TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation

Detalhes bibliográficos
Autor(a) principal: Dantas, Rummenigge
Data de Publicação: 2024
Outros Autores: Alves, Alan K. S., dos Santos, Andre V.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/3516
Resumo: This work present the TeamBridge 2.0, a middleware able to perform the communication between digital games and hardware devices, like joysticks, mice and cameras (both rgbd and monocular). That communication does not require any modification to the game source code, allowing an old game to be adapted to work with a new hardware device. To prove this, tests were carried out with several games, including one of them being a commercial game. This middleware also allows the use of more than one device at the same time, so we can obtain more accurate information, one device can supply the deficiencies of the other. Finally, we performed tests to make sure that the middleware would not interfere with the user experience. Tests have shown that TeamBridge 2.0 can receive, interpret and send information quickly, the time varies according to the device used, getting 33ms when used with Kinect, 40ms with Leap Motion and 255ms with a DIY Data-Glove.
id SBC-3_996e9d9edef7f69a265764b2ecf4e4fb
oai_identifier_str oai:ojs2.sol.sbc.org.br:article/3516
network_acronym_str SBC-3
network_name_str Journal on Interactive Systems
repository_id_str
spelling TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitationExergamesVirtual RealityMiddlewareGesture InteractionMotor RehabilitationThis work present the TeamBridge 2.0, a middleware able to perform the communication between digital games and hardware devices, like joysticks, mice and cameras (both rgbd and monocular). That communication does not require any modification to the game source code, allowing an old game to be adapted to work with a new hardware device. To prove this, tests were carried out with several games, including one of them being a commercial game. This middleware also allows the use of more than one device at the same time, so we can obtain more accurate information, one device can supply the deficiencies of the other. Finally, we performed tests to make sure that the middleware would not interfere with the user experience. Tests have shown that TeamBridge 2.0 can receive, interpret and send information quickly, the time varies according to the device used, getting 33ms when used with Kinect, 40ms with Leap Motion and 255ms with a DIY Data-Glove.Brazilian Computer Society2024-01-22info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/351610.5753/jis.2024.3516Journal of Interactive Systems; v. 15 n. 1 (2024); 143-156Journal on Interactive Systems; Vol. 15 No. 1 (2024); 143-1562763-771910.5753/jis.2024reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/3516/2505Copyright (c) 2024 Rummenigge Dantas, Alan K. S. Alves, Andre V. dos Santoshttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessDantas, RummeniggeAlves, Alan K. S.dos Santos, Andre V.2024-01-01T11:46:30Zoai:ojs2.sol.sbc.org.br:article/3516Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2024-01-01T11:46:30Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
title TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
spellingShingle TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
Dantas, Rummenigge
Exergames
Virtual Reality
Middleware
Gesture Interaction
Motor Rehabilitation
title_short TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
title_full TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
title_fullStr TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
title_full_unstemmed TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
title_sort TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
author Dantas, Rummenigge
author_facet Dantas, Rummenigge
Alves, Alan K. S.
dos Santos, Andre V.
author_role author
author2 Alves, Alan K. S.
dos Santos, Andre V.
author2_role author
author
dc.contributor.author.fl_str_mv Dantas, Rummenigge
Alves, Alan K. S.
dos Santos, Andre V.
dc.subject.por.fl_str_mv Exergames
Virtual Reality
Middleware
Gesture Interaction
Motor Rehabilitation
topic Exergames
Virtual Reality
Middleware
Gesture Interaction
Motor Rehabilitation
description This work present the TeamBridge 2.0, a middleware able to perform the communication between digital games and hardware devices, like joysticks, mice and cameras (both rgbd and monocular). That communication does not require any modification to the game source code, allowing an old game to be adapted to work with a new hardware device. To prove this, tests were carried out with several games, including one of them being a commercial game. This middleware also allows the use of more than one device at the same time, so we can obtain more accurate information, one device can supply the deficiencies of the other. Finally, we performed tests to make sure that the middleware would not interfere with the user experience. Tests have shown that TeamBridge 2.0 can receive, interpret and send information quickly, the time varies according to the device used, getting 33ms when used with Kinect, 40ms with Leap Motion and 255ms with a DIY Data-Glove.
publishDate 2024
dc.date.none.fl_str_mv 2024-01-22
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/3516
10.5753/jis.2024.3516
url https://sol.sbc.org.br/journals/index.php/jis/article/view/3516
identifier_str_mv 10.5753/jis.2024.3516
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/3516/2505
dc.rights.driver.fl_str_mv Copyright (c) 2024 Rummenigge Dantas, Alan K. S. Alves, Andre V. dos Santos
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2024 Rummenigge Dantas, Alan K. S. Alves, Andre V. dos Santos
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 15 n. 1 (2024); 143-156
Journal on Interactive Systems; Vol. 15 No. 1 (2024); 143-156
2763-7719
10.5753/jis.2024
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
_version_ 1796797411526443008