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
相关论文
共 50 条
[41]   How we role: The collaborative role-playing poetics of the Secret Story Network [J].
Gyori, Brad ;
Zaluczkowska, Anna .
JOURNAL OF SCREENWRITING, 2022, 13 (02) :207-230
[42]   Collaborative interviewing of eyewitnesses: a field study [J].
van Rosmalen, Eva A. J. ;
Vredeveldt, Annelies .
JOURNAL OF CRIMINAL PSYCHOLOGY, 2025, 15 (02) :210-226
[43]   COLLABORATIVE LEARNING PLATFORM IN THE FIELD OF TELEMEDICINE [J].
Pereira de Lucena, Carlos Alberto ;
Mont'Alvao, Claudia Renata ;
Frajhof, Leonardo .
PROCEEDINGS OF THE IADIS INTERNATIONAL CONFERENCE E-HEALTH 2012, 2012, :226-230
[44]   Benefits of Physical Training in Sarcoidosis [J].
Strookappe, Bert ;
Swigris, Jeff ;
De Vries, Jolanda ;
Elfferich, Marjon ;
Knevel, Ton ;
Drent, Marjolein .
LUNG, 2015, 193 (05) :701-708
[45]   Benefits of Physical Training in Sarcoidosis [J].
Bert Strookappe ;
Jeff Swigris ;
Jolanda De Vries ;
Marjon Elfferich ;
Ton Knevel ;
Marjolein Drent .
Lung, 2015, 193 :701-708
[46]   Comparison of underwater gait training and overground gait training for improving the walking and balancing ability of patients with severe hemiplegic stroke: A randomized controlled pilot trial [J].
Kim, Nan-Hyang ;
Park, Hoon-Young ;
Son, Jin-Kyu ;
Moon, Young ;
Lee, Jun-Ho ;
Cha, Yong-Jun .
GAIT & POSTURE, 2020, 80 :124-129
[47]   Feasibility study into self-administered training at home using an arm and hand device with motivational gaming environment in chronic stroke [J].
Nijenhuis, Sharon M. ;
Prange, Gerdienke B. ;
Amirabdollahian, Farshid ;
Sale, Patrizio ;
Infarinato, Francesco ;
Nasr, Nasrin ;
Mountain, Gail ;
Hermens, Hermie J. ;
Stienen, Arno H. A. ;
Buurke, Jaap H. ;
Rietman, Johan S. .
JOURNAL OF NEUROENGINEERING AND REHABILITATION, 2015, 12
[48]   Balancing of assembly lines with collaborative robots: comparing approaches of the Benders' decomposition algorithm [J].
Sikora, Celso Gustavo Stall ;
Weckenborg, Christian .
INTERNATIONAL JOURNAL OF PRODUCTION RESEARCH, 2023, 61 (15) :5117-5133
[49]   A Management System for Motion-Based Gaming Peripherals for Physical Therapy Instrumentation [J].
Bockstege, Benjamin ;
Striegel, Aaron D. .
2014 IEEE 16TH INTERNATIONAL CONFERENCE ON E-HEALTH NETWORKING, APPLICATIONS AND SERVICES (HEALTHCOM), 2014, :182-187
[50]   Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study [J].
McMichael, Lucy ;
Faric, Nusa ;
Newby, Katie ;
Potts, Henry W. W. ;
Hon, Adrian ;
Smith, Lee ;
Steptoe, Andrew ;
Fisher, Abi .
JMIR SERIOUS GAMES, 2020, 8 (03)