An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System

<i>Musculoskeletal disorders (MSDs)</i> can significantly impact individuals’ <i>quality of life (QoL)</i>, often requiring effective rehabilitation strategies to promote recovery. However, traditional rehabilitation methods can be expensive and may lack engagement, leading t...

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Main Authors: Radhiatul Husna, Komang Candra Brata, Irin Tri Anggraini, Nobuo Funabiki, Alfiandi Aulia Rahmadani, Chih-Peng Fan
Format: Article
Language:English
Published: MDPI AG 2025-01-01
Series:Computers
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Online Access:https://www.mdpi.com/2073-431X/14/1/25
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author Radhiatul Husna
Komang Candra Brata
Irin Tri Anggraini
Nobuo Funabiki
Alfiandi Aulia Rahmadani
Chih-Peng Fan
author_facet Radhiatul Husna
Komang Candra Brata
Irin Tri Anggraini
Nobuo Funabiki
Alfiandi Aulia Rahmadani
Chih-Peng Fan
author_sort Radhiatul Husna
collection DOAJ
description <i>Musculoskeletal disorders (MSDs)</i> can significantly impact individuals’ <i>quality of life (QoL)</i>, often requiring effective rehabilitation strategies to promote recovery. However, traditional rehabilitation methods can be expensive and may lack engagement, leading to poor adherence to therapy exercise routines. An <i>exergame</i> system can be a solution to this problem. In this paper, we investigate appropriate hand gestures for controlling video games in a rehabilitation <i>exergame</i> system. The <i>Mediapipe</i> Python library is adopted for the real-time recognition of gestures. We choose 10 easy gestures among 32 possible simple gestures. Then, we specify and compare the best and the second-best groups used to control the game. Comprehensive experiments are conducted with 16 students at Andalas University, Indonesia, to find appropriate gestures and evaluate user experiences of the system using the <i>System Usability Scale (SUS)</i> and <i>User Experience Questionnaire (UEQ)</i>. The results show that the hand gestures in the best group are more accessible than in the second-best group. The results suggest appropriate hand gestures for game controls and confirm the proposal’s validity. In future work, we plan to enhance the <i>exergame</i> system by integrating a diverse set of video games, while expanding its application to a broader and more diverse sample. We will also study other practical applications of the hand gesture control function.
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institution Kabale University
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spelling doaj-art-e6be16868ea446eea2edb76a275ce8182025-01-24T13:27:54ZengMDPI AGComputers2073-431X2025-01-011412510.3390/computers14010025An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame SystemRadhiatul Husna0Komang Candra Brata1Irin Tri Anggraini2Nobuo Funabiki3Alfiandi Aulia Rahmadani4Chih-Peng Fan5Department of Information and Communication Systems, Okayama University, Okayama 700-8530, JapanDepartment of Information and Communication Systems, Okayama University, Okayama 700-8530, JapanDepartment of Information and Communication Systems, Okayama University, Okayama 700-8530, JapanDepartment of Information and Communication Systems, Okayama University, Okayama 700-8530, JapanDepartment of Electrical Engineering, State Polytechnic of Malang, Malang 65141, IndonesiaDepartment of Electrical Engineering, National Chung Hsing University, Taichung 402, Taiwan<i>Musculoskeletal disorders (MSDs)</i> can significantly impact individuals’ <i>quality of life (QoL)</i>, often requiring effective rehabilitation strategies to promote recovery. However, traditional rehabilitation methods can be expensive and may lack engagement, leading to poor adherence to therapy exercise routines. An <i>exergame</i> system can be a solution to this problem. In this paper, we investigate appropriate hand gestures for controlling video games in a rehabilitation <i>exergame</i> system. The <i>Mediapipe</i> Python library is adopted for the real-time recognition of gestures. We choose 10 easy gestures among 32 possible simple gestures. Then, we specify and compare the best and the second-best groups used to control the game. Comprehensive experiments are conducted with 16 students at Andalas University, Indonesia, to find appropriate gestures and evaluate user experiences of the system using the <i>System Usability Scale (SUS)</i> and <i>User Experience Questionnaire (UEQ)</i>. The results show that the hand gestures in the best group are more accessible than in the second-best group. The results suggest appropriate hand gestures for game controls and confirm the proposal’s validity. In future work, we plan to enhance the <i>exergame</i> system by integrating a diverse set of video games, while expanding its application to a broader and more diverse sample. We will also study other practical applications of the hand gesture control function.https://www.mdpi.com/2073-431X/14/1/25hand gestureapplication controlexergameSUSUEQpython
spellingShingle Radhiatul Husna
Komang Candra Brata
Irin Tri Anggraini
Nobuo Funabiki
Alfiandi Aulia Rahmadani
Chih-Peng Fan
An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System
Computers
hand gesture
application control
exergame
SUS
UEQ
python
title An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System
title_full An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System
title_fullStr An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System
title_full_unstemmed An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System
title_short An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System
title_sort investigation of hand gestures for controlling video games in a rehabilitation exergame system
topic hand gesture
application control
exergame
SUS
UEQ
python
url https://www.mdpi.com/2073-431X/14/1/25
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