2. 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
3. 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.
4. 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
5. 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!!!!
6. Kinematics – garment transducers - Danfoss PolyPower versatile
stretch sensor
• Strain
up
to
100%
• Low
hysteresis
• Mechanically
robust
• Linear
signal
• 0.5mm
thick
• ~
€40
7. 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?