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Upper Limb Motion Analysis During a Virtual Reality Fitness Game

  • Dan Ioan Stoia,
  • Mihaela Galescu-Blidariu,
  • Andreea Stoia,
  • Alin Totorean

摘要

Virtual reality (VR) games became more popular everyday due to the realistic and engaging experience of the users. The immersive environment of the game allows players to interact with it using their own body movements and therefore creating a deep feeling of being part of the game. The virtual interactive world creates a very good scenario for homme training, rehabilitation and even sport. In order to quantify the intensity of the exercises, the body kinematics and kinetics during VR game, motion analysis systems can be used to track the body movements and muscle activation. The purpose of this study was to determine the accelerations of the dominant upper limb and the muscle activations during a VR fitness game exercise. The game is focused on the activity of the upper limb and comprises of objects punching, uppercutting, squatting and alternating combination of those. The results are estimating quantitatively the body dynamics required for accomplishing a good score in the game.