[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2820426.2823510acmotherconferencesArticle/Chapter ViewAbstractPublication PageswebmediaConference Proceedingsconference-collections
research-article

Video Game to Help in Movement Rehabilitation

Published: 27 October 2015 Publication History

Abstract

The medical area has benefitted from several technological innovations over the years. A good example of this is the development of video games with natural interaction that can aid in physical and occupational therapy treatments. This article introduces a new alternative in this area with an infrastructure that contains: (i) an environment that facilitates the development of games; (ii) an inexpensive video game console, and (iii) an innovative wearable control. Preliminary usability experiments were done with users and professionals from the medical field. Promising results were obtained for both parties.

References

[1]
Schiavinato, A. M., Machado, B. D. C., Pires, M. D. A., and Baldan, C. 2011. Influência da realidade virtual no equilíbrio de paciente portador de disfunção cerebelar-Estudo de caso. Rev Neurocienc, 19(1): 119--127.
[2]
da Silva, R. R., and Iwabe-Marchese, C. 2015. Uso da realidade virtual na reabilitação motora de uma criança com Paralisia Cerebral Atáxica: estudo de caso. Fisioterapia e Pesquisa, 22(1): 97--102.
[3]
Moraiti, A., Vanden Abeele, V., Vanroye, E., and Geurts, L.2015. Empowering Occupational Therapists with a DIY-toolkit for Smart Soft Objects. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction. 387--394.
[4]
Burns, M. K., Andeway, K., Eppenstein, P., and Ruroede, K. 2014. Use of the Wii Gaming System for Balance Rehabilitation: Establishing Parameters for Healthy Individuals. GAMES FOR HEALTH: Research, Development, and Clinical Applications. 3(3): 179--183.
[5]
Orji, R., Vassileva, J., and Mandryk, R. L. 2014. Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Modeling and User-Adapted Interaction. 24(5): 453--498.
[6]
Sun, H. (2015). Operationalizing physical literacy: the potential of active video games. Sport and Health Science.
[7]
Thomas, S., Fazakarley, L., Thomas, P. W., Brenton, S., Collyer, S., Perring, S., and Hillier, C. 2014. Testing the feasibility and acceptability of using the Nintendo Wii in the home to increase activity levels, vitality and well-being in people with multiple sclerosis (Mii-vitaliSe): protocol for a pilot randomised controlled study. BMJ open. 4(5), e005172.
[8]
Pereira, B. O., Expedito, C., De Faria, F. F., and Vivacqua, A. S. 2011. Designing a game controller for motor impaired players. In Proceedings of the 10th Brazilian Symposium on Human Factors in Computing Systems. 267--271.
[9]
Marks, D. W., Rispen, L., and Calara, G. (2015). Greater Physiological Responses While Playing XBox Kinect Compared to Nintendo Wii. International Journal of Exercise Science. 8(2): 7.
[10]
Granic, I., Lobel, A., and Engels, R. C. (2014). The benefits of playing video games. American Psychologist. 69(1): 66.
[11]
Chung, P. J., Vanderbilt, D. L., Schrager, S. M., Nguyen, E., and Fowler, E. 2015. Active Videogaming for Individuals with Severe Movement Disorders: Results from a Community Study. Games for Health Journal. 4(3):190--194.
[12]
Deutsch, J. E., Guarrera-Bowlby, P., Myslinski, M. J., and Kafri, M. (2015). Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy? Games for Health Journal. 4(1): 31--37.
[13]
Forsberg, A., Nilsagård, Y., and Boström, K. 2014. Perceptions of using videogames in rehabilitation: a dual perspective of people with multiple sclerosis and physiotherapists. Disability & Rehabilitation. 37(4):338--344.
[14]
Araneta, M. R., and Tanori, D. 2014. Benefits of zumba fitness among sedentary adults with components of the metabolic syndrome: a pilot study. The Journal of sports medicine and physical fitness.
[15]
Marques Neto, M. C. 2014. Desenvolvimento de Aplicações Ubíquas com Arduino e Raspbery Pi. Proceedings of the 20th Brazilian Symposium on Multimedia and the Web. p. 1--30.
[16]
Sharp, H., Rogers, Y., and Preece, J. 2007. Interaction Design-beyond human-computer interaction. 2nd New York: John Wiley & Sons.
[17]
Likert, R. 1932. A Technique for the Measurement of Attitudes. Archives of Psychology. 140, 1--55.
[18]
van Ravenzwaaij, D., Boekel, W., Forstmann, B. U., Ratcliff, R., and Wagenmakers, E. J. 2014. Action video games do not improve the speed of information processing in simple perceptual tasks. Journal of Experimental Psychology: General. 143( 5): 1794--1805. DOI = 10.1037/a0036923
[19]
Reiter, U., Brunnström, K., De Moor, K., Larabi, M. C., Pereira, M., Pinheiro, A., and Zgank, A. 2014. Factors influencing quality of experience. In Quality of Experience. Springer International Publishing: 55--72.
[20]
Kronbauer, A. H., and Santos, C. A. S. Evaluation of the influence of contextual factors on the interactions with applications for smartphones. In: Proceedings of the 19th Brazilian symposium on Multimedia and the web. ACM: 81--88.

Cited By

View all
  • (2022)Ethics: What is the Research Scenario in the Brazilian Symposium WebMedia?Proceedings of the Brazilian Symposium on Multimedia and the Web10.1145/3539637.3557932(1-10)Online publication date: 7-Nov-2022

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
WebMedia '15: Proceedings of the 21st Brazilian Symposium on Multimedia and the Web
October 2015
266 pages
ISBN:9781450339599
DOI:10.1145/2820426
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • CYTED: Ciência Y Tecnologia Para El Desarrollo
  • SBC: Brazilian Computer Society
  • FAPEAM: Fundacao de Amparo a Pesquisa do Estado do Amazonas
  • CNPq: Conselho Nacional de Desenvolvimento Cientifico e Tecn
  • CGIBR: Comite Gestor da Internet no Brazil
  • CAPES: Brazilian Higher Education Funding Council

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 October 2015

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. computer wearable
  2. games
  3. natural interaction
  4. rehabilitation
  5. video games
  6. virtual reality

Qualifiers

  • Research-article

Conference

Webmedia '15
Sponsor:
  • CYTED
  • SBC
  • FAPEAM
  • CNPq
  • CGIBR
  • CAPES

Acceptance Rates

WebMedia '15 Paper Acceptance Rate 21 of 61 submissions, 34%;
Overall Acceptance Rate 270 of 873 submissions, 31%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)3
  • Downloads (Last 6 weeks)0
Reflects downloads up to 20 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2022)Ethics: What is the Research Scenario in the Brazilian Symposium WebMedia?Proceedings of the Brazilian Symposium on Multimedia and the Web10.1145/3539637.3557932(1-10)Online publication date: 7-Nov-2022

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media