Balancing the playing field: collaborative gaming for physical training

被引:48
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
基金
欧盟第七框架计划; 英国工程与自然科学研究理事会;
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
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