ABSTRACT
Serious games can improve the physical rehabilitation of patients with different conditions. By monitoring exercises and offering feedback, serious games promote the correct execution of exercises outside the clinic. Nevertheless, existing serious games are limited to specific exercises, which reduces their practical impact. This paper describes the design of three exercise-agnostic games, that can be used for a multitude of rehabilitation scenarios. The developed games are displayed on a smartphone and are controlled by a wearable device, containing inertial and electromyography sensors. Results from a preliminary evaluation with 10 users are discussed, together with plans for future work.
References
- Steven Dow, Blair MacIntyre, Jaemin Lee, Christopher Oezbek, Jay David Bolter, and Maribeth Gandy. 2005. Wizard of Oz Support Throughout an Iterative Design Process. IEEE Pervasive Computing 4, 4 (Oct. 2005), 18–26.
- Brook Galna, Dan Jackson, Guy Schofield, Roisin McNaney, Mary Webster, Gillian Barry, Dadirayi Mhiripiri, Madeline Balaam, Patrick Olivier, and Lynn Rochester. 2014. Retraining function in people with Parkinson’s disease using the Microsoft kinect: game design and pilot testing. Journal of NeuroEngineering and Rehabilitation 11, 1 (14 Apr 2014), 60.
- S.J. Ge_en. 2003. Rehabilitation principles for treating chronic musculoskeletal injuries. Med J Aust 178, 5 (2003), 238–242.
- Maureen Kerwin, Francisco Nunes, and Paula Alexandra Silva. 2012. Dance! Don’t Fall – preventing falls and promoting exercise at home. Studies in health technology and informatics 177 (2012), 254259. http://europepmc.org/abstract/MED/22942064
- K. Laver, S. George, J. Ratcli_e, S. Quinn, C. Whitehead, O. Davies, and M. Crotty. 2011. Use of an interactive video gaming program compared with conventional physiotherapy for hospitalised older adults: a feasibility trial. Disability and Rehabilitation 34, 21 (2011), 1802–1808.
- Gwyn N. Lewis, Claire Woods, Juliet A. Rosie, and Kathryn M. Mcpherson. 2011. Virtual reality games for rehabilitation of people with stroke: perspectives from the users. Disability and Rehabilitation: Assistive Technology 6, 5 (2011), 453–463.
- Simon McCallum. 2012. Gami_cation and serious games for personalized health. Stud Health Technol Inform 177 (2012), 85–96.
- Brian A. Primack, Mary V. Carroll, Megan McNamara, Mary Lou Klem, Brandy King, Michael Rich, Chun W. Chan, and Smita Nayak. 2012. Role of Video Games in Improving Health-Related Outcomes: A Systematic Review. American Journal of Preventive Medicine 42, 6 (2012), 630–638.
- A. Santos, V. Guimares, N. Matos, J. Cevada, C. Ferreira, and I. Sousa. 2015. Multi-sensor exercise-based interactive games for fall prevention and rehabilitation. In 9th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth). 65–71.
- Devinder Kaur Ajit Singh, Nor Azlin Mohd Nordin, Noor Azah Abd Aziz, Beng Kooi Lim, and Li Ching Soh. 2013. E_ects of substituting a portion of standard physiotherapy time with virtual reality games among community-dwelling stroke survivors. BMC Neurology 13, 1 (13 Dec 2013), 199.
- Jan David Smeddinck, Marc Herrlich, and Rainer Malaka. 2015. Exergames for Physiotherapy and Rehabilitation: A Medium-term Situated Study of Motivational Aspects and Impact on Functional Reach. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI ’15). ACM, New York, NY, USA, 4143–4146.
- Gabriele Spina, Guannan Huang, Anouk Vaes, Martijn Spruit, and Oliver Amft. 2013. COPDTrainer: A Smartphone-based Motion Rehabilitation Training System with Real-time Acoustic Feedback. In Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp ’13). ACM, New York, NY, USA, 597–606.