A serious game for virtual rehabilitation: evaluation with patients and physiotherapists
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | , , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Journal on Interactive Systems |
Texto Completo: | https://sol.sbc.org.br/journals/index.php/jis/article/view/698 |
Resumo: | Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients’ engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. We conducted an experiment with physiotherapists in order to evaluate the feasibility of applying the game in real therapies. We also conducted an initial experiment with patients. The results show that physiotherapists believe that the game is effective and might be used during therapies. From the experiments with patientss, we obtained that the number of wrong associations made by them varies according to patient, with no standard found. The engagement tends to increase during use of the game, throughout the rounds. |
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Journal on Interactive Systems |
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A serious game for virtual rehabilitation: evaluation with patients and physiotherapistsGames can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients’ engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. We conducted an experiment with physiotherapists in order to evaluate the feasibility of applying the game in real therapies. We also conducted an initial experiment with patients. The results show that physiotherapists believe that the game is effective and might be used during therapies. From the experiments with patientss, we obtained that the number of wrong associations made by them varies according to patient, with no standard found. The engagement tends to increase during use of the game, throughout the rounds.Nenhum resumo disponívelBrazilian Computer Society2018-08-29info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/69810.5753/jis.2018.698Journal of Interactive Systems; v. 9 n. 2 (2018)Journal on Interactive Systems; Vol. 9 No. 2 (2018)2763-7719reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/698/693Funabashi, Amanda Maria MartinsAranha, Renan ViníciusSilva, Talita DiasMonteiro, CarlosSilva, Willian SeverinoNunes, Fátimainfo:eu-repo/semantics/openAccess2020-09-05T16:09:08Zoai:ojs2.sol.sbc.org.br:article/698Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2020-09-05T16:09:08Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false |
dc.title.none.fl_str_mv |
A serious game for virtual rehabilitation: evaluation with patients and physiotherapists |
title |
A serious game for virtual rehabilitation: evaluation with patients and physiotherapists |
spellingShingle |
A serious game for virtual rehabilitation: evaluation with patients and physiotherapists Funabashi, Amanda Maria Martins |
title_short |
A serious game for virtual rehabilitation: evaluation with patients and physiotherapists |
title_full |
A serious game for virtual rehabilitation: evaluation with patients and physiotherapists |
title_fullStr |
A serious game for virtual rehabilitation: evaluation with patients and physiotherapists |
title_full_unstemmed |
A serious game for virtual rehabilitation: evaluation with patients and physiotherapists |
title_sort |
A serious game for virtual rehabilitation: evaluation with patients and physiotherapists |
author |
Funabashi, Amanda Maria Martins |
author_facet |
Funabashi, Amanda Maria Martins Aranha, Renan Vinícius Silva, Talita Dias Monteiro, Carlos Silva, Willian Severino Nunes, Fátima |
author_role |
author |
author2 |
Aranha, Renan Vinícius Silva, Talita Dias Monteiro, Carlos Silva, Willian Severino Nunes, Fátima |
author2_role |
author author author author author |
dc.contributor.author.fl_str_mv |
Funabashi, Amanda Maria Martins Aranha, Renan Vinícius Silva, Talita Dias Monteiro, Carlos Silva, Willian Severino Nunes, Fátima |
description |
Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients’ engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. We conducted an experiment with physiotherapists in order to evaluate the feasibility of applying the game in real therapies. We also conducted an initial experiment with patients. The results show that physiotherapists believe that the game is effective and might be used during therapies. From the experiments with patientss, we obtained that the number of wrong associations made by them varies according to patient, with no standard found. The engagement tends to increase during use of the game, throughout the rounds. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-08-29 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/698 10.5753/jis.2018.698 |
url |
https://sol.sbc.org.br/journals/index.php/jis/article/view/698 |
identifier_str_mv |
10.5753/jis.2018.698 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/698/693 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Brazilian Computer Society |
publisher.none.fl_str_mv |
Brazilian Computer Society |
dc.source.none.fl_str_mv |
Journal of Interactive Systems; v. 9 n. 2 (2018) Journal on Interactive Systems; Vol. 9 No. 2 (2018) 2763-7719 reponame:Journal on Interactive Systems instname:Sociedade Brasileira de Computação (SBC) instacron:SBC |
instname_str |
Sociedade Brasileira de Computação (SBC) |
instacron_str |
SBC |
institution |
SBC |
reponame_str |
Journal on Interactive Systems |
collection |
Journal on Interactive Systems |
repository.name.fl_str_mv |
Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC) |
repository.mail.fl_str_mv |
jis@sbc.org.br |
_version_ |
1796797411030466560 |