Publication | Closed Access
Gaitzilla: Exploring the effect of embodying a giant monster on lower limb kinematics and time perception
16
Citations
18
References
2017
Year
Unknown Venue
Gait AnalysisPhysical ActivityAvatar AnimationMotor ControlAnatomyVirtual HumanReal Gait TrainingVirtual StreetSocial SciencesMovement AnalysisKinesiologyVirtual RealityLower Limb Kinematics3D User InteractionKinematicsHealth SciencesSensorimotor ControlCognitive ScienceEmbodied CognitionMotion SynthesisGiant MonsterRehabilitationVirtual EmbodimentPerception-action LoopExtended RealityHuman-computer InteractionPathological GaitHuman MovementCharacter AnimationTime Perception
Previous research has shown that virtual embodiment can elicit behavioural change and increased motivation for exercise. However, there has been minimal research on how virtual embodiment can affect persons undergoing physical rehabilitation. We present a novel gait rehabilitation environment (Gaitzilla) in which the user embodies a gigantic Godzilla-like avatar while walking on a treadmill. He must step on tanks that are dispersed on the virtual street before him in order to survive. The required movements in the game are inspired by real gait training exercises that focus on foot placement and control. We present the result of a user study that explores the effect of embodying different avatars during these exercises on a lower limb movements and on user appreciation. The long-term objective of this research is to improve gait (i.e., walking patterns) rehabilitation through the use of 3D user interfaces and virtual embodiment.
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