Motion-Based Games for Parkinson's Disease Patients

被引:0
|
作者
Assad, Oliver [1 ]
Hermann, Robert [1 ]
Lilla, Damian [1 ]
Mellies, Bjoern [1 ]
Meyer, Ronald [1 ]
Shevach, Liron [1 ]
Siegel, Sandra [1 ]
Springer, Melanie [1 ]
Tiemkeo, Saranat [1 ]
Voges, Jens [1 ]
Wieferich, Jan [1 ]
Herrlich, Marc [1 ]
Krause, Markus [1 ]
Malaka, Rainer [1 ]
机构
[1] Univ Bremen, TZI, Bremen, Germany
来源
关键词
serious games for health; parkinson's disease; motion-based game controls; physiotherapy; MOTOR;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Games for rehabilitation are developing rapidly in recent years. It has been shown that utilization of therapy and gaming technology affects positively on the patients' physical and mental condition. However, to this day there are only few playable games for Parkinson's disease patients. This paper presents the development process of WuppDi! - a collection of five motion-based games for Parkinson's disease patients, aimed at supporting their exercises routines in various playful environments. We describe the game design challenges for Parkinson's disease patients and our solutions used in the games. Finally, we present the results of a conducted field test showing a very positive motivational effect among the majority of the patients but also highlighting remaining issues and technical difficulties, which can be beneficial for the future development in this field.
引用
收藏
页码:47 / 58
页数:12
相关论文
共 50 条
  • [1] Heuristics for Motion-Based Control in Games
    Hara, Minna
    Ovaska, Saila
    [J]. PROCEEDINGS OF THE NORDICHI'14: THE 8TH NORDIC CONFERENCE ON HUMAN-COMPUTER INTERACTION: FUN, FAST, FOUNDATIONAL, 2014, : 697 - 706
  • [2] Design and Field Study of Motion-based Informal Learning Games for a Children's Museum
    Ball, Catherine
    Ahn, Sun Joo
    Johnsen, Kyle
    [J]. 2019 IEEE 5TH WORKSHOP ON EVERYDAY VIRTUAL REALITY (WEVR), 2019,
  • [3] Stroke Therapy through Motion-Based Games: A Case Study
    Alankus, Gazihan
    Proffitt, Rachel
    Kelleher, Caitlin
    Engsberg, Jack
    [J]. ASSETS 2010: PROCEEDINGS OF THE 12TH INTERNATIONAL ACM SIGACCESS CONFERENCE ON COMPUTERS AND ACCESSIBILITY, 2010, : 219 - 226
  • [4] Effects of Reactive and Strategic Game Mechanics in Motion-based Games
    Berglund, Aseel
    Berglund, Erik
    Siliberto, Fabio
    Prytz, Erik
    [J]. 2017 IEEE 5TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH), 2017,
  • [5] Reducing Compensatory Motions in Motion-Based Video Games for Stroke Rehabilitation
    Alankus, Gazihan
    Kelleher, Caitlin
    [J]. HUMAN-COMPUTER INTERACTION, 2015, 30 (3-4): : 232 - 262
  • [6] Motion-based motion deblurring
    Ben-Ezra, M
    Nayar, SK
    [J]. IEEE TRANSACTIONS ON PATTERN ANALYSIS AND MACHINE INTELLIGENCE, 2004, 26 (06) : 689 - 698
  • [7] Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form
    Kabir, Mohsinul
    Dhruba, Quazi Fahim Faisal
    Mahmud, Hasan
    Hasan, Md. Kamrul
    Zaman, Ahsan Rejwan
    [J]. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, 2020, 36 (13) : 1205 - 1215
  • [8] Motion-Based Educational Games: Using Multi-Modal Data to Predict Player's Performance
    Lee-Cultura, Serena
    Sharma, Kshitij
    Papavlasopoulou, Sofia
    Giannakos, Michail
    [J]. 2020 IEEE CONFERENCE ON GAMES (IEEE COG 2020), 2020, : 17 - 24
  • [9] Using Sensing Technologies to Explain Children's Self-Representation in Motion-Based Educational Games
    Lee-Cultura, Serena
    Sharma, Kshitij
    Papavlasopoulou, Sofia
    Retalis, Symeon
    Giannakos, Michail
    [J]. PROCEEDINGS OF IDC 2020, 2020, : 541 - 555
  • [10] Community-based cognitive training of executive functions with motion-based video games
    Shochat, Gili
    Rand, Debbie
    Maoz, Sivan
    Blumenfeld, Barak
    Stark-Inbar, Alit
    Preminger, Son
    Sacher, Yaron
    [J]. BRAIN INJURY, 2017, 31 (6-7) : 965 - 966