Skip to main content
SearchLoginLogin or Signup

Chapter 9. Augmented Reality Based Physical Activity Game

Juego de actividad física basado en realidad aumentada

Published onNov 04, 2022
Chapter 9. Augmented Reality Based Physical Activity Game


A technology like Augmented Reality (AR) earns popularity and academic interest in the rehabilitation sector. It offers the possibility to create a controlled and perceptual stimulus that can motivate the users, especially patients in the health sectors. Rehabilitation methods were the physical activities that do not always work successfully. Significant importance behind introducing the AR into the rehabilitation sector is by using the MS Kinect camera that supports patients during motor rehabilitation therapy for the upper extremity. The presented game helps the patients recover their functional potentials, such as hand-eye coordination and hand directing skills also improves the reaction pace. The presented AR system provides low-budget solution costs as one solution for the previously mentioned problem, especially that the Kinect game does not require any body- worn attached equipment. Augmented reality can further enhance these methods in terms of reliability in evaluation, performance, effectiveness, time taken.

Keywords: Augmented Reality, Video Gaming Rehabilitation, Physical game, serious video game

Full Text

Download Chapter PDF


Ashbrook, D., & Starner, T. (2010). MAGIC: a motion gesture design tool. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems.

Barioni, R. R., Chaves, T. M., Figueiredo, L., Teichrieb, V., Neto, E. V., & Da Gama, A. E. (2017). ARkanoidAR: An Augmented Reality System to Guide Biomechanical Movements at Sagittal Plane. Paper presented at the 2017 19th Symposium on Virtual and Augmented Reality (SVR).

Cavalcanti, V. C., de Santana Ferreira, M. I., Teichrieb, V., Barioni, R. R., Correia, W. F. M., & Da Gama, A. E. F. (2019). Usability and effects of text, image and audio feedback on exercise correction during augmented reality based motor rehabilitation. Computers & Graphics, 85, 100-110.

Dworzynski, K., Ritchie, G., Fenu, E., MacDermott, K., & Playford, E. D. (2013). Rehabilitation after stroke: summary of NICE guidance. Bmj, 346.

Kolivand, H., Joudaki, S., Sunar, M. S., & Tully, D. (2021). An implementation of sign language alphabet hand posture recognition using geometrical features through artificial neural network (part 2). Neural Computing and Applications, 1-23.

Kramer, K.-L., & Kramer, K. (2012). Approaches to A Sustainable User Experience. User.

Liu, J., Mei, J., Zhang, X., Lu, X., & Huang, J. (2017). Augmented reality-based training system for hand rehabilitation. Multimedia tools and applications, 76(13), 14847-14867.

Mirelman, A., Bonato, P., & Deutsch, J. E. (2009). Effects of training with a robot- virtual reality system compared with a robot alone on the gait of individuals after stroke. Stroke, 40(1), 169-174.

MP, S. B. (2018). New figures show a larger proportion of strokes in the middle- aged. Public Health England( GOV.UK).

Plummer, P. (2017). Gait and balance training using virtual reality is more effective for improving gait and balance ability after stroke than conventional training without virtual reality [synopsis]. Journal of physiotherapy, 63(2), 114-114.

Ungureanu, D., Bogo, F., Galliani, S., Sama, P., Duan, X., Meekhof, C., . . . Schönberger, J. L. (2020). HoloLens 2 Research Mode as a Tool for Computer Vision Research. arXiv preprint arXiv:2008.11239.


No comments here

Why not start the discussion?