A Survey on Serious Games for Rehabilitationdsie10/presentations/session 7/A Survey on... ·...

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1 :: FEUP DSIE’10 :: Paula Rego:: Doctoral Symposium in Informatics Engineering Paula Rego 1,2 , Pedro Moreira 1 , Luís Paulo Reis 2 1 Instituto Politécnico de Viana do Castelo 2 Faculdade de Engenharia da Universidade do Porto A Survey on Serious Games for Rehabilitation 28th - 29th January , 2010

Transcript of A Survey on Serious Games for Rehabilitationdsie10/presentations/session 7/A Survey on... ·...

Page 1: A Survey on Serious Games for Rehabilitationdsie10/presentations/session 7/A Survey on... · RehaCom –A Case Study RehaCom: Importance •Modular computer system •Widely used

1:: FEUP DSIE’10 :: Paula Rego::Doctoral Symposium in Informatics Engineering

Paula Rego1,2, Pedro Moreira1, Luís Paulo Reis2

1Instituto Politécnico de Viana do Castelo2Faculdade de Engenharia da Universidade do Porto

A Survey on Serious Games for Rehabilitation

28th - 29th January , 2010

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Agenda

A Survey on Serious Games For Rehabilitation

● Overview

● Serious Games

● Serious Games for Rehabilitation

● Proposed Classification

● Criteria

● Comparison

● RehaCom – A Case Study

● Conclusions and Future Work

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Overview

● Motivation

• Rehabilitation results in high social costs

• Effective rehabilitation must be early, intensive and repetitive

• It is difficult to maintain patient motivation and interest

• High rehabilitation costs at hospitals/clinics

● Approach

• Computer assisted Rehabilitation

• Use of Game Design and Technologies can be effective in

augmenting motivation

● Our Research

• Focus on rehabilitation

• Identify features relevant to design more effective rehabilitation

games

• Develop a classification framework

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Serious Games

● Serious Games (SG) : definitions

• Zyda (2005):

▪ “a mental contest, played with a computer in accordance

with specific rules, which uses entertainment to further

government or corporate training, education, health, public

policy, and strategic communication objectives. “

• Michael and Chen (2006):

▪ games that do not have entertainment, enjoyment or fun as

their primary purpose

• Our definition:

▪ games that engage the user, and contribute to the

achievement of a defined purpose other than pure

entertainment (whether or not the user is consciously aware

of it)

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Serious Games

● SG: A Recent and Active Research Topic

• In 2002 was formed the Serious Games Initiative

• In 2009 was organized the first Conference specialized in SG: VS-

GAMES’09 – First IEEE Int. Conf. in Games and Virtual Worlds for

Serious Applications

• Recent Advances in game platforms

• High availability of new forms of interaction

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Serious Games

● SG: Surveys

• Zyda (2005): SG technology can be applied to domains as diverse

as healthcare, public policy, strategic communication, defense,

training, and education

• Michael and Chen (2006): SG can have a number of markets:

military games, government games, educational games,

corporate games, healthcare games, and political, religious and

art games

• Sawyer and Smith (2008) introduced a Serious Games taxonomy

▪ Start point to further contributions

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SG for Rehabilitation

● SG for Rehabilitation: Problems

• Impairments:

▪ attention and concentration deficiencies, balance loss, pain,

weakness and paralysis

• Tasks often repetitive and boring

• Can cause depression and fatigue

• Rehabilitation can require patients to travel to specialised units

▪ High healthcare costs

• Early and intensive practice of functional tasks in an enriched

environment show more positive outcomes for motor and

cognitive rehabilitation

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SG for Rehabilitation

● SG for Rehabilitation: Related Works

• Classifications:

▪ Flores et al. (2008): classification for elderly rehabilitation

- Criteria: entertainment for elderly + stroke rehabilitation

- Subjective comparison

▪ Burke et al.(2009): classification for upper limb stroke rehabilitation

- Game design principles: meaningful play and challenge

- Developed games based on the criteria

- Evaluation using questionnaires

- Small number of participants

• Applications:

▪ Balance rehabilitation

▪ Upper limb stroke rehabilitation

▪ Behavioral and addictive disorders

▪ Traumatic brain injury (TBI)

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Proposed Classification Criteria

● Application Area

• Two main areas: Cognitive Rehabilitation and Motor Rehabilitation

• Cognitive Rehabilitation

▪ Goal: to achieve most independent/highest level of functioning

▪ How: individualized goals according to strengths and weaknesses

▪ Examples: brain injury, cognitive impairments from chronically illness

• Motor Rehabilitation

▪ Stroke rehabilitation

▪ Balance training

▪ Acquired brain injury

▪ Wheelchair mobility

▪ Parkinson’s disease

▪ Orthopaedic rehabilitation

▪ Functional activities of daily living training

▪ Telerehabilitation

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Proposed Classification Criteria

● Interaction Technology

• Body Weight Movement

• WiiMote and Wii Balance Board

• Motion Tracking

• HMD

• Speech + Touch + Motion Tracking + Biosensors

• Special Keyboard

• Joystick

• Web cam

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Proposed Classification Criteria

● Game Genre

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Proposed Classification Criteria

● Game Interface

• 2D

• 3D

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Proposed Classification Criteria

● Adaptability

• Capacity to adapt dynamically game difficulty/

challenge according to patient performance and

abilities

• Speed and position of game elements adjusted

according to player’s successive hits or misses

• Speed, position and size of game elements can set

level of challenge

• Many games use levels to structure difficulty

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Proposed Classification Criteria

● Progress Monitoring

● Performance Feedback

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Proposed Classification Criteria

● Portability

• The capacity of the game to be played in a clinic or at home

• In a clinic it requires hardware that can not be used at home

• At home the therapist can analyse data remotely

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Proposed Classification Comparison

• Classification and Comparison of Rehabilitation Serious Games

Betker et

al.[24]

Ma et Bech-

koum [25]

Conconi et

al.[26]

Caglio et

al. [27]

Cameirão et

al.[28]

Burke et

al.[21]

Ryan et

al.[31]

System Re-

haCom [32]

Application

Area Motor Motor Cognitive Cognitive

Motor and

Cognitive Motor Motor Cognitive

Interaction

Tech.:

Body Weight

Movement

Motion

Tracking

+

HMD

Speech +

Touch+

Motion

Tracking +

Biosensors

Keyboard Motion

Tracking

Motion

Tracking

WiiMote

Wii

Balance

Special

Keyboard +

Joystick

Game

Interface 2D 3D 3D 3D 3D 2D 2D 2D

No. Players Single Single Single Single Single Single Single/

Multi Single

Competitive /

Collaborative None None None None None None None None

Game

Genre

Memory +

Simulation Simulation Strategy Simulation -- Simulation Maze Assorted

Adaptability Yes Yes Yes No Yes Yes -- Yes

Progress

Monitoring Yes Yes Yes No Yes Yes -- Yes

Performance

Feedback Yes Yes Yes -- Yes Yes -- Yes

Portability Home Clinic Clinic Clinic Clinic/Home Home -- Clinic

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RehaCom – A Case Study

● RehaCom: Importance

• Modular computer system

• Widely used and tested in cognitive rehabilitation

• Installed in many clinics

• Effectiveness has been demonstrated in a number of

studies all very well referenced

• It has many types of games

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RehaCom – A Case Study

• Training Procedures of System RehaCom by Application Area

Attention Training Memory Training Executive

Functions Field of View

Training Visuomotor skills

Alertness - Acoustic Reactivity

- Reaction Behavior Topological

Memory

Physiognomic

Memory

Memory of Words

Figural memory

Verbal Memory

Shopping

Plan a Day

Logical

Reasoning

Saccadic Training

Exploration

Visuomotor

Coordination Vigilance - Vigilance

Visuo-spatial

Attention - 2D

- 3D Selective Attent. - Attention &

Concentration

Divided Attention - Divided Attention

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RehaCom – A Case Study

● RehaCom: Game Examples

Attention and Concentration Plan a Day

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Conclusions and Future Work

• Conclusions

▪ When compared to popular games:

- Current therapeutic games lack qualities to be entertaining

- Less motivating for patients

▪ Most applications are:

- Prototypes

- For a single-user player

▪ The evaluations made included a small number of participants

- Effectiveness in rehabilitation is not well validated

▪ Most applications used only at clinics or hospitals

▪ Neither of the applications reviewed included the collaboration

or competitiveness functionality

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Conclusions and Future Work

• Conclusions

▪ A review of the most important literature was made

▪ Relevant games characteristics were identified

▪ To distinguish different systems, a classification proposal was

made

▪ The limitations and advantages of the systems were identified

▪ New opportunities for research were identified

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Conclusions and Future Work

• Future Research:

▪ Identify and measure the impact of more relevant aspects

▪ Explore automatic systems for monitoring patient performance

▪ Explore tele-rehabilitation

▪ Study the effectiveness of incorporating a social dimension:

competitiveness or collaboration

▪ Competitiveness can be a positive feature

▪ Explore the use of artificial agents to simulate users presence

▪ In the later, study how we can put those agents in same level of

abilities as real players and further problems

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23:: FEUP DSIE’10 :: Paula Rego::Doctoral Symposium in Informatics Engineering

Porto, 28th and 29th January 2010

Questions?

A Survey on Serious Games for Rehabilitation

Paula Rego1,2, Pedro Moreira1, Luís Paulo Reis2

1Instituto Politécnico de Viana do Castelo

2Faculdade de Engenharia da Universidade do Porto