Advisor(s)
Joshua Gargac, PhD
Ohio Northern University
Mechanical Engineering
j-gargac@onu.edu
Document Type
Poster
Location
ONU McIntosh Center; Activities Room
Start Date
22-4-2022 11:00 AM
End Date
22-4-2022 12:00 PM
Abstract
Serious gaming is the practice of using video games, either commercial or specifically designed, for physical rehabilitation. Serious games have emerged in the last decade as a way to increase patient involvement in rehabilitation, increase the likelihood of patients continuing treatment after progress stalls, and generally increase mental health during treatment. However, the current literature has not kept pace with the evolution of technology and therefore the use of next-generation consoles for serious gaming is underdeveloped.
The Nintendo Switch could provide new avenues for serious gaming because of the advanced sensing ability of its controllers (Joy-Cons) and the engaging ways in which the Joy-Cons can be used. Joy-Cons are equipped with acceleration sensors, gyroscopes, and infrared depth sensors, and are capable of near field communication and high-precision vibration. Nintendo has demonstrated the capabilities of these Joy-Con with its LABO product. Nintendo LABO is a DIY kit that allows users to build cardboard mechanisms that house the Joy-Cons, called Toy-Cons. Each kit has several games that can be played using these Toy-Cons. Each game uses the many sensing capabilities of the Joy-Cons to map physical motions of the user to the in-game controls.
Overall, the goal of this research is to 1) identify candidate Toy-Cons for serious gaming, 2) track joint motion with commercially available software and 3) biomechanically evaluate joint motion while playing the Toy-Con games. Long-term, this data will be compared to current practices employed by physical and occupational therapists for rehabilitation.
Recommended Citation
Colwell, Jacob; Suiter, Logan; and Wells, Amanda, "Evaluating the use of Nintendo LABO as a rehabilitation tool" (2022). ONU Student Research Colloquium. 45.
https://digitalcommons.onu.edu/student_research_colloquium/2022/posters/45
Open Access
Available to all.
Included in
Biomedical Devices and Instrumentation Commons, Movement and Mind-Body Therapies Commons, Occupational Therapy Commons, Other Rehabilitation and Therapy Commons, Physical Therapy Commons
Evaluating the use of Nintendo LABO as a rehabilitation tool
ONU McIntosh Center; Activities Room
Serious gaming is the practice of using video games, either commercial or specifically designed, for physical rehabilitation. Serious games have emerged in the last decade as a way to increase patient involvement in rehabilitation, increase the likelihood of patients continuing treatment after progress stalls, and generally increase mental health during treatment. However, the current literature has not kept pace with the evolution of technology and therefore the use of next-generation consoles for serious gaming is underdeveloped.
The Nintendo Switch could provide new avenues for serious gaming because of the advanced sensing ability of its controllers (Joy-Cons) and the engaging ways in which the Joy-Cons can be used. Joy-Cons are equipped with acceleration sensors, gyroscopes, and infrared depth sensors, and are capable of near field communication and high-precision vibration. Nintendo has demonstrated the capabilities of these Joy-Con with its LABO product. Nintendo LABO is a DIY kit that allows users to build cardboard mechanisms that house the Joy-Cons, called Toy-Cons. Each kit has several games that can be played using these Toy-Cons. Each game uses the many sensing capabilities of the Joy-Cons to map physical motions of the user to the in-game controls.
Overall, the goal of this research is to 1) identify candidate Toy-Cons for serious gaming, 2) track joint motion with commercially available software and 3) biomechanically evaluate joint motion while playing the Toy-Con games. Long-term, this data will be compared to current practices employed by physical and occupational therapists for rehabilitation.