veículo de difusão de informações em análise de marcha, reabilitação e biomecânica, captura de movimento para produções industriais
clinical gait analysis, rehabilitation and biomechanics, industrial "motion capture" (MoCap)
"Feasibility and Acceptability Study of Serious Game Rehabilitation Program in
Parkinson's Disease Patients With Resistant Gait and Balance Disorders"
ClinicalTrials.gov: A service of the U.S. National Institutes of Health (NIH-USA)
This study is currently recruiting participants.
Verified April 2016 by "Institut National de la Santé Et de la Recherche Médicale", France
"In this study the investigators aim to assess the feasibility and acceptability of a serious game to rehabilitate gait and balance disorders in 10 patients with Parkinson's disease previously operated for deep brain stimulation of the sub thalamic nucleus."
Further study details as provided by Institut National de la Santé Et de la Recherche Médicale, France:
a- Primary Outcome Measures:
Feasibility questionnaire [ Time Frame: once a week ] [ Designated as safety issue: No ] - self-assessment questionnaire
b- Secondary Outcome Measures:
b1- Acceptability questionnaire [ Time Frame: once a week ] [ Designated as safety issue: No ] - self-assessment questionnaire
b2- biomechanical parameters of gait and balance [ Time Frame: at inclusion, 3 weeks, 6 weeks and 18 weeks ] [ Designated as safety issue: No ] - recordings of centres of foot and mass displacements and velocities
b3- kinematics parameters of gait and balance [ Time Frame: at inclusion, 3 weeks, 6 weeks and 18 weeks ] [ Designated as safety issue: No ] - range of motion of hip, knee and ankle angles
Estimated Enrollment: 10
Study Start Date: June 2015
Estimated Study Completion Date: May 2017
Estimated Primary Completion Date: December 2016 (Final data collection date for primary outcome measure)
"TJCSG 2016 brings together the 7th Serious Games Development & Applications (SGDA 2016) and 6th GameDays 2016 conferences. Read more on previous conference.
Games, Play, Interactions and Art with Purpose
Serious games are simulations and games for purposes beyond pure entertainment. Serious games stretches across a broad spectrum of application domains, ranging from game-based learning, simulation and training, through games for health, well-being and behaviour change, marketing and business, to games for tourism and cultural heritage, and games to raise awareness and provoke questioning on environmental, moral and social issues. The adoption and use of serious games in recent years has been significant and widespread. Already worldwide revenues from the game-based learning and simulation sectors have well exceeded the billion dollar mark and this is forecast to double over the next five years. At the same time, technological and artistic innovation in serious games and gamification is creating new ways to play, interact and experience.
The development of serious games is a creative pursuit typically involving design, science, technology and art. As such, the Joint Conference on Serious Games aims to bring together researchers, developers, practitioners, designers, writers, artists and consumers of serious games."
"The overall objectives of SEGAH are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions, technologies and applications of serious games in health and healthcare, as well as the demonstration of advanced products and technologies for health. We believe that SEGAH 2016, held in Orlando, USA, will further enlarge the audience of this conference and thus keep improving the quality of the papers submitted. Therefore, the authors of SEGAH 2016 proceeding papers are invited to submit extended versions of their papers to the special issue “Serious games and Applications for Health” from the Entertainment Computing Journal (ECJ). The selected authors interested in extending their conference papers must be aware that the final manuscript to be submitted to ECJ must provide a minimum of 1/3 new content and do not exceed 1/3 copy/paste and 1/3 rephrased content from proceedings paper. Each manuscript will be double blind reviewed by ECJ guest editors."
"Participatory design (PD) approaches are gaining traction across the field of HCI. However, their use in serious game design remains less frequent. While the application of PD is a situated phenomenon, it is still possible to distil some shared causes for this that apply across contexts, including historically “designer-led” game design processes, difficulties reaching common ground within interdisciplinary teams involved in serious games design, and end users’ lack of domain expertise. The aim of this special issue is to make progress in advancing epistemological and related methodological developments. We seek case studies of how PD has been used in different stages of serious game design processes, specific methods appropriated or developed for doing so, and details of (problematic) dynamics between PD processes and serious game design. Authors are asked to engage in critical reflections with a particular focus on the complex interaction between the values of PD, the pedagogical and entertainment requirements of serious games, and the multi-faceted perspectives that design stakeholders often introduce. The special issue is expected to be of interest to both researchers and practitioners of the games, educational technologies and PD communities."
"This first issue represents the beginning of a new period that is even more challenging. The time of SG development as an artisanal process is ending, SG design, implementation and deployment is a scientific field well positioned in this new scientific era where multi-disciplinarity is the core of any research."
Alessandro De Gloria - Università degli Studi di Genova (IT)
Computer Graphics, Computing in Social science, Arts and Humanities, Human-computer Interaction
Paula Alexandra Rego, Pedro Miguel Moreira, Luís Paulo Reis
"Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and to assure the completion of the treatment program. This paper reviews Serious Games and the natural and multimodal user interfaces for the health rehabilitation domain. Specifically, it details a framework for the development of Serious Games that integrates a rich set of features that can be used to improve the designed games with direct benefits to the rehabilitation process. Highlighted features include natural and multimodal interaction, social skills (collaboration and competitiveness) and progress monitoring. Due to the rich set of features supported by the framework, the games' rehabilitation efficacy can be enhanced primarily from an increase in the patient's motivation when exercising the rehabilitation tasks."
A Dissertation Presented by Mark Langdon Sivak to The College of Engineering in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the field of Interdisciplinary Engineering
Northeastern University, Boston, Massachusetts - USA
"There is a need for low-cost, in-home rehabilitation systems with increasing numbers of strokes per year. Therefore a virtual reality system for home use in rehabilitation of the hand and wrist that included
hardware, middleware, and software was created and tested with healthy subjects. The Angle Tracking and Location At-home System (ATLAS) was created with potentiometer bend sensors to track finger angle and inertial measurement units (IMUs) to track hand orientation and position. To facilitate the communication between the ATLAS and a computer the Device Agnostic Virtual Environment (DAVE) was created as the middleware solution. Patient specific virtual environments have been created for the ATLAS with the goal of increasing subject motivation and outcomes. The ATLAS was found to fit the requirements for a low-cost, in home system for motor rehabilitation."
Design guidelines for developing customised serious games for Parkinson's Disease rehabilitation
using bespoke game sensors
Ioannis Theoklitos Paraskevopoulosa, Emmanuel Tseklevesb, Cathy Craigc, Caroline Whyattc, John Cosmasd
"The research presented in this paper proposes a set of design guidelines in the context of a Parkinson's Disease (PD) rehabilitation design framework for the development of serious games for the physical therapy of people with PD. The game design guidelines provided in the paper are informed by the study of the literature review and lessons learned from the pilot testing of serious games designed to suit the requirements of rehabilitation of patients with Parkinson’s Disease. The proposed PD rehabilitation design framework employed for the games pilot testing utilises a low-cost, customized and off-the-shelf motion capture system (employing commercial game controllers) developed to cater for the unique requirement of the physical therapy of people with PD. Although design guidelines have been proposed before for the design of serious games in health, this is the first research paper to present guidelines for the design of serious games specifically for PD motor rehabilitation."
Friedrich R, Hiesel P, Peters S, Siewiorek DP, Smailagic A, Brügge B
"On average, two thousand residents in the United States experience a stroke every day. These circumstances account for $28 billion direct costs annually and given the latest predictions, these costs will more than triple by 2030. In our research, we propose a portfolio of serious games for home-based stroke rehabilitation. The objective of the game approach is to enrich the training experience and establish a higher level of compliance to prescribed exercises, while maintaining a supportive training environment as found in common therapy sessions. Our system provides a collection of mini games based on rehabilitation exercises used in conventional physical therapy, monitors the patient's performance while exercising and provides clinicians with an interface to personalize the training. The clinician can set the current state of rehabilitation and change the playable games over time to drive diversification. While the system still has to be evaluated, an early stage case study with one patient offered positive indications towards this concept."
Serious games for physical rehabilitation: designing highly configurable and adaptable games
L Omelina, B Jansen, B Bonnechère, S Van Sint Jan, J Cornelis
"Computer games have been recognized as a motivational tool in rehabilitation for a decade. Traditional rehabilitation includes exercises which are often considered as repetitive, boring and requires supervision by the therapist. New opportunities in rehabilitation have risen with the emerging popularity of computer games and novel input sensors like 3D cameras, balance boards or accelerometers. Despite active research in this area, there is still lack of available games for rehabilitation mainly due to many different requirements that have to be met for each type of therapy. In this paper we propose a specialized configurable architecture for revalidation games, focusing on neuro-muscular rehabilitation. The proposed architecture enables a therapist to define game controls depending on the patient needs and without any programing skills. We have also implemented a system meeting this architecture and four games using the system in order to verify correctness and functionality of the proposed architecture."
James William Burke, Michael McNeill, Darryl Charles
"Stroke is a leading cause of severe physical disability, causing a range of impairments. Frequently stroke survivors are left with partial paralysis on one side of the body and movement can be severely restricted in the affected side’s hand and arm. We know that effective rehabilitation must be early, intensive and repetitive, which leads to the challenge of how to maintain motivation for people undergoing therapy. This paper discusses why games may be an effective way of addressing the problem of engagement in therapy and analyses which game design patterns may be important for rehabilitation. We present a number of serious games that our group has developed for upper limb rehabilitation. Results of an evaluation of the games are presented which indicate that they may be appropriate for people with stroke."