设计一种基于游戏的居家康复解决方案

S. Gabrielli, Rosa Maimone, G. Bo, J. Jonsdottir, Wolfhard Klein, Hadas Raz
{"title":"设计一种基于游戏的居家康复解决方案","authors":"S. Gabrielli, Rosa Maimone, G. Bo, J. Jonsdottir, Wolfhard Klein, Hadas Raz","doi":"10.5220/0005130401450149","DOIUrl":null,"url":null,"abstract":"This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) investigating the patient-centred design of game environments aimed at raising patients’ motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project five games were deployed through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes). A pilot study involving six patients from two different rehabilitation centres (one in Italy and one in Austria) was conducted to assess usability and motivational factors implied in the initial usage of the solutions proposed. From the pilot study results we derive indications to inform the future design of game solutions for raising patients’ compliance with upper body rehabilitation programs.","PeriodicalId":167011,"journal":{"name":"International Congress on Neurotechnology, Electronics and Informatics","volume":"38 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Designing a Game-based Solution for In-home Rehabilitation\",\"authors\":\"S. Gabrielli, Rosa Maimone, G. Bo, J. Jonsdottir, Wolfhard Klein, Hadas Raz\",\"doi\":\"10.5220/0005130401450149\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) investigating the patient-centred design of game environments aimed at raising patients’ motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project five games were deployed through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes). A pilot study involving six patients from two different rehabilitation centres (one in Italy and one in Austria) was conducted to assess usability and motivational factors implied in the initial usage of the solutions proposed. From the pilot study results we derive indications to inform the future design of game solutions for raising patients’ compliance with upper body rehabilitation programs.\",\"PeriodicalId\":167011,\"journal\":{\"name\":\"International Congress on Neurotechnology, Electronics and Informatics\",\"volume\":\"38 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Congress on Neurotechnology, Electronics and Informatics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5220/0005130401450149\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Congress on Neurotechnology, Electronics and Informatics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5220/0005130401450149","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

摘要

本文介绍了一项研究(REHAB@HOME)的初步概念和形成性评估结果,该研究调查了以患者为中心的游戏环境设计,旨在提高患者的动机和对运动认知康复计划的依从性。在项目初始阶段,通过主要游戏平台和交互设备(Kinect, LeapMotion, Sifteo Cubes)部署了5款游戏。对来自两个不同康复中心(一个在意大利,一个在奥地利)的六名病人进行了一项试点研究,以评估所提议的解决办法的可用性和初步使用中隐含的动机因素。从初步研究结果中,我们得出了指示,为将来设计游戏解决方案提供信息,以提高患者对上肢康复计划的依从性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing a Game-based Solution for In-home Rehabilitation
This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) investigating the patient-centred design of game environments aimed at raising patients’ motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project five games were deployed through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes). A pilot study involving six patients from two different rehabilitation centres (one in Italy and one in Austria) was conducted to assess usability and motivational factors implied in the initial usage of the solutions proposed. From the pilot study results we derive indications to inform the future design of game solutions for raising patients’ compliance with upper body rehabilitation programs.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信