Using Physiological Linkage for Patient State Assessment In a Competitive Rehabilitation Game

A. Darzi, D. Novak
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引用次数: 7

Abstract

Competitive rehabilitation games can enhance motivation and exercise intensity compared to solo exercise; however, since such games may be played by two people with different abilities, game difficulty must be dynamically adapted to suit both players. State-of-the-art adaptation algorithms are based on players’ performance (e.g., score), which may not be representative of the patient’s physical and psychological state. Instead, we propose a method that estimates players’ states in a competitive game based on the covariation of players’ physiological responses. The method was evaluated in 10 unimpaired pairs, who played a competitive game in 6 conditions while 5 physiological responses were measured: respiration, skin conductance, heart rate, and 2 facial electromyograms. Two physiological linkage methods were used to assess the similarity of the players’ physiological measurements: coherence of raw measurements and correlation of heart and respiration rates. These linkage features were compared to traditional individual physiological features in classification of players’ affects (enjoyment, valence, arousal, perceived difficulty) into ‘low’ and ‘high’ classes. Classifiers based on physiological linkage resulted in higher accuracies than those based on individual physiological features, and combining both feature types yielded the highest classification accuracies (75% to 91%). These classifiers will next be used to dynamically adapt game difficulty during rehabilitation.
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在竞争性康复游戏中使用生理联系进行患者状态评估
竞技性康复游戏与单独运动相比,可以提高动力和运动强度;然而,由于这类游戏可能是由两个能力不同的人玩的,所以游戏难度必须动态调整以适应这两个玩家。最先进的适应算法是基于球员的表现(如得分),这可能不能代表病人的身体和心理状态。相反,我们提出了一种基于玩家生理反应的协变来估计竞争游戏中玩家状态的方法。该方法在10对未受损的人身上进行了评估,他们在6种情况下进行了竞争性游戏,同时测量了5种生理反应:呼吸、皮肤电导、心率和2个面部肌电图。两种生理联系方法被用来评估球员生理测量的相似性:原始测量的一致性和心脏和呼吸速率的相关性。我们将这些联系特征与传统的个体生理特征进行比较,将玩家的情感(游戏邦注:包括乐趣、效价、觉醒、感知难度)分为“低”和“高”两类。基于生理联系的分类器比基于个体生理特征的分类器准确率更高,结合两种特征类型的分类准确率最高(75%至91%)。接下来,这些分类器将用于在康复过程中动态地适应游戏难度。
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