Interactive game-based rehabilitation using the Microsoft Kinect

Belinda Lange, Sebastian Koenig, Eric McConnell, Chien Yen Chang, Rick Juang, Evan Suma, Mark Bolas, Albert Rizzo

Research output: Chapter in Book/Report/Conference proceedingConference contribution

95 Scopus citations


Using video games in rehabilitation settings has the potential to provide patients with fun and motivating exercise tools. Within the Medical VR and MxR groups at the USC Institute for Creative Technologies, we have been leveraging the technology of the Microsoft Kinect 3D depth-sensing camera. Our Kinect-based rehabilitation game "JewelMine" consists of a set of static balance training exercises which encourage the players to reach out of their base of support. We plan to demonstrate a sophisticated post-session analysis tool and several content themes which can be changed dynamically during a therapy session.

Original languageEnglish (US)
Title of host publicationIEEE Virtual Reality Conference 2012, VR 2012 - Proceedings
Number of pages2
StatePublished - 2012
Externally publishedYes
Event19th IEEE Virtual Reality Conference, VR 2012 - Costa Mesa, CA, United States
Duration: Mar 4 2012Mar 8 2012

Publication series

NameProceedings - IEEE Virtual Reality


Other19th IEEE Virtual Reality Conference, VR 2012
Country/TerritoryUnited States
CityCosta Mesa, CA


  • Virtual reality
  • balance training
  • full-body tracking
  • physical therapy
  • rehabilitation


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