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Designing Hand Tracked Exergames with Virtual Toys

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Computing in Smart Toys

Abstract

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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Notes

  1. 1.

    Leap Motion Laptop, http://www8.hp.com/us/en/ads/envy-leap-motion/overview.html?jumpid=va_r11260_go_leapmotion. Accessed on April 2017

  2. 2.

    Leap Motion keyboard, https://support.hp.com/us-en/product/Keyboards/6875294/model/6875306/drivers. Accessed on April 2017

  3. 3.

    Mobile VR, https://www.leapmotion.com/product/vr#110, Accessed on April 2017

  4. 4.

    5 Exercises to improve hand mobility, Harvard Medical School. http://www.health.harvard.edu/pain/5-exercises-to-improve-hand-mobility-and-reduce-pain. Accessed on April 2017.

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Correspondence to Alvaro Uribe-Quevedo .

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Ortiz-Padilla, S., Uribe-Quevedo, A., Kapralos, B. (2017). Designing Hand Tracked Exergames with Virtual Toys. In: Tang, J., Hung, P. (eds) Computing in Smart Toys. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-62072-5_4

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  • DOI: https://doi.org/10.1007/978-3-319-62072-5_4

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