{"title":"Exergames for Parkinson's Disease patients: The balloon goon game","authors":"Ioannis Pachoulakis, Nikolaos Papadopoulos","doi":"10.1109/TEMU.2016.7551908","DOIUrl":null,"url":null,"abstract":"Parkinson's Disease patients attending traditional long-term rehabilitation programs may lose interest and eventually drop out, as a direct result of the repeatability of the prescribed exercises. Technology-supported opportunities in the form of character-based, virtual reality exercise games (called “exergames”) can engage players to train in a non-linear fashion by providing an experience which varies from one game loop the next. The present work reports on a Kinect-based Unity3D exergame tailored to PD patients with mild to moderate symptoms which can be used in both clinical and home settings. The game supports a collection of gestures drawn from existing PD-specific training programs which advocate big and purposeful movements, intended to improve postural stability and reflexes as well as increase the overall mobility of upper and lower limbs. When a patient's movements “match” a programmed gesture, a 3D cartoon avatar responds accordingly. Finally, in-game decision-making purports to improve the patient's cognitive reaction.","PeriodicalId":208224,"journal":{"name":"2016 International Conference on Telecommunications and Multimedia (TEMU)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 International Conference on Telecommunications and Multimedia (TEMU)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TEMU.2016.7551908","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13
Abstract
Parkinson's Disease patients attending traditional long-term rehabilitation programs may lose interest and eventually drop out, as a direct result of the repeatability of the prescribed exercises. Technology-supported opportunities in the form of character-based, virtual reality exercise games (called “exergames”) can engage players to train in a non-linear fashion by providing an experience which varies from one game loop the next. The present work reports on a Kinect-based Unity3D exergame tailored to PD patients with mild to moderate symptoms which can be used in both clinical and home settings. The game supports a collection of gestures drawn from existing PD-specific training programs which advocate big and purposeful movements, intended to improve postural stability and reflexes as well as increase the overall mobility of upper and lower limbs. When a patient's movements “match” a programmed gesture, a 3D cartoon avatar responds accordingly. Finally, in-game decision-making purports to improve the patient's cognitive reaction.