Martin Scott, W. Blewitt, G. Ushaw, J. Shi, G. Morgan, J. Eyre
{"title":"Automating assessment in video game teletherapy: Data cutting","authors":"Martin Scott, W. Blewitt, G. Ushaw, J. Shi, G. Morgan, J. Eyre","doi":"10.1109/CICARE.2014.7007828","DOIUrl":null,"url":null,"abstract":"In this paper we describe how a video game designed to deliver a rehabilitation therapy can produce data of a standard that is clinically useful. Our approach is based entirely on commodity video game hardware, making our solution one that may be delivered in a cost efficient manner. The step of ensuring data fidelity was crucial in allowing clinical assessment to be derived from standard video game technology without therapist intervention. We achieved this by cutting the data to provide our statistical model with only the information that accurately represented patient activities that contribute to clinical assessment.","PeriodicalId":120730,"journal":{"name":"2014 IEEE Symposium on Computational Intelligence in Healthcare and e-health (CICARE)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 IEEE Symposium on Computational Intelligence in Healthcare and e-health (CICARE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CICARE.2014.7007828","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
In this paper we describe how a video game designed to deliver a rehabilitation therapy can produce data of a standard that is clinically useful. Our approach is based entirely on commodity video game hardware, making our solution one that may be delivered in a cost efficient manner. The step of ensuring data fidelity was crucial in allowing clinical assessment to be derived from standard video game technology without therapist intervention. We achieved this by cutting the data to provide our statistical model with only the information that accurately represented patient activities that contribute to clinical assessment.