gamified platfom for physical and cognitive rehabilitation for children
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GAMIFIED PLATFORM FOR PHYSICAL AND COGNITIVE REHABILITATIONCARINA GONZÁLEZ*, PEDRO TOLEDO*, ALBERTO MORA**, YERAY BARRIOS* *UNIVERSIDAD DE LA LAGUNA **UNIVERSITAT OBERTA DE CATALUNYA
GALACONF: HEALTH WORKSHOP ROME, WEDNESDAY, 9TH DECEMBER, 2015
GAMES FOR HEALTH WORKSHOP’15
ROUTEMAP
▸ Introduction
▸ Background
▸ Tango:H
▸ Technology
▸ Validation
▸ Conclusions
GAMES FOR HEALTH WORKSHOP’15
INTRODUCTION
▸ Nowadays, hospital schools provide educational services to hospitalized children during the period of compulsory education
▸ Social, physical and cognitive issues are essential needs of hospitalized children
▸ Short term (up to 5 days), medium-term (6-20 days) and long term (over 21 days) hospitalization seasons affect differently in the process of socialization and education
GAMES FOR HEALTH WORKSHOP’15
INTRODUCTION
▸ Oncological, orthopedic, respiratory, diabetes and surgery are the most common affectations (not strict bed rest)
▸ Teachers from hospital schools encourage development of children, avoiding marginalization, offsetting the effects of the disease, reducing stress and facilitating learning
▸ There is a lack of customizable IT tools for professionals of hospital schools and, in addition to the achievement of high motivation
GAMES FOR HEALTH WORKSHOP’15
BACKGROUND
▸ Collaboration and discussion with health professionals concludes the need of tools to enhance and strengthen the physical and motor skills of the hospitalized children
▸ Non-invasive systems, that pose no greater attachment to children, are required
▸ An average of 210 children a year are treated in Tenerife (Spain) hospital schools
GAMES FOR HEALTH WORKSHOP’15
TANGO:H PLATFORM (DESCRIPTION)
▸ TANGO:H (Tangible Goals: Health) arises as an open platform accessible and highly configurable to enable the creation, customization and adaptation of exercises and activities
▸ A platform based on the principles of gamification in order to maximize motivation and satisfaction children during execution
▸ A platform suitable for hospitalized children in order to work their physical, cognitive and social status during hospitalized season
▸ A non-invasive platform which allows interaction through body and gestures (based on MS Kinect)
GAMES FOR HEALTH WORKSHOP’15
TANGO:H PLATFORM (FEATURES)
▸ It provides a simple interface which guides the setting up and execution of exercises, allowing:
▸ Selection and creation of user and groups
▸ Selection or importing exercises
▸ Assignation of single or multiuser modes and types
▸ Storage and retrieval information about exercises
▸ Guided by a recommender system or freely
GAMES FOR HEALTH WORKSHOP’15
TANGO:H PLATFORM (FEATURES)
▸ Recommender system
▸ Skills (more suitable exercises)
▸ Levels (avoiding inefficiency and lack of motivation)
▸ Beginner: basic exercises (on-boarding)
▸ Intermediate: challenging exercises (enhancement)
▸ Expert: high difficulty (mastery)
▸ Timing
GAMES FOR HEALTH WORKSHOP’15
TANGO:H PLATFORM (KICK OFF)
▸ Easy and fast setting up:
▸ Users selection
▸ Exercise selection
▸ Enabling mode
▸ Sensor recognition
▸ Starting
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TANGO:H PLATFORM (KICK OFF)
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TANGO:H DESIGNER (FEATURES)
▸ A dynamic environment for the development of exercises (backend)
▸ Easy and intuitive design interface for professionals
▸ Translated into several languages (.csv file supported)
▸ Three kinds of exercises:
▸ Physics: mobility promotion
▸ Cognitives: cognitive stimulation (matching, ordering or classifying)
▸ Free: total freedom design
GAMES FOR HEALTH WORKSHOP’15
TANGO:H DESIGNER (FEATURES)
▸ Cognitive: Matching, ordering & classifying
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TANGO:H DESIGNER (ELEMENTS)
▸ Body contact points
▸ It allows user interaction with objectives definition (assignment)
▸ Currently 13 contact points enabled for the Kinect sensor
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TANGO:H DESIGNER (ELEMENTS)
▸ Objectives
▸ Achievable elements for one or more contact points
▸ Components:
▸ Picture (customizable)
▸ Sound (success/fail)
▸ Border color (related with the colored contact points)
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TANGO:H DESIGNER (ELEMENTS)
▸ How to achieve objectives with contact points?
▸ Simultaneous (i.e. two hands), single (i.e. one hand) or distractor (no interaction needed)
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TANGO:H DESIGNER (ELEMENTS)
▸ Phases
▸ Groups of targets (objectives at the same screen)
▸ The achievement of all objectives is necessary to overcome a phase
▸ Synchronous (all objectives simultaneously) and asynchronous (regardless the order and time)
▸ Screen part equivalence
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TANGO:H DESIGNER (ELEMENTS)
▸ Sync & Async
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TANGO:H DESIGNER (ELEMENTS)
▸ Steps
▸ Groups of phases
▸ The achievement of all phases is necessary to overcome a step
▸ Sequential (overcome by the order in which they were created and) random (regardless the order)
▸ Screen equivalence
GAMES FOR HEALTH WORKSHOP’15
TANGO:H DESIGNER (ELEMENTS)
▸ Sequential & random
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TANGO:H DESIGNER (STRUCTURE)
▸ Exercise 1
▸ Step 1
▸ Phase 1
▸ Objective 1
▸ Contact points
▸ Objective n
▸ Phase n
▸ Step n
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TANGO:H DESIGNER (MODES)
▸ Single: conducted by one player
▸ Multiplayer (2 users MS Kinect v1 < 6 users v2):
▸ Sequentially: one after the other
▸ Simultaneously: bodies “together”
▸ Competitive: single objectives and achievements
▸ Collaborative: common objectives and achievements
GAMES FOR HEALTH WORKSHOP’15
TANGO:H DESIGNER (CUSTOMIZATION)
▸ Recommender system
▸ Skills, based on the exercises requirements and user skills: speed, balance, coordination and reflexes
▸ Level adjustment (Hutzler et al., 2007), based on the user achievements
▸ Timing step and objective
▸ Free customization
GAMES FOR HEALTH WORKSHOP’15
TANGO:H DESIGNER (REPORTING)
▸ Single and collective statistics (skills, levels, points, attempts, succeed and fail track, time, emotion, etc.)
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TANGO:H DESIGNER (INTERFACE)
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GAMIFICATION
▸ Gamification conceived as “the use of game design elements in non-game contexts”. (Deterding et al., 2011)
▸ Why gamify?
▸ For the achievement of children engagement
▸ They are not usually motivated to assist hospital school and carry out the activities
▸ Entertainment is not the main objective
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GAMIFICATION
▸ Mechanics supported
▸ Starts (quality performance): time, success, fails, etc.
▸ Levels (crowns of kings)
▸ Player skills
▸ Leaderboards
▸ Badges (prizes)
▸ Virtual economy (starts and prizes)
▸ Dynamics: collaborative and competitive challenges…
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TECHNOLOGY
▸ Desktop version (Tango:H platform and designer)
▸ Windows OS
▸ C# language, on the .NET platform
▸ PrimeSense drivers and OpenNI libraries (allow the development of applications for the MS Kinect device) v1 -> MS Kinect SDK2 v2
▸ XML format for exercises definition
▸ Supports Kinect sensor v1 & v2
GAMES FOR HEALTH WORKSHOP’15
TECHNOLOGY
▸ Web version (Tango:H designer)
▸ HTML5 / CSS3
▸ Javascript/JQuery
▸ PHP
▸ XML format for exercise definition
▸ Supports exercise design for Kinect sensor v1, v2
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VALIDATION
▸ User-Centered Design (UCD) methodology was used for the development (Nicholson, 2012)
▸ Playability, usability and functionality validation with experts and children (González, 2012)
▸ Health pilots (some examples)
▸ Hospital Universitario de Canarias (Spain)
▸ Asociación Down Tenerife (Spain)
▸ Instituto Heller (Ecuador)
▸ etc.
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CONCLUSIONS
▸ An interactive platform, called TANGO:H has been described (KINECT-based)
▸ An adaptable system to diverse health scopes: from hospitalized children to home care (physical and cognitive)
▸ A highly configurable and customizable tool thanks the editor available (TANGO:H designer) within a recommender system
▸ A validated system (tested in different health locations)
▸ A extensible platform for other environments
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CURRENT & FURTHER WORK
▸ Supporting pilot study: PROVITAO project (active program for the obesity ambulatory treatment)
▸ Supporting students with SEN (i.e. Down syndrome)
▸ Exploiting Kinect v2 sensor possibilities (emotion analysis)
▸ Upgrading the recommender system
▸ Improving and personalizing the gamified experience
DETERDING, S., DIXON, D., KHALED, R., & NACKE, L. (2011, SEPTEMBER). FROM GAME DESIGN ELEMENTS TO GAMEFULNESS: DEFINING GAMIFICATION. IN PROCEEDINGS OF THE 15TH INTERNATIONAL ACADEMIC MINDTREK CONFERENCE: ENVISIONING FUTURE MEDIA ENVIRONMENTS (PP. 9-15). ACM.
HUTZLER, Y AND SHERRIL, C (2007). DEFINING ADAPTED PHYSICAL ACTIVITY: INTERNACIONAL PERSPECTIVES. ADAPTED PHYSICAL ACTIVITY QUARTERLY, 24 (1), 1-20.
NICHOLSON S. (2012). A USER-CENTERED THEORETICAL FRAMEWORK FOR MEANINGFUL GAMIFICATION. PROCEEDINGS GLS 8.0.
GONZÁLEZ, C. (2012). STUDENT USABILITY IN EDUCATIONAL SOFTWARE AND GAMES: IMPROVING EXPERIENCES. ADVANCES IN GAME-BASED LEARNING (AGBL) BOOK SERIES. IGI GLOBAL
Bibliography
GAMES FOR HEALTH WORKSHOP’15
THIS WORK IS FUNDED BY THE RESEARCH PROJECT SALUD-IN: “INTERACTIVE VIRTUAL REHABILITATION PLATFORM BASED ON SOCIAL GAMES FOR HEALTH, PHYSICAL EDUCATION AND NATURAL INTERACTION TECHNIQUES" PI2010/218 OF CANARIAN AGENCY FOR RESEARCH, INNOVATION AND INFORMATION SOCIETY
Acknowledgements
GAMES FOR HEALTH WORKSHOP’15
THANK YOU… QUESTIONS?
Alberto Mora amoraca@uoc.edu @amoracarreno
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