Designing Hand Tracked Exergames with Virtual Toys

  • Saskia Ortiz-Padilla
  • Alvaro Uribe-QuevedoEmail author
  • Bill Kapralos
Part of the International Series on Computer Entertainment and Media Technology book series (ISCEMT)


Current technological trends are moving towards establishing virtual reality as the most compelling entertainment tool given its immersive and interactive properties. The toy industry has started to provide consumer-level virtual reality headsets aimed at audiences as young as the age of seven. Virtual toys are gaining momentum as they are capable of providing levels of interaction, immersion, and engagement otherwise impossible in the real world. In this chapter, we outline the design of a hand tracking exergame using virtual toys capable of providing the user with suitable interactions with the computer-generated world that require physical activity based on health care exercises.


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Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Saskia Ortiz-Padilla
    • 1
  • Alvaro Uribe-Quevedo
    • 1
    Email author
  • Bill Kapralos
    • 2
  1. 1.Universidad Militar Nueva GranadaBogotaColombia
  2. 2.University of Ontario Institute of TechnologyOshawaCanada

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