A serious game for virtual rehabilitation: evaluation with patients and physiotherapists

Detalhes bibliográficos
Autor(a) principal: Funabashi, Amanda Maria Martins
Data de Publicação: 2018
Outros Autores: Aranha, Renan Vinícius, Silva, Talita Dias, Monteiro, Carlos, Silva, Willian Severino, Nunes, Fátima
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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spelling 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
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