Smart calibration for video game play by people with a movement impairment

Annu Int Conf IEEE Eng Med Biol Soc. 2011:2011:6741-4. doi: 10.1109/IEMBS.2011.6091663.

Abstract

People with movement impairment often cannot move with the range, speed, or acceleration required to play an off-the-shelf video game. This paper describes a smart calibration algorithm designed to facilitate video game play by people with movement impairment. The algorithm continuously adapts the calibration of the gaming input device by comparing the maximum range of motion measured in previous time periods, then adjusting the current required range of motion based on their difference. In several experiments with simple acceleration-based video games using a Nintendo Wiimote, we show that the algorithm adapts the calibration to allow healthy users to play the game with their full available range of acceleration without need for a special calibration protocol. Importantly, the algorithm described here can be used without altering the game software by inserting a hardware or software module between the gaming input device and the game console. Thus, the algorithm can be used with off-the-shelf video games without altering their source code.

Publication types

  • Research Support, N.I.H., Extramural
  • Research Support, Non-U.S. Gov't
  • Research Support, U.S. Gov't, Non-P.H.S.

MeSH terms

  • Acceleration
  • Algorithms
  • Calibration
  • Humans
  • Motion
  • Movement
  • Movement Disorders / rehabilitation*
  • Nervous System Diseases / rehabilitation
  • Range of Motion, Articular
  • Rehabilitation / methods
  • Reproducibility of Results
  • Software
  • User-Computer Interface*
  • Video Games*