Virtual Promenade: A new serious game for the rehabilitation of older adults with Post-fall Syndrome

P. Wargnier, E. Phuong, Kevin Marivan, Samuel Benveniste, F. Bloch, S. Reingewirtz, G. Kemoun, A. Rigaud
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引用次数: 6

Abstract

We introduce a novel rehabilitation tool to treat Post-Fall Syndrome (PFS) in older adults: a serious game, called Virtual Promenade, combined with a haptic chair imitating the hips movements of human walk. We report on the user-centered design of our prototype, following “living lab” principles, which was well received by our test participants. This system aims at addressing the psycho-motor consequences of older adults' falls; they are often neglected in current post-fall care practices. We first checked for feasibility and tolerability of such interventions. We then applied a living lab participatory design approach, involving health care professionals and older adults, to build the Virtual Promenade prototype. We found that patients with PFS tolerated the system well and that there were no major obstacles to feasibility. We also report that the aesthetics of the virtual environment is an important motivational factor for older adults and discuss our results in searching for the most suitable game controller for this type of patients and game. Finally, we observed that the chairs' movements improved the immersion in the game.
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虚拟散步:一个新的严肃的游戏,为老年人康复与跌倒后综合症
我们介绍了一种治疗老年人跌倒后综合症(PFS)的新型康复工具:一种名为Virtual Promenade的严肃游戏,结合模仿人类走路时臀部运动的触觉椅。我们报告了我们的原型的以用户为中心的设计,遵循“生活实验室”原则,我们的测试参与者很好地接受了这一点。该系统旨在解决老年人跌倒的心理-运动后果;在目前的跌倒后护理实践中,它们往往被忽视。我们首先检查了这些干预措施的可行性和耐受性。然后,我们应用了一种生活实验室参与式设计方法,包括卫生保健专业人员和老年人,来构建虚拟长廊的原型。我们发现PFS患者对该系统耐受良好,并且在可行性方面没有重大障碍。我们还报道了虚拟环境的美学是老年人的一个重要动机因素,并讨论了我们为这类患者和游戏寻找最合适的游戏控制器的结果。最后,我们观察到椅子的移动提高了游戏的沉浸感。
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