Balancing the playing field: collaborative gaming for physical training

被引:47
作者
Mace, Michael [1 ]
Kinany, Nawal [1 ,3 ]
Rinne, Paul [1 ,2 ]
Rayner, Anthony [2 ]
Bentley, Paul [2 ]
Burdet, Etienne [1 ,4 ]
机构
[1] Imperial Coll Sci Technol & Med, Dept Bioengn, London, England
[2] Imperial Coll Sci Technol & Med, Div Brain Sci, London, England
[3] Ecole Polytech Fed Lausanne, Ctr Neuroprosthet, Lausanne, Switzerland
[4] Nanyang Technol Univ, Sch Mech & Aerosp Engn, Singapore, Singapore
来源
JOURNAL OF NEUROENGINEERING AND REHABILITATION | 2017年 / 14卷
基金
英国工程与自然科学研究理事会; 欧盟第七框架计划;
关键词
Social interaction; Collaboration; Rehabilitation; Stroke; Physical exercise; Patient engagement; Exergames; Robotics;
D O I
10.1186/s12984-017-0319-x
中图分类号
R318 [生物医学工程];
学科分类号
0831 ;
摘要
Background: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. Methods: A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. Results: Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership's mismatch. The more abled partners' performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. Conclusion: This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients.
引用
收藏
页数:18
相关论文
共 50 条
  • [1] Balancing the playing field: collaborative gaming for physical training
    Michael Mace
    Nawal Kinany
    Paul Rinne
    Anthony Rayner
    Paul Bentley
    Etienne Burdet
    Journal of NeuroEngineering and Rehabilitation, 14
  • [2] Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency
    Kari, Tuomas
    AMCIS 2015 PROCEEDINGS, 2015,
  • [3] Smart Collaborative Balancing for Dependable Network Components in Cyber-Physical Systems
    Song, Fei
    Ai, Zhengyang
    Zhang, Haowei
    You, Ilsun
    Li, Shiyong
    IEEE TRANSACTIONS ON INDUSTRIAL INFORMATICS, 2021, 17 (10) : 6916 - 6924
  • [4] Playing the collaboration game right -: balancing trust and contracting
    Blomqvist, K
    Hurmelinna, P
    Seppänen, R
    TECHNOVATION, 2005, 25 (05) : 497 - 504
  • [5] Use of a Gaming Platform for Balance Training After a Stroke: A Randomized Trial
    Hsieh, Hsieh-Chun
    ARCHIVES OF PHYSICAL MEDICINE AND REHABILITATION, 2019, 100 (04): : 591 - 597
  • [6] Improving motor function after chronic stroke by interactive gaming with a redesigned MR-compatible hand training device
    Astrakas, Loukas G.
    de Novi, Gianluca
    Ottensmeyer, Mark P.
    Pusatere, Christian
    Li, Shasha
    Moskowitz, Michael A.
    Tzika, A. Aria
    EXPERIMENTAL AND THERAPEUTIC MEDICINE, 2021, 21 (03)
  • [7] Training Bioloid Robots for Playing Football
    Hernandez-Ramirez, J.
    Mendoza-Robaina, E. I.
    Quesada-Arencibia, Alexis
    Rodriguez-Rodriguez, J. C.
    Garcia-Rodriguez, C. R.
    Moreno-Diaz, Roberto, Jr.
    Mendoza-Robaina, E. J.
    COMPUTER AIDED SYSTEMS THEORY, PT II, 2013, 8112 : 333 - 340
  • [8] Playing in the Virtual Sandbox: Students' Collaborative Practices in Minecraft
    Davis, Katie
    Boss, Julian A.
    Meas, Perry
    INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, 2018, 8 (03) : 56 - 76
  • [9] Developing a Tangible Gaming Board for Post-Stroke Upper Limb Functional Training
    Wang, Pan
    Koh, Gerald Choon Huat
    Boucharenc, Christian Gilles
    Xu, Tian Ma
    Hamasaki
    Yen, Ching Chiuan
    PROCEEDINGS OF THE ELEVENTH INTERNATIONAL CONFERENCE ON TANGIBLE, EMBEDDED, AND EMBODIED INTERACTION (TEI'17), 2017, : 617 - 624
  • [10] Physical training for neurological and mental diseases
    Henkel, K.
    Reimers, C. D.
    Knapp, G.
    Schneider, F.
    NERVENARZT, 2014, 85 (12): : 1521 - +