General Purpose Haptic/Biometric-Based Dynamic Difficulty Adjustment for Post-Stroke Upper-Limb Rehabilitation Games.

Yiyang Shang, Sasan Bahrami, Samuel Gaardsmoe, Alwyn Johnson, Michelle J Johnson, Paul Diefenbach
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Abstract

Rehabilitation therapy can be more effective and engaging when interactive technologies are involved. To enhance this experience, we integrated a haptic/biometric-based (HBB) Dynamic Difficulty Adjustment (DDA) system into the enAblegames ${}^{\text {TM}}$ platform, which already uses body tracking for therapeutic gaming. This system adapts game and haptic difficulty in real time based on each patient's biometric data and performance, making therapy more personalized. We tested this system with 11 participants, comparing their experiences with and without DDA. The results were promising-36% preferred DDA-enhanced games, compared to just $\mathbf{7 \%}$ for non-DDA, and in a single-game scenario, preference for DDA increased by 50 %. These early findings suggest that HBB-DDA can make rehabilitation more engaging and tailored to individual needs. While more research is needed to understand its full impact, this system has the potential to improve patient experience and therapy outcomes.

基于通用触觉/生物特征的中风后上肢康复游戏动态难度调整。
当涉及到互动技术时,康复治疗可以更有效和更吸引人。为了增强这种体验,我们将基于触觉/生物特征(HBB)的动态难度调整(DDA)系统集成到enAblegames ${}^{\text {TM}}$平台中,该平台已经将身体追踪技术用于治疗性游戏。该系统根据每位患者的生物特征数据和表现实时调整游戏和触觉难度,使治疗更加个性化。我们用11名参与者测试了这个系统,比较了他们使用和不使用DDA的经历。结果很有希望——36%的人更喜欢DDA增强的游戏,而非DDA的人只喜欢$\mathbf{7 \%}$,在单游戏场景中,对DDA的偏好增加了50%。这些早期发现表明,HBB-DDA可以使康复更有吸引力,更适合个人需求。虽然需要更多的研究来了解其全部影响,但该系统有可能改善患者体验和治疗结果。
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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