琼脂:一款支持中风后患者康复的VR严肃游戏

Amanda M. M. Funabashi, R. V. Aranha, T. Silva, Carlos B. M. Monteiro, Willian S. Silva, Fátima L. S. Nunes
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引用次数: 17

摘要

游戏可以使训练过程对患者更具吸引力。考虑到上肢功能康复过程的复杂性,本文介绍了琼脂的发展和初步评估–这是一款带有虚拟现实和自然互动的严肃游戏,既可以帮助患者进行重复练习,也可以帮助物理治疗师跟踪康复过程。此外,我们还收集并分析了患者粘性数据,并将其与其他基于类似目标开发的游戏进行对比。在这个游戏中,患者必须将两个不同的图像与互补的含义联系起来,使用运动传感器将图像拖到目标位置。为了评估这个游戏,我们对患者进行了初步实验。结果表明,在实验参与者的回合中,他们所做的错误联想的数量因患者而异,没有发现标准。在整个游戏过程中,玩家的粘性会不断增加。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
AGaR: A VR Serious Game to Support the Recovery of Post-Stroke Patients
Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients' engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. To evaluate the game, an initial experiment was conducted with patients. The results show that, within the rounds played by the participants of the experiment, the number of wrong associations made by them varies according to patient, with no standard found. The engagement tends to increase during use of the game, throughout the rounds.
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