk hurting the patient.
Immersivity. Even with all the expedients done to
ensure maximum immersivity, patients with cognitive
deficits might not feel comfortable with the virtual
reality environment and the interaction with the ex-
ergaming devices. If that were to happen they proba-
bly wouldn’t even be stimulated to walk and explore
the virtual world, thus defeating the purpose of the en-
tire game being based on Human-Computer-Interface
and Virtual Reality.
Focus. Instructions for clearing the levels can be re-
ceived on-screen or through the Oculus Rift speak-
ers. As previously mentioned, the graphical interface
was kept as simple as possible to avoid obstruction of
the virtual experience, but it must be at the same time
clear end effective, because if a patient doesn’t even
notice a new instruction is available, that will greatly
affect his/her reaction and completion times in the test
results.
4.2 Experimental Session
Experiments were run with different combinations of
game parameters. Some videos of the experiments
can be found at the following links
6 7 8
. For example,
in addition to the level type and difficulty, the operator
could choose the time of the day in which the virtual
city was displayed. This was added to give the play-
ers awareness about exploring a city in different light
conditions. In spite of the possibility of the aforemen-
tioned technical problems, the tests went surprisingly
6
https://youtu.be/jy67h2hug1I
7
https://youtu.be/ujUF9JeJ1EU
8
https://youtu.be/vQEZIVro8 8
well. The patients collaborated without any issue, and
the general consensus was that they truly enjoyed the
game mechanics and the possibility to explore an in-
teractive world. From the gaming point of view this
project was surely a success. The human-computer
interface worked flawlessly most of the time, register-
ing steps in the right way without disrupting the gam-
ing experience. An example of the data gathered dur-
ing the experimental session the simulation is shown
in Table 2.
The tests yielded good results as well as bad ones:
some patients had more difficulties clearing the harder
levels, but everyone was at least able to clear the
basic ones within a few tries. The time of the day
didn’t seem to influence the performance, and while
the level difficulty surely did, the most skilled players
didn’t have any particular issue with the increasing
number of instructions, nor with the traffic intensity.
The reaction times per instruction changed a lot, even
within the same player. Depending on how complex
the indication was, some players performed their ac-
tions in up to 30 seconds, while the lowest reaction
times ranged between 2 and 4 seconds. An error type
field (i.e. 1: risk of being hit by a car; 3: cross walk
when traffic light is yellow; 3: cross walk when traffic
light is red; 4: cross walk outside zebra crossing) was
added to keep track of the causes of every error, for a
more accurate analysis of the players’ capabilities.
5 DISCUSSION AND
CONCLUSION
The tests run during the debugging phase and the ex-
periments run on the users confirmed the potentialities
of the proposed exergame:
The virtual world was perfectly perceived by the
players despite being simplified with just the es-
sential details;
The navigation was realistic and the tracking al-
gorithm was robust enough: the player could feel
VISION4HCI 2016 - Special Session on Computer VISION for Natural Human Computer Interaction
776
himself walking in the city as if the roads were
real;
The system was responsive: there were no delays
when looking around with the Oculus Rift, nor
when walking with the Move, everything was felt
real-time;
The patients had fun and this is a crucial aspect for
a video game, even without taking into account
the test results: fun must be something that differ-
entiates a game from a simple interactive applica-
tion for medical purposes;
The concept of this game could be used for new and
different applications in both video game and medical
fields, with the use of new interfacing devices other
than the Oculus Rift and the Move.
REFERENCES
Chan, S., Conti, F., Salisbury, K., and Blevins, N. H. (2013).
Virtual reality simulation in neurosurgery: technolo-
gies and evolution. Neurosurgery, 72:154–164.
Deutsch, J., Borbely, M., Filler, J., Huhn, K., and Guarrera-
Bowlby, P. (2008). Use of a lowcost, commercially
available gaming console (Wii) for rehabilitation of
an adolescent with cerebral palsy. Physical Therapy,
88(10):1196–1207.
Deutsch, J., Robbins, D., Morrison, J., and Bowlby, P.
(2009). Wii-based compared to standard of care bal-
ance and mobility rehabilitation for two individuals
post-stroke. In Proceedings of the Virtual Rehabili-
tation International Conference, pages 117–120.
Hoffman, H., Meyer, W., Ramirez, M., Roberts, L., Seibel,
E., Atzori, B., Sharar, S., and Patterson, D. (2014).
Feasibility of articulated arm mounted Oculus Rift vir-
tual reality goggles for adjunctive pain control dur-
ing occupational therapy in pediatric burn patients.
Cyberpsychology, Behavior, and Social Networking,
17(6):397–401.
Hsu, J., Thibodeau, R., Wong, S., Zukiwsky, D., Cecile,
S., and Walton, D. (2011). A ”Wii” bit of fun: The
effects of adding Nintendo Wii Bowling to a standard
exercise regimen for residents of long-term care with
upper extremity dysfunction. Physiotherapy Theory
and Practice, 27(3):185–193.
Hurkmans, H., Berg-Emons, R., and Stam, H. (2010). En-
ergy expenditure in adults with cerebral palsy playing
Wii Sports. Archives of Physical Medicine and Reha-
bilitation, 91(10):1577–1581.
Joo, L., Yin, T., Xu, D., Thia, E., Chia, P., Kuah, C., and
He, K. (2010). Feasibility study using interactive com-
mercial off-the-shelf computer gaming in upper limb
rehabilitation in patients after stroke. Journal of Re-
habilitation Medicine, 42(5):437–441.
Kliem, A. and Wiemeyer, J. (2010). Comparison of a tra-
ditional and a video game based balance training pro-
gram. International Journal of Computer Science in
Sport, 9:80–91.
Kwon, J. H., Powell, J., and Chalmers, A. (2013). How
level of realism influences anxiety in virtual reality en-
vironments for a job interview. International Journal
of Human-Computer Studies, 71(10):978–987.
Parker, J., Baradoy, G., and Katz, L. (2011). Using virtual
reality technology and biometric interfaces in obesity
reduction. Canadian Journal of Diabetes, 35(2):187.
Sharples, S., Cobb, S., Moody, A., and Wilson, J. R. (2008).
Virtual reality induced symptoms and effects (vrise):
Comparison of head mounted display (hmd), desktop
and projection display systems. Displays, 29(2):58
69.
Sohnsmeyer, J., Gilbrich, H., and Weisser, B. (2010). Effect
of a 6-week intervention with an activity-promoting
video game on isometric muscle strength in elderly
subjects. International Journal of Computer Science
in Sport, 9(2):75–79.
Solari, F., Chessa, M., Garibotti, M., and Sabatini, S. P.
(2013). Natural perception in dynamic stereo-
scopic augmented reality environments. Displays,
34(2):142–152.
Tanaka, K., Parker, J., Baradoy, G., Sheehan, D., Holash,
J., and Katz, L. (2012). A comparison of exergam-
ing interfaces for use in rehabilitation programs and
research. The Journal of the Canadian Game Studies
Association, 6(9):69–81.
Ukai, K. and Howarth, P. (2008). Visual fatigue caused
by viewing stereoscopic motion images: Background,
theories, and observations. Displays, 29(2):106–116.
Waterworth, J. A., Waterworth, E. L., Mantovani, F., and
Riva, G. (2010). On feeling (the) present: An evolu-
tionary account of the sense of presence in physical
and electronically mediated environments. Journal of
Consciousness Studies, 17(1-2):167–188.
Wollersheim, D., Merkes, M., Shields, N., Liamputtong, P.,
Wallis, L., Reynolds, F., and Koh, L. (2010). Phys-
ical and psychosocial effects of Wii video game use
among older women. International Journal of Emerg-
ing Technologies and Society, 8(2):85–98.
An Oculus Rift based Exergame to Improve Awareness in Disabled People
777