Date post: | 07-Dec-2014 |
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Health & Medicine |
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Serious Games Carljohan Orre, Umeå University,
Notes on Serious Games
• To use games and gamification to support:
• Rehabilitation
• Support learning and routines that will improve the patients ability to manage their disease
• Empower, involve and engage patients
• Training staff- introduce new practices
Context -‐ exercise works – but you have to do it
Targeted rehabilitation through active participation and engagement in contextually-‐appropriate repetitive and intensive movements (e.g. Otago programme) shown to promote recovery
Exercises completed individually at home, can be tedious => problem with motivation.
Only effective with good compliance
Computer games can provide a controlled, safe and challenging stimulus for rehabilitation. BUT most computer games not suited to an older clientele.
Kinematics measurement – G4 laboratory system
• Position and orientation measurements of 3 sensors (extendable) at 120 Hz
• 10 hours battery life• 2 mm, 0.5 degrees error at 1m range• 4 m range maximum• susceptible to distortion from ferro-‐magnetic materials
• ~ €5000
Kinematics – inertial systems, Ti Sensortag
•3 x accelerometry•3 x rate gyroscope•3 x magnetometer•1 x temperature•1 x barometric pressure•1 x humidity•Operates from single coin cell•Bluetooth LE•71.2 x 36 x 15.5 mm•$25!!!!
Kinematics – garment transducers - Danfoss PolyPower versatile stretch sensor
• Strain up to 100%• Low hysteresis•Mechanically robust• Linear signal•0.5mm thick•~ €40
Issues raised from earlier RBWs
• Gaming- when is something a game? what elements of gamification leads to change in behaviour? Who should be targeted?
• Personalisation- can we design something that will fitt for all? Customistion?
• Standards- Ethical considerations, how to match needs with selection of games
• Service models- possibillities to integrate with telecare/telehealth services? Which are the appropriate services models? How do we put SG in the care pathway?