Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality

Detalhes bibliográficos
Autor(a) principal: Pinto, Diogo Filipe Matos
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10362/160541
Resumo: Parkinson’s Disease (PD) is a degenerative disorder of the central nervous system that mainly affects the motor system. There is currently no cure for PD, although it is possible to slow down its progression and control its symptoms with medication, surgery and physiotherapy. Physical exercise is an essential component of the treatment, helping patients to stay active, maintain physical performance and stimulate cognitive function. One of the main problems is that patients are more vulnerable to apathy and lack of motivation, which affects their willingness to follow an exercises plan and maintain their quality of life. Therefore, the necessity to develop an effective tool that persuades and actively engages patients becomes evident. Persuasive Technology is defined as any interactive computing system designed to change a person’s attitudes or behaviors. Gamification has demonstrated successful results in healthcare by increasing physical activity levels. Moreover, treatment can take advantage of Serious Games by combining the physical exercise component with cognitive function stimulation. If well aligned with therapy these can be used as Persuasive Technology. Therefore, this dissertation aimed to tackle this challenge by studying a motivational approach to persuade People with PD to practice even more therapy exercises. The proposed solution is based on the exploration of Serious Games and Virtual Reality (VR), mainly to study and discover the best natural user interfaces that could be used. A collection of Serious Games was implemented under a preliminary study to determine which devices were more suited to use in the implementation of the motivational strategy. Afterwards, the solution was based on the development of two VR-based Serious Games, one using Kinect V2 and the other fully immersive with Oculus Quest 2. A human factors study was then designed, showing very positive results in the first evaluation phase before moving on to the final assessment with patients. The research produced conclusions about the devices to use, but also about the design process of these solutions, from non to fully immersive VR.
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spelling Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual RealityParkinson’s DiseasePhysical ExercisePersuasive TechnologyGamificationSerious GamesVirtual RealityDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e InformáticaParkinson’s Disease (PD) is a degenerative disorder of the central nervous system that mainly affects the motor system. There is currently no cure for PD, although it is possible to slow down its progression and control its symptoms with medication, surgery and physiotherapy. Physical exercise is an essential component of the treatment, helping patients to stay active, maintain physical performance and stimulate cognitive function. One of the main problems is that patients are more vulnerable to apathy and lack of motivation, which affects their willingness to follow an exercises plan and maintain their quality of life. Therefore, the necessity to develop an effective tool that persuades and actively engages patients becomes evident. Persuasive Technology is defined as any interactive computing system designed to change a person’s attitudes or behaviors. Gamification has demonstrated successful results in healthcare by increasing physical activity levels. Moreover, treatment can take advantage of Serious Games by combining the physical exercise component with cognitive function stimulation. If well aligned with therapy these can be used as Persuasive Technology. Therefore, this dissertation aimed to tackle this challenge by studying a motivational approach to persuade People with PD to practice even more therapy exercises. The proposed solution is based on the exploration of Serious Games and Virtual Reality (VR), mainly to study and discover the best natural user interfaces that could be used. A collection of Serious Games was implemented under a preliminary study to determine which devices were more suited to use in the implementation of the motivational strategy. Afterwards, the solution was based on the development of two VR-based Serious Games, one using Kinect V2 and the other fully immersive with Oculus Quest 2. A human factors study was then designed, showing very positive results in the first evaluation phase before moving on to the final assessment with patients. The research produced conclusions about the devices to use, but also about the design process of these solutions, from non to fully immersive VR.A Doença de Parkinson é uma doença degenerativa do sistema nervoso central que afecta principalmente o sistema motor. Actualmente, não existe cura para a doença, embora seja possível abrandar a sua progressão e controlar os seus sintomas com medicação, cirurgia e fisioterapia. O exercício físico é um componente essencial do tratamento, que ajuda os doentes a manterem-se ativos, a manter o desempenho físico e a estimular a função cognitiva. Um dos principais problemas é que os doentes são mais vulneráveis à apatia e à falta de motivação, o que afeta a sua vontade de seguir um plano de exercícios e de manter a sua qualidade de vida. Por conseguinte, torna-se evidente a necessidade de desenvolver uma ferramenta eficaz que persuada e envolva ativamente os doentes. A Tecnologia Persuasiva é definida como qualquer sistema informático interativo concebido para alterar as atitudes ou os comportamentos de uma pessoa. A Gamificação demonstrou resultados de sucesso nos cuidados de saúde, aumentando os níveis de atividade física. Além disso, o tratamento pode tirar partido de Jogos Sérios, combinando a componente de exercício físico com a estimulação da função cognitiva. Se bem alinhados com a terapia, podem ser usados como Tecnologia Persuasiva. Assim, esta dissertação teve como objetivo enfrentar este desafio, estudando uma abordagem motivacional para persuadir as pessoas com a Doença de Parkinson a praticar ainda mais exercícios terapêuticos. A solução proposta baseia-se na exploração de Jogos Sérios e Realidade Virtual, principalmente para estudar e desenvolver as melhores interfaces de utilizador naturais que podem ser utilizadas. Foi implementada uma coleção de Jogos Sérios num estudo preliminar para determinar quais os dispositivos mais adequados para utilizar na implementação da estratégia motivacional. Posteriormente, a solução baseou-se no desenvolvimento de dois Jogos Sérios baseados em Realidade Virtual, um utilizando o Kinect V2 e o outro totalmente imersivo com o Oculus Quest 2. Foi então concebido um estudo de fatores humanos, com resultados muito positivos na primeira fase de avaliação, antes de passar à avaliação final com os pacientes. A investigação produziu conclusões sobre os dispositivos a utilizar, mas também sobre o processo de conceção destas soluções, desde a Realidade Virtual não imersiva até à totalmente imersiva.Madeira, RuiSantos, PedroCorreia, NunoRUNPinto, Diogo Filipe Matos2023-11-27T08:55:41Z2023-072023-07-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10362/160541enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-11T05:43:14Zoai:run.unl.pt:10362/160541Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:58:05.381496Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality
title Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality
spellingShingle Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality
Pinto, Diogo Filipe Matos
Parkinson’s Disease
Physical Exercise
Persuasive Technology
Gamification
Serious Games
Virtual Reality
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
title_short Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality
title_full Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality
title_fullStr Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality
title_full_unstemmed Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality
title_sort Enhancing Motivation in Physiotherapy for People with Parkinson’s Disease: An Exploration of Serious Games and Virtual Reality
author Pinto, Diogo Filipe Matos
author_facet Pinto, Diogo Filipe Matos
author_role author
dc.contributor.none.fl_str_mv Madeira, Rui
Santos, Pedro
Correia, Nuno
RUN
dc.contributor.author.fl_str_mv Pinto, Diogo Filipe Matos
dc.subject.por.fl_str_mv Parkinson’s Disease
Physical Exercise
Persuasive Technology
Gamification
Serious Games
Virtual Reality
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
topic Parkinson’s Disease
Physical Exercise
Persuasive Technology
Gamification
Serious Games
Virtual Reality
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
description Parkinson’s Disease (PD) is a degenerative disorder of the central nervous system that mainly affects the motor system. There is currently no cure for PD, although it is possible to slow down its progression and control its symptoms with medication, surgery and physiotherapy. Physical exercise is an essential component of the treatment, helping patients to stay active, maintain physical performance and stimulate cognitive function. One of the main problems is that patients are more vulnerable to apathy and lack of motivation, which affects their willingness to follow an exercises plan and maintain their quality of life. Therefore, the necessity to develop an effective tool that persuades and actively engages patients becomes evident. Persuasive Technology is defined as any interactive computing system designed to change a person’s attitudes or behaviors. Gamification has demonstrated successful results in healthcare by increasing physical activity levels. Moreover, treatment can take advantage of Serious Games by combining the physical exercise component with cognitive function stimulation. If well aligned with therapy these can be used as Persuasive Technology. Therefore, this dissertation aimed to tackle this challenge by studying a motivational approach to persuade People with PD to practice even more therapy exercises. The proposed solution is based on the exploration of Serious Games and Virtual Reality (VR), mainly to study and discover the best natural user interfaces that could be used. A collection of Serious Games was implemented under a preliminary study to determine which devices were more suited to use in the implementation of the motivational strategy. Afterwards, the solution was based on the development of two VR-based Serious Games, one using Kinect V2 and the other fully immersive with Oculus Quest 2. A human factors study was then designed, showing very positive results in the first evaluation phase before moving on to the final assessment with patients. The research produced conclusions about the devices to use, but also about the design process of these solutions, from non to fully immersive VR.
publishDate 2023
dc.date.none.fl_str_mv 2023-11-27T08:55:41Z
2023-07
2023-07-01T00:00:00Z
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