A Serious Games Framework for Health Rehabilitation

Author(s):  
Paula Alexandra Rego ◽  
Pedro Miguel Moreira ◽  
Luís Paulo Reis

Serious games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and to assure the completion of the treatment program. This chapter reviews serious games and the natural and multimodal user interfaces for the health rehabilitation domain. Specifically, it details a framework for the development of serious games that integrates a rich set of features that can be used to improve the designed games with direct benefits to the rehabilitation process. Highlighted features include natural and multimodal interaction, social skills (collaboration and competitiveness), and progress monitoring. Due to the rich set of features supported by the framework, the games' rehabilitation efficacy can be enhanced primarily from an increase in the patient's motivation when exercising the rehabilitation tasks. A preliminary test of the framework with elderly users is described.

Author(s):  
Paula Alexandra Rego ◽  
Pedro Miguel Moreira ◽  
Luís Paulo Reis

Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and to assure the completion of the treatment program. This paper reviews Serious Games and the natural and multimodal user interfaces for the health rehabilitation domain. Specifically, it details a framework for the development of Serious Games that integrates a rich set of features that can be used to improve the designed games with direct benefits to the rehabilitation process. Highlighted features include natural and multimodal interaction, social skills (collaboration and competitiveness) and progress monitoring. Due to the rich set of features supported by the framework, the games' rehabilitation efficacy can be enhanced primarily from an increase in the patient's motivation when exercising the rehabilitation tasks.


Gamification ◽  
2015 ◽  
pp. 404-424 ◽  
Author(s):  
Paula Alexandra Rego ◽  
Pedro Miguel Moreira ◽  
Luís Paulo Reis

Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and to assure the completion of the treatment program. This paper reviews Serious Games and the natural and multimodal user interfaces for the health rehabilitation domain. Specifically, it details a framework for the development of Serious Games that integrates a rich set of features that can be used to improve the designed games with direct benefits to the rehabilitation process. Highlighted features include natural and multimodal interaction, social skills (collaboration and competitiveness) and progress monitoring. Due to the rich set of features supported by the framework, the games' rehabilitation efficacy can be enhanced primarily from an increase in the patient's motivation when exercising the rehabilitation tasks.


2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


Author(s):  
António Teixeira ◽  
Carlos Pereira ◽  
Miguel Oliveira e Silva ◽  
Joaquim Alvarelhão ◽  
Anabela G. Silva ◽  
...  

The world’s population is getting older with the percentage of people over 60 increasing more rapidly than any other age group. Telerehabilitation may help minimise the pressure this puts on the traditional healthcare system, but recent studies showed ease of use, usability, and accessibility as unsolved problems, especially for older people who may have little experience or confidence in using technology. Current migration towards multimodal interaction has benefits for seniors, allowing hearing and vision problems to be addressed by exploring redundancy and complementarity of modalities. This chapter presents and contextualizes work in progress in a new telerehabilitation service targeting the combined needs of the elderly to have professionally monitored exercises without leaving their homes with their need regarding interaction, directly related to age-related effects on, for example, vision, hearing, and cognitive capabilities. After a brief general overview of the service, additional information on its two supporting applications are presented, including information on user interfaces. First results from a preliminary evaluation are also included.


2016 ◽  
Vol 7 (14) ◽  
pp. 61
Author(s):  
Naif A. Haddad

<p>Unfortunately, heritage education and awareness remains largely undervalued, as most efforts rely on in-person experiences in formal cultural institutions. While there have been many virtual applications in the field of heritage edutainment with multimedia technology, there are still not enough to make the required and hoped-for change for the children of the digital natives’ generation. However, with the rich resources in 3D imaging and interactive programming already at our disposal, we are well prepared to do so, given a coordinated effort. This paper deals with a key topic that has an importance at the international level: the education of children through the conceptual approach of "edutainment" and "serious games" and particularly focuses on the cultural heritage, considering its tangible and intangible aspects. The paper attempts to clarify, explore and investigate how heritage edutainment multimedia, which bring enjoyment, fun, play and discovery into children’s daily lives, can make a significant contribution to their understanding, curiosity and appreciation of the cultural heritage. The paper also proposes some ideas and storylines for project development, especially for a methodological approach to serious games, which if appropriately planned, can be as entertaining as they are intellectually challenging to young children. Taking into consideration that there is a growing body of research on the effectiveness of online serious games as creative learning tools, this can only be achieved by the collaboration of a multidisciplinary pedagogical, technical and creative team, to encourage children and parents to look, explore and care for the wonders of our cultural heritage.</p>


Author(s):  
Marco Blumendorf ◽  
Grzegorz Lehmann ◽  
Dirk Roscher ◽  
Sahin Albayrak

The widespread use of computing technology raises the need for interactive systems that adapt to user, device and environment. Multimodal user interfaces provide the means to support the user in various situations and to adapt the interaction to the user’s needs. In this chapter we present a system utilizing design-time user interface models at runtime to provide flexible multimodal user interfaces. The server-based system allows the combination and integration of multiple devices to support multimodal interaction and the adaptation of the user interface to the used devices, the user and the environment. The utilization of the user interface models at runtime allows exploiting the design information for advanced adaptation possibilities. An implementation of the system has been successfully deployed in a smart home environment throughout the Service Centric Home project (www.sercho.de).


2018 ◽  
pp. 369-396
Author(s):  
Anne Elizabeth Snyder ◽  
Victoria Van Voorhis

What is the role of play in middle school education? Typically, play is not integrated into the middle school day to the same degree as in elementary school, yet researchers have found that children in this age group are perfectly primed to learn from the rich experiences offered through play. Serious games, which blend content and skill instruction with entertaining play, provide an ideal mechanism for addressing the unique needs of the middle school student. This chapter provides game designers, instructors, and other stakeholders with an overview of the typical middle school student, as well as the role of serious games in middle school education. Drawing from a case study of an actual game under development, the authors present specific design principles in order to guide stakeholders in the design and use of serious and learning games in the middle school classroom.


2020 ◽  
Vol 7 (3) ◽  
pp. 59-60
Author(s):  
Antonios Liapis ◽  
Georgios N. Yannakakis ◽  
Manuel Gentile ◽  
Manuel Ninaus

It is a great pleasure for us to introduce this issue of the IJSG, which is dedicated to the Games and Learning Alliance Conference (GaLA Conf) that was held in Athens, November 27-29, 2019. Almost 70 participants converged in this beautiful, historic city in order to share knowledge and experiences related to serious games and gamification, their techniques and their application. A number of the best conference papers were selected, and the authors were invited to extend their paper with at least one-third new content, and to submit their paper to IJSG for a regular peer-review process. This issue contains three of the resulting articles, which gives an overview of the rich field of serious games.


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