Towards an Adaptive Upper Limb Rehabilitation Game with Tangible Robots

A. Ozgur, Louis Faucon, Pablo Maceira-Elvira, M. Wessel, W. Johal, Ayberk Özgür, A. Cadic-Melchior, F. Hummel, P. Dillenbourg
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引用次数: 3

Abstract

A key feature of a successful game is its ability to provide the player with an adequate level of challenge. However, the objective of difficulty adaptation in serious games is not only to maintain the player’s motivation by challenging, but also to ensure the completion of training objectives.This paper describes our proposed upper-limb rehabilitation game with tangible robots and investigates the effect of game elements and gameplay on the amount of the performed motion in several planes and percentage of failure by using the data from 33 unimpaired subjects who played 53 games within two consecutive days. In order to provide a more generic adaptation strategy in the future, we discretize the game area to circular zones. We then show the effect of changing these zones during gameplay on the activation of different muscles through EMG data in a pilot study.The study shows that it is possible to increase the challenge level by adding more active agents chasing the player and increasing the speed of these agents. However, only the increase in number of agents significantly increases the users’ motion on both planes. Analysis of player behaviors leads us to suggest that by adapting the behaviour of these active agents in specific zones, it is possible to change the trajectory of the user, and to provide a focus on the activation of specific muscles.
基于实体机器人的自适应上肢康复游戏
一款成功游戏的关键特征便是能够提供给玩家足够的挑战。然而,在严肃游戏中,难度适应的目的不仅仅是通过挑战来维持玩家的动力,还要保证训练目标的完成。本文描述了我们提出的带有实体机器人的上肢康复游戏,并通过使用33名未受损受试者在连续两天内玩53个游戏的数据,研究了游戏元素和游戏玩法对几个平面上执行的动作数量和失败百分比的影响。为了在未来提供更通用的适应策略,我们将游戏区域离散为圆形区域。在一项初步研究中,我们通过肌电图数据展示了在游戏过程中改变这些区域对不同肌肉激活的影响。研究表明,可以通过添加更多主动的代理来追逐玩家并提高这些代理的速度来提高挑战级别。然而,只有代理数量的增加才会显著增加用户在两个平面上的运动。对玩家行为的分析让我们认为,通过调整这些活跃代理在特定区域的行为,有可能改变用户的轨迹,并提供对特定肌肉激活的关注。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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