Designing a Smartphone Exergame for Children with Cerebral Palsy in the Home Environment

Max Alberts, Ellen A.M. de Ridder, Joris A.J. Lodewijks, T. V. Pinos Cisneros, K. Schoorl, A. A. Salah, B. Schouten
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Abstract

Children with cerebral palsy must perform daily exercise which is a tedious and energy consuming task. Exergames can make this routine more engaging, which can increase the compliance of the patient. This research explores the feasibility of an exergame device called the Squid Monster. The device is the result of a research through design process, and it is designed to be played on smartphones in the home environment. It operates on the smartphone's integrated sensors and two external squeeze sensors, making it accessible and cost-effective. We conceptualize how the design can be supported using a machine learning adaptive difficulty system, aiming to increase flow and therapeutic adherence of the device. Ultimately, guidelines are provided to designers for future work in this field.
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在家庭环境中为脑瘫儿童设计一个智能手机游戏
脑瘫儿童必须进行日常锻炼,这是一项繁琐而耗费精力的工作。Exergames可以使这个程序更有吸引力,这可以增加患者的依从性。这项研究探索了一种名为Squid Monster的游戏设备的可行性。该设备是通过设计过程进行研究的结果,旨在在家庭环境中在智能手机上播放。它通过智能手机的集成传感器和两个外部挤压传感器运行,使其易于使用且成本低廉。我们概念化了如何使用机器学习自适应难度系统来支持设计,旨在增加设备的流量和治疗依从性。最后,为设计师在该领域的未来工作提供了指导方针。
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