scholarly journals Wearable Multimodal - Serious Game System For Hand and Cognitive Rehabilitation After Stroke

Author(s):  
Xinyu Song ◽  
Shirdi Shankara van de Ven ◽  
Peiqi Kang ◽  
Qinghua Gao ◽  
Shugeng Chen ◽  
...  

Abstract Objective: Stroke often leads to both motor control and cognitive dysfunction, and effective rehabilitation requires keeping patients engaged and motivated. We introduce a wearable multimodal system based on force myography, electromyography, and inertial sensing with two associated serious games for stroke rehabilitation of twelve hand movements related to activities of daily living and the Fugl Meyer Assessment.Methods: In the ‘Find the Sheep’ serious game, patients performed corresponding hand movements to select the correct sheep card, and in the ‘Best Salesman’ serious game, patients performed corresponding hand movements to grab specific food and drink items in a store. A multi-sensor fusion model was developed for movement classification via linear discriminant analysis. Ten stroke patients with mild to moderate motor impairments (Brunnstrom Stage for Hand II-VI) performed validation testing, and effectiveness was evaluated by movement classification accuracy and qualitative patient questionnaires.Results: Classification accuracy for twelve movements using combined force myography, electromyography, and inertial sensing was 81.0%, and accuracies for using electromyography, force myography, or inertial sensing alone were 69.6%, 63.2%, and 47.8%, respectively. All patients reported that they were more enthusiastic about rehabilitation while playing serious games than conventional rehabilitation, and a majority reported the wearable multimodal-based system was easier to wear than a sensorized data glove. Significance: Results showed that multi-sensor fusion could improve hand gesture classification accuracy for stroke patients and demonstrated that the proposed wearable multimodal-serious game system could potentially facilitate upper extremity rehabilitation and cognitive training after stroke.

Author(s):  
Sum-Yuet Joyce Lau ◽  
Harry Agius

AbstractCognitive decline is common in the elderly. As a result, a range of cognitive rehabilitation games have been proposed to supplement or replace traditional rehabilitative training by offering benefits such as improved engagement. In this paper, we focus on mild cognitive impairment (MCI), an initial stage of cognitive decline that does not affect functioning in daily life, but which may progress towards more serious cognitive deteriorations, notably dementia. Unfortunately, while a variety of serious game frameworks and rehabilitative serious games have been proposed, there is a distinct lack of those which support the distinctive characteristics of MCI patients. Consequently, to optimise the advantages of serious games for MCI, we propose the MCI-GaTE (MCI-Game Therapy Experience) framework that may be used to develop serious games as effective cognitive and physical rehabilitation tools. The framework is derived from a combination of a survey of related research literature in the area, analysis of resident profiles from a nursing home, and in-depth interviews with occupational therapists (OTs) who work with MCI patients on a daily basis. The conceptual framework comprises four sectors that may be used to guide game design and development: an MCI player profile that represents the capabilities of a player with MCI, core gaming elements that support gameful and playful activities, therapeutic elements that support cognitive and physical rehabilitation through tasks and scenarios according to the player’s abilities, and motivational elements to enhance the player’s attitude towards the serious tasks. Together, they provide support for rehabilitation needs and may also serve as a set of comprehensive and established criteria by which an MCI serious game may be evaluated. To demonstrate the use of MCI-GaTE, we also present A-go!, an immersive gesture-based serious game that exploits the framework to enable MCI-diagnosed players to undertake therapeutic tasks supported by an assigned OT. Evaluation with OTs revealed that the immersive game potentially offers more effective support to MCI patients than traditional methods, contributing new possibilities for enhancing MCI rehabilitative training, while a comparative assessment of MCI-GaTE demonstrated that it provides a comprehensive approach not currently offered by state-of-the-art rehabilitative frameworks.


2018 ◽  
Vol 2 (1) ◽  
pp. 6
Author(s):  
Ingrid Luana Almeida Da Silva ◽  
Deynne A Silva ◽  
Ronei M. Moraes ◽  
Liliane S. Machado

Serious Games são uma categoria especial de jogos que possuem um propósito que vai além da diversão, e por isso podem ser utilizados para promover propaganda, conscientização, ensino e treinamento. O GeoplanoPEC e o GeoplanoMob são serious games educacionais, baseados nas atividades realizadas em um tabuleiro chamado Geoplano, desenvolvidos pelo Laboratório de Tecnologias para o Ensino Virtual e Estatística (LabTEVE) da UFPB. Esses serious games buscam apoiar o aprendizado de geometria plana e o GeoplanoPEC foi desenvolvido considerando as configurações dos computadores das escolas públicas da Paraíba, enquanto que o GeoplanoMob foi desenvolvido considerando os telefones celulares com capacidade de executar aplicativos gráficos. Na época em que os serious games foram implementados, essas plataformas não possuíam muita capacidade computacional e, devido a essa limitação, os jogos tiveram que direcionar sua jogabilidade para o trabalho com perímetros de quadrados. No GeoplanoPEC, a disputa acontece através do desenho de quadrados com perímetro obtido através da multiplicação da face de dois dados e pode ocorrer entre dois jogadores ou entre um jogador e o computador, no qual as jogadas do computador são realizadas por uma inteligência baseada em redes Bayesianas do tipo Naive Bayes. O GeoplanoMob foi desenvolvido para uma plataforma ainda mais limitada quando comparada aos computadores pessoais. Dessa forma não foi possível implantar o sistema inteligente naquela versão do jogo, ocasionando numa alteração no desafio que passou a consistir na realização individual de desenhos a partir de instruções fornecidas por um personagem do jogo. O avanço tecnológico das plataformas móveis e a proliferação destas no ambiente escolar tornou possível a elaboração de uma nova versão dos jogos para a plataforma Android, que expande as funcionalidades das versões anteriores. Com o objetivo de ampliar o escopo de sua utilização nas escolas, a nova versão explora o perímetro e a área de formas geométricas como quadrados, losangos, retângulos, paralelogramos, trapézios e triângulos.


2021 ◽  
pp. 104687812110312
Author(s):  
Lucy R. Zheng ◽  
Catherine M. Oberle ◽  
W. A. Hawkes-Robinson ◽  
Stéphane Daniau

Background The use of games for social skill development in the classroom is accelerating at a tremendous rate. At the same time, the research surrounding games designed for teaching social skills remains fragmented. This systematic review summarizes the current existing literature on social skill serious games for young people ages 5 to 19 and is the first review of serious games to note the demographic and geographic component of these studies. Method This review included papers that: evaluated a game designed to teach social skills; included measurable, quantitative outcomes; have a translation or be published in English; were peer-reviewed; date from January 2010 to May 2020; and have a nonclinical study population between ages of 5 to 19. Keywords were obtained from the CASEL 5 framework. Results Our findings are mixed but suggest that serious games may improve social skills when used alongside in-person discussion. We also found potential effects of the length of time of gameplay, intervention, and follow-up on social skill serious game effectiveness. Although this review found promising research conducted in East Asian countries and with minority samples in the United States, the majority of social skill serious game research takes place in the United States and Australia, with unreported demographic information and white-majority samples. Conclusions Due to the limited number of published studies in this area and studies lacking methodological rigor, the effectiveness of using games to teach social skills and the impact of background on social skill learning require further discussion.


Author(s):  
Daniel Lanzoni ◽  
Andrea Vitali ◽  
Daniele Regazzoni ◽  
Caterina Rizzi

Abstract The paper presents a software platform to design serious games for the rehabilitation of severe memory loss by means of Virtual Reality (VR). In particular, the focus is on retrograde amnesia, a condition affecting patient's quality of life usually after brain stroke. At present, the standard rehabilitation process includes showing pictures of patient's familiar environments to help recovering the memory. The proposed rehabilitation platform aims at developing patient-specific serious games for memory loss starting from the 3D scanning acquisition of familiar environments. The Occipital Structure Sensor and the Skanect application have been used for the virtualization of the real objects and the environment. A modular procedure has been designed to interface the virtual objects of each acquired environment with the modules of the game-logic developed with Unity. In addition, the developed solution makes available a set of software modules for the patient's monitoring and the data management to automatically generate medical reports, which can be easily connected to each new patient-specific serious game. A specific test has been performed to assess the main features of the VR platform and its usability. A positive feedback has been given by the involved medical personnel, who highlighted the importance of objective data to improve the ecological validity of the cognitive rehabilitation for retrograde amnesia.


Author(s):  
G. Kontogianni ◽  
A. Georgopoulos

Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D<sup>®</sup> game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.


2020 ◽  
Author(s):  
Colleen Cheek ◽  
Theresa Fleming ◽  
Mathijs FG Lucassen ◽  
Heather Bridgman ◽  
Karolina Stasiak ◽  
...  

Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.


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