Towards an Adaptive Upper Limb Rehabilitation Game with Tangible Robots
Autor: | Pierre Dillenbourg, Arzu Guneysu Ozgur, Friedhelm C. Hummel, Ayberk Ozgur, Andeol Cadic-Melchior, Pablo Maceira-Elvira, Wafa Johal, Louis Faucon, Maximilian J. Wessel |
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Rok vydání: | 2019 |
Předmět: |
gamified rehabilitation
Adult Male 030506 rehabilitation Adolescent Computer science Pilot Projects 02 engineering and technology rehabilitation robotics Motion (physics) Upper Extremity 03 medical and health sciences Games Recreational Human–computer interaction 020204 information systems 0202 electrical engineering electronic engineering information engineering Humans Adaptation (computer science) Rehabilitation robotics upper limb rehabilitation Aged Aged 80 and over Focus (computing) Electromyography ComputingMilieux_PERSONALCOMPUTING chili_cellulo_gamifiedRehabilitation Robotics Middle Aged tangible robots Exercise Therapy Key (cryptography) Trajectory Robot Female 0305 other medical science Upper limb rehabilitation human activities |
Zdroj: | ICORR |
ISSN: | 1945-7901 |
Popis: | A key feature of a successful game is its ability to provide the player with an adequate level of challenge. However, the objective of difficulty adaptation in serious games is not only to maintain the player’s motivation by challenging, but also to ensure the completion of training objectives. This paper describes our proposed upper-limb rehabilitation game with tangible robots and investigates the effect of game elements and gameplay on the amount of the performed motion in several planes and percentage of failure by using the data from 33 unimpaired subjects who played 53 games within two consecutive days. In order to provide a more generic adaptation strategy in the future, we discretize the game area to circular zones. We then show the effect of changing these zones during gameplay on the activation of different muscles through EMG data in a pilot study. The study shows that it is possible to increase the challenge level by adding more active agents chasing the player and increasing the speed of these agents. However, only the increase in number of agents significantly increases the users’ motion on both planes. Analysis of player behaviors leads us to suggest that by adapting the behaviour of these active agents in specific zones, it is possible to change the trajectory of the user, and to provide a focus on the activation of specific muscles. |
Databáze: | OpenAIRE |
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