Serious game development for Ankle rehabilitation aiming at user experience

Thales B. Pasqual, G. Caurin, A. Siqueira
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引用次数: 8

Abstract

This article proposes an approach to adapt a game to ankle movement for a rehabilitation mechanism. Thus, a game was developed for ankle rehabilitation, which is inspired in the commercial version, already used with the AnkleBot (by Interactive Motion Technologies - IMT), changing both aesthetics and gameplay characteristics aiming a more intuitive and softer gameplay, improving the game experience. The movement underwent a transformation from elliptical motion, performed by the ankle, to game's rectangular workspace, better exploiting subject's movement features. For the assistance-resistance behavior the robot imposes to the user, a similar change was implemented converting a rectangular constraint to an elliptical one. These changes avoided motion discontinuity sensations to the user and provided a consistent motion for the ankle movement. Initial tests with a healthy subject showed that it is possible to adapt the game drive to the ankle movement through this mathematical transformation, better exploiting the player movement space and a smooth robot cooperation behavior, with movements more intuitive. System calibration is performed runtime, which allows not only the game to adjust itself for each patient, but also to adjust for every new achievement in patient's movement.
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以用户体验为目标的踝关节康复游戏开发
本文提出了一种方法,使游戏适应踝关节运动的康复机制。因此,开发了一款脚踝康复游戏,其灵感来自于商业版本,已经与AnkleBot(由Interactive Motion Technologies - IMT)一起使用,改变了美学和游戏特点,旨在更直观和更柔和的游戏玩法,改善游戏体验。运动经历了从脚踝执行的椭圆运动到游戏的矩形工作空间的转变,更好地利用了受试者的运动特征。对于机器人施加给用户的辅助-阻力行为,实现了类似的改变,将矩形约束转换为椭圆约束。这些变化避免了对使用者的运动不连续性感觉,并为踝关节运动提供了一致的运动。对健康受试者的初步测试表明,通过这种数学变换,可以使游戏驱动适应踝关节的运动,更好地利用了玩家的运动空间,使机器人的合作行为更加流畅,动作更加直观。系统校准是在运行时进行的,这不仅允许游戏为每个病人调整自己,而且还允许在病人的运动中调整每一个新的成就。
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