978-1-5090-3053-8/17/$31.00 ©2017 IEEE
Gaitzilla: Exploring the Effect of Embodying a Giant Monster on Lower
Limb Kinematics and Time Perception
Philippe Charbonneau, Mikael Dallaire-Côté, Sara
Saint-Pierre Côté, David R. Labbe
Laboratoire de recherche en imagerie et orthopedie
(LIO)
Centre de recherche du CHUM
Ecole de technologie superieure
Montreal, Canada
david.labbe@etsmtl.ca
Neila Mezghani
LICEF Research Center
Teluq University
Montreal, Canada
Sharif Shahnewaz, Imtiaz Arafat, Tanvir Irfan, Gayani
Samaraweera, John Quarles
Department of Computer Science
University of Texas at San Antonio, USA
Abstract—Previous research has shown that virtual
embodiment can elicit behavioural change and increased
motivation for exercise. However, there has been minimal
research on how virtual embodiment can affect persons
undergoing physical rehabilitation. We present a novel gait
rehabilitation environment (Gaitzilla) in which the user
embodies a gigantic Godzilla-like avatar while walking on a
treadmill. He must step on tanks that are dispersed on the
virtual street before him in order to survive. The required
movements in the game are inspired by real gait training
exercises that focus on foot placement and control. We present
the result of a user study that explores the effect of embodying
different avatars during these exercises on a lower limb
movements and on user appreciation. The long-term objective
of this research is to improve gait (i.e., walking patterns)
rehabilitation through the use of 3D user interfaces and virtual
embodiment.
Keywords: Virtual embodiment, 3D User Interfaces, Gait
rehabilitation, Serious games
I. INTRODUCTION
Gait rehabilitation is often a long term and repetitive process.
From initial injury or onset of a disease, regaining significant
mobility can take years [1]. During this period, patients are
often required to perform many repetitive and/or painful
exercises in order to regain their lost mobility. Many patients
have motor control deficiencies of the lower limbs, which
makes it difficult for them to place their foot on the ground
where they intended to place it. Rehabilitation for such a
problem requires repetitive practice of controlled foot
placement, which can become boring for patients and
therefore limit their motivation and perseverance in their
rehabilitation program. To address this motivation issue,
there have been many rehabilitation games that have been
successful in helping to maintain motivation and make
rehabilitation more entertaining [2]. Other games or virtual
environments have been used to provide augmented
biofeedback during rehabilitation. Providing augmented
feedback is a common strategy to enhance motor learning by
providing information about movement characteristics.
Immersive virtual reality (VR), whereby a user is
completely visually immersed in a virtual environment
(VE), offers the added possibility of controlling a user’s
visual self-representation in the VE. In other words, the user
sees himself as an avatar rather than seeing his actual body.
When visuomotor synchronicity is sufficiently high, this
results in a subjective feeling of ownership of the avatar [1]
(also called embodiment) where the user feels the avatar is
his actual physical body. Recent studies in the field of
psychology have shown that when embodying a virtual
body, users modify their behavior to match that of their
virtual body [2].
However, there has been minimal research on how
virtual embodiment can affect persons undergoing physical
rehabilitation. Embodiment could be useful in at least three
regards in such a context. First, the characteristics of the
embodied avatar (its nature and its physical proportions, for
example) could lead to automatic changes in the user’s
movement. This could be used to favour specific behaviours
in a VE, such as movements of larger amplitude. Second, the
embodiment of different avatars could further contribute to
making the experience enjoyable, making rehabilitation
seem less tedious and time consuming. Finally, avatar
embodiment could be used to alter how a user visually
perceives the movements he produces, in a kind of virtual
mirror therapy [3], [4]. The current study is related to the two
former.
The objective of this study was to explore how embodying
different virtual avatars in immersive VR impacts behaviour
and motivation in rehabilitation exercises such as treadmill
gait and foot placement tasks. We conducted an experiment
where participants embodied a giant monster avatar and a
similarly-scaled human avatar in an urban city virtual
This research was supported by NSERC (Natural Sciences and
Engineering Research Council of Canada and INTER (Interactive
Technologies of Engineering in Rehabilitation) Research group of
FRQNT.