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An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods

This work proposes an augmented reality serious game (ARSG) for supporting individuals with motor disabilities while controlling robotic wheelchairs. A racing track was used as the game narrative; this included restriction areas, static and dynamic virtual objects, as well as obstacles and signs. To...

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Detalles Bibliográficos
Autores principales: Maio, Rafael, Marques, Bernardo, Alves, João, Santos, Beatriz Sousa, Dias, Paulo, Lau, Nuno
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9610184/
https://www.ncbi.nlm.nih.gov/pubmed/36298139
http://dx.doi.org/10.3390/s22207788
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author Maio, Rafael
Marques, Bernardo
Alves, João
Santos, Beatriz Sousa
Dias, Paulo
Lau, Nuno
author_facet Maio, Rafael
Marques, Bernardo
Alves, João
Santos, Beatriz Sousa
Dias, Paulo
Lau, Nuno
author_sort Maio, Rafael
collection PubMed
description This work proposes an augmented reality serious game (ARSG) for supporting individuals with motor disabilities while controlling robotic wheelchairs. A racing track was used as the game narrative; this included restriction areas, static and dynamic virtual objects, as well as obstacles and signs. To experience the game, a prior configuration of the environment, made through a smartphone or a computer, was required. Furthermore, a visualization tool was developed to exhibit user performance while using the ARSG. Two user studies were conducted with 10 and 20 participants, respectively, to compare (1) how different devices enable configuring the ARSG, and (2) different tracking capabilities, i.e., methods used to place virtual content on the real-world environment while the user interacts with the game and controls the wheelchair in the physical space: C1—motion tracking using cloud anchors; C2—offline motion tracking. Results suggest that configuring the environment with the computer is more efficient and accurate, in contrast to the smartphone, which is characterized as more engaging. In addition, condition C1 stood out as more accurate and robust, while condition C2 appeared to be easier to use.
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spelling pubmed-96101842022-10-28 An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods Maio, Rafael Marques, Bernardo Alves, João Santos, Beatriz Sousa Dias, Paulo Lau, Nuno Sensors (Basel) Article This work proposes an augmented reality serious game (ARSG) for supporting individuals with motor disabilities while controlling robotic wheelchairs. A racing track was used as the game narrative; this included restriction areas, static and dynamic virtual objects, as well as obstacles and signs. To experience the game, a prior configuration of the environment, made through a smartphone or a computer, was required. Furthermore, a visualization tool was developed to exhibit user performance while using the ARSG. Two user studies were conducted with 10 and 20 participants, respectively, to compare (1) how different devices enable configuring the ARSG, and (2) different tracking capabilities, i.e., methods used to place virtual content on the real-world environment while the user interacts with the game and controls the wheelchair in the physical space: C1—motion tracking using cloud anchors; C2—offline motion tracking. Results suggest that configuring the environment with the computer is more efficient and accurate, in contrast to the smartphone, which is characterized as more engaging. In addition, condition C1 stood out as more accurate and robust, while condition C2 appeared to be easier to use. MDPI 2022-10-13 /pmc/articles/PMC9610184/ /pubmed/36298139 http://dx.doi.org/10.3390/s22207788 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Maio, Rafael
Marques, Bernardo
Alves, João
Santos, Beatriz Sousa
Dias, Paulo
Lau, Nuno
An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods
title An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods
title_full An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods
title_fullStr An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods
title_full_unstemmed An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods
title_short An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods
title_sort augmented reality serious game for learning intelligent wheelchair control: comparing configuration and tracking methods
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9610184/
https://www.ncbi.nlm.nih.gov/pubmed/36298139
http://dx.doi.org/10.3390/s22207788
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