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Entertain."],"published-print":{"date-parts":[[2016,12,29]]},"abstract":"<jats:p>This article treats a component-based approach for the prototyping of Tai Chi-based physical therapy games. The research group of the authors has already proposed a component-based three-dimensional (3D) software development system called<jats:italic>IntelligentBox<\/jats:italic>. One of the application fields of<jats:italic>IntelligentBox<\/jats:italic>is the development of 3D games. In this article, the authors validate the availability of<jats:italic>IntelligentBox<\/jats:italic>for the prototype development of Tai Chi-based physical therapy games that require several functionalities, for example, body action input, sound play, movie play, and so on. For them,<jats:italic>IntelligentBox<\/jats:italic>has already supported a video-based motion input, a motion capture system input, a data-glove input, and so on. Also, physical therapy games need fine-tuning, according to each of the rehabilitants, because their physical disability levels differ. Therefore, therapists have to frequently change many parameters such as a body action speed, difficulty levels of body actions, and so on. For this point, the component-based approach is significant. To validate this, the authors have been developing physical therapy games using<jats:italic>IntelligentBox<\/jats:italic>and they have just developed a practical Tai Chi-based dance game as one of the physical therapy games. In this article, the authors explain how easily such a game can be developed using<jats:italic>IntelligentBox<\/jats:italic>. The authors also explain new functionalities of several components of<jats:italic>IntelligentBox<\/jats:italic>extended for this development. In addition, this article shows the results of the performance evaluations to indicate that the developed game practically can be used as a physical therapy game. The authors also propose another framework enables network collaboration of the developed \u201cTai Chi\u201d game.<\/jats:p>","DOI":"10.1145\/2735383","type":"journal-article","created":{"date-parts":[[2017,2,1]],"date-time":"2017-02-01T17:15:10Z","timestamp":1485969310000},"page":"1-20","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":19,"title":["Component-Based Approach for Prototyping of Tai Chi-Based Physical Therapy Game and Its Performance Evaluations"],"prefix":"10.1145","volume":"14","author":[{"given":"Yoshihiro","family":"Okada","sequence":"first","affiliation":[{"name":"Innovation Center for Educational Resources (ICER), Kyushu University, Japan"}]},{"given":"Takayuki","family":"Ogata","sequence":"additional","affiliation":[{"name":"Graduate School of Design, Kyushu University"}]},{"given":"Hiroyuki","family":"Matsuguma","sequence":"additional","affiliation":[{"name":"Graduate School of Design, Kyushu University"}]}],"member":"320","published-online":{"date-parts":[[2016,12,29]]},"reference":[{"unstructured":"Y. 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