传感运动技能可穿戴设备控制的运动游戏设计:框架方案

Daniel Rogerio de Matos Jorge Ferreira, Tiago Franca Melo de Lima, Gilda Aparecida de Assis, Eurico L. P. Ruivo, Bruno da Silva Rodrigues, A. G. Corrêa
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引用次数: 0

摘要

严肃游戏在健康领域的应用潜力巨大,但也存在一些挑战。其中之一便是将游戏设计和开发与旨在预防、诊断和运动康复的治疗活动有效结合起来。为了帮助有感觉运动障碍的人获得、恢复或维持他们的活动范围,可以在设计中加入带有传感器的可穿戴设备,以估计和测量运动学和动力学参数。可穿戴技术的使用在支持治疗性锻炼方面带来了潜在的好处,但也增加了挑战,因为它需要在传感器的特殊性、游戏设计和卫生专业人员建立的协议之间找到适当的平衡。许多与肌肉生物信号相关的参数,如速度、关节角度、身体重心、反作用力、震颤、患者整体进展等,都可以通过可穿戴设备获得。然而,将它们与用于感觉-运动康复的严肃游戏结合使用,需要将通过传感器获得的信号适当映射为有用的指标,以支持治疗师制定治疗计划和监测患者的发展,以及如何将两者联系到游戏设计中。在本文中,我们提出了一个框架的概念,以支持由可穿戴技术控制的严肃游戏的设计,旨在帮助医疗保健专业人员恢复患者的感觉运动技能。
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Design of exergames controlled by wearable devices for sensorimotor skills: a framework proposal
The application of serious games in health has great potential, but it also presents some challenges. One of them is the effective combination of game design and development aspects with the therapeutic activities aimed at prevention, diagnosis, and motor rehabilitation. Aiming to help people with sensory-motor disabilities to acquire, recover or maintain their range of motion, wearable devices with sensors can be incorporated into the design to estimate and measure kinematic and dynamic parameters. The use of wearable technologies brings potential benefits in supporting therapeutic exercises but also increases the challenge, as it will require finding a proper balance between the particularities of the sensors, the game design, and the protocols established by health professionals. Many parameters associated with muscle biosignals, such as speed, joint angles, body gravity center, reaction forces, tremor, and overall progress of patients, can be obtained using wearable devices. However, their use combined with serious games for sensory-motor rehabilitation requires proper mapping of the signals acquired through the sensors into useful metrics to support therapists in treatment planning and monitoring the patient's evolution, and how both will be linked into the game design. In this paper, we present the conception of a framework to support the design of serious games controlled by wearable technologies that aim to assist healthcare professionals with sensory-motor skills rehabilitation of their patients.
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