NM2216: Project Sem 2, 2010.
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NM2216: Project Sem 2, 2010.

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Presentation for NM2216 from DW 6-04 on a possible medical Health device for Philips Electronics.

Presentation for NM2216 from DW 6-04 on a possible medical Health device for Philips Electronics.

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  • – Physical: This gaming system can be seen as an attractive method for making occupational therapy and mastering of fine motor skills more fun and less clinical. But also important is to design a console with the disabled user in mind, rather than modifying existing ideas of consoles available which may still be too challenging to use. (e.g. One-handed modified X-box controller on slide) – Emotional: The system is coupled with an online community forum, accessible from the game platform itself. This allows users to interact with and encourage each other. The games can also be played by able-bodied people, so family and friends can also join in and play.
  • Our target users are people who suffer problems related to upper body motor skills (whether from complications to do with nerves, or weak muscles). Upper motor neuron damage causes a condition known as spasticity (tightening of muscles) while lower motor neuron damage results in flaccidity (slack or ‘floppy’ muscles). Generally this is most often caused by damage to the brain or spinal cord. A damage on the left side causes the right side of motor neurons to be affected and vice versa. This damage can occur from disease or from injury. In people suffering spastic paralysis, emotionally distressing situations can cause further worsening of their condition as emotions such as stress and anger cause them to literally become more ‘uptight’. There is no cure for paralysis but therapy can help reduce effects and help to improve or retain levels of motor ability It can happen to anyone. But what is common amongst people with paralysis is a sense of alienation and helplessness
  • Physiotherapy uses physical methods (temperature, massage, remedial exercise etc.) to promote healing or adapting to problems in movement. Occupational therapy refers to the treatment of physical and psychological conditions through specific activities (in context) in order to help people reach their maximum level of independence in daily activities. Depending on the reason for the motor dysfunction, therapy can focus on gross motor skills (larger movements of the body such as the arms) or fine motor skills (smaller movements such as that of the fingers and wrists. In therapy for spastic paralysis, the aim of exercise is to keep paralysed msucles from wasting away from lack of use while strengthening unaffected muscles. However, in autistic children or people recovering from injury to the muscles, the aim of therapy could be to improve motor skills, rather than maintenance.
  • A demonstration of how a gimble works.
  • Game design takes into account several crucial aspects. Game content is important. It is essential to sustain the interest of participants over an extended exercise, less they get tire of the game very quickly. Additionally, we have to make sure the genre of the games are suited for the patients. Game rules and objectives should be simple and easily understood Taking into account the profiles of the users, some may require more reaction time when playing. Their level of mobility may not be as quick as compared to able-bodied people. The console must therefore be sensitive to the slower reaction time of the patient to complete the game. Games should provide positive feedbacks to help assess the patient's performance and to encourage them further on in the game progress. Different levels of game difficulty should be made available as different patients have different degrees of motor impairment. Furthermore, as patients gradually recover, they can increase the difficulty level of their games to suit their needs. There are several ways in which the game can be designed and these are some examples of game ideas that could be used for our technology. Game #1 Adaptation of music games such as Guitar hero where the player bends his.her finger as and when the music note hits the mark. Another example is a simple “whack the animal” game where the player bends his/her finger to “hit” the animal when it pops out from the respective holes. These games help to improve the patient's hand-eye coordination, improve their agility, and also focuses on the fine motor skill of bending the fingers, as illustrated. Game #2 Similar to the cooking game Cooking Mama where players can choose their recipes and “cook” a meal by themselves. Through the series of steps such as chopping or stirring the mixture, players exercise different hand movements such as up-down movement of the hand, or wrist rotation. The content of this game is relevant to everyday life skills and hence, allow the patient to feel familiar with tasks they may not necessary be able to perform in reality. Game #3 Games should also help to improve patient's cognitive and perceptual funtions such as attention span and thinking skills. In this game, the player is required to clench their fist. The longer the player maintains the grip and the higher the amount of pressure applied, the faster the flower blooms. It strengthens the patient's grip, which is often an area that these patients are weak in. This also helps to train up the patient's level of concentration as playing the game requires a lot of focus.
  • - Multiple accessibility to allow greater interaction and encouragement amongst users. For disabled users, simple speech-to-text and VOIP technologies can allow them to interact with other users without needing keyboards.
  • - The main selling point of our product is the interactivity gaming brings. Coupled with the online networking platform, patients can pit challenges against each other, update their high - scores or even organise collaborative game play. The element of competition motivates them in their therapy sessions and also increases interaction with other game players. Having this home-based technology can also bring the family together to have fun. - Games help to divert the patient's attention away from the idea of usual routined exercises. Motor skills training can sometimes be a chore for patients, especially to those who experience pain or soreness from the workout. However, in the context of games, patients are hence more focused on having fun and are less likely to see it as an exercise even though they are completing a workout through the process of gaming. Since we mentioned that depression is also one of the problems faced by many patients suffering from motor impairment, introducing fun into the exercises helps to improve the patient's psychological well-being as well. - Such a health game system also helps to increase the patient's motivation to complete the therapy. Gradually, some may be hooked onto the games and hence increase their behavioural action. This helps to speed up their recovery - It also reduces the patient's dependency on the caregiver as they can conduct their own occupational therapy session as and when they feel like playing the game. The game console also makes it easy for patients to operate by themselves without much assistance needed. This independency helps to improve the patient's psychological well-being. - Mobile applications.
  • - This technology may sound quite expensive for some people to afford. However, most of the technicality issues involve current technology, which may help to lower the production cost. In addition, hospitals can offer this game for rental instead of requiring patients to purchase it. Once the patient gradually recovers, the game system can be returned back for the next patient to use. Likewise, even if the patient chooses to purchase it for themselves, the use of it does not end once the patient recovers. Gaming is not limited to just for occupational therapy. The fun it creates can also help to serve as a form of family entertainment even when the patient has recovered fully. Technology: Intermediate finger and gross movement is not recorded. Further research needs to be done for movement detection. Individual finger tip sensors to record movement between fingers (e.g. pincer movement)

NM2216: Project Sem 2, 2010. Presentation Transcript

  • 1. Philips Movement Therapy Platform DW6-04 Tammy Chew Moritz Mayrhofer Jennifer Champion
  • 2. Overview and reason
    • We are proposing a home entertainment system for people with physical disabilities.
      • The system aims to help such people on a physical and emotional level.
      • Physical: Games as a method for making therapy more fun and less clinical.
      • Emotional: Support both
      • from other disabled users
      • and family and friends.
  • 3. Problem statement: People
    • People suffering from upper motor paralysis, sensory processing disorders, recovery from sports injuries etc.
    • No specific age group, may even affect an normal individual later in life.
    • But: common factor =
    • sense of alienation and
    • helplessness
    • Also boredom with
    • treatment.
  • 4. Problem statement: Activities/Context
    • Activity: Physiotherapy and Occupational therapy
    • Gross motor skills therapy
    • Fine motor skills therapy
    • Context: Aim of therapy
  • 5. Problem statement: Technology
  • 6. Proposed Solution
    • CONCEPT:
    • A console that combines 'fine' movement sensors to exercise a nearest possible realism to hand gestures.
    • Console paired with community-based platform for supporting and encouraging user progress. Console includes a mic that allows for easy interaction on the network.
    • TECHNOLOGY:
    • involves simple pre-existing 'gimble' device, effectively a rotating ball. This motion technology is augmented with pressure sensors to simulate touch
  • 7. Finger to Palm Rotating Hand Hand Tilt
  • 8.  
  • 9. Proposed solution: Game Design
    • Criteria
    • Content:
    • Fun, appropriate genre, simple objective and rules
    • Sensitivity:
    • Slower response time
    • Motivational feedbacks
    • Different levels of difficulty
    Game Ideas
  • 10. Proposed Solution: Online Community-based Network
    • Online network accessible from console for direct interactivity while gaming, but also over other internet viewing devices by family, friends and other users who have gone through the therapy.
    • Recorded statistics and progress uploaded to the network that can be shared across users
    • Options to challenge other users to friendly matches can be made on the network.
  • 11. Strengths of solution
    • Interactivity
    • Increased motivation to complete therapy
    • Decreases patient's dependency on care-giver
    • Technology is pre-existing yet is not being used in this fashion in the medical industry extensively
    • Technology can be easily and continually updated.
  • 12. Criticism of solution
    • Expensive (?)
    • Technology: Intermediate finger and gross movement is not recorded. Further research needed.
    • Localisation: Language, Cultural context etc.