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CPLAY2 An HCI Game System for the Assessment and Intervention of
Children with Cerebral Palsy
Arun Gopinathan Manasa Nimmagadda
arun.gopinathan@mavs.uta.edu manasa.nimmagadda@mavs.uta.edu
Arth Vyas Papakostas Michalis Filia Makedon
arth.vyas@mavs.uta.edu michalis.papakostas@mavs.uta.edu makedon@uta.edu
Department of Computer Science and Technology
The University of Texas at Arlington
Arlington, TX 76010
ABSTRACT
Cerebral Palsy (CP) is group of permanent
movement disorders that appear in early childhood.
They include problems with sensation, vision,
hearing, swallowing and speaking. Difficulty of
ability to hearing or reasoning occurs in 1/3rd
of
total cases of Cerebral Palsy. Cerebral Palsy is
caused by abnormal damage to the parts of the brain
that control movement, balance and posture. About
2% of cases are believed to be due to an inherited
genetic cause while the remaining can be due to
brain damage occurring before/during or after birth.
Rehabilitative touch screen gaming promises to
assist in developing muscle tone and dexterity for
CP patients as well as help therapists keep track a
have developed a therapeutic game system (called
CPLAY 2) to assess attention deficit and tracks
game performance. The system generates reports on
CATEGORIES AND SUBJECT DISCRIPTORS
[Rehabilitation Issues] Assistive technology for
persons with disabilities.
KEYWORDS
Cerebral Palsy, therapeutic game, attention deficit,
Hand-Eye co-ordination, Bubble game.
Permission to make digital or hard copies of part or all of this work for personal
or classroom use is granted without fee provided that copies are not made or
distributed for profit or commercial advantage and that copies bear this notice
and the full citation on the first page. Copyrights for third-party components of
this work must be honored. For all other uses, contact the
Owner/Author.Copyright is held by the owner/author(s).
PETRA '16, June 29 - July 01, 2016, Corfu Island, Greece.
ACM 978-1-4503-4337-4/16/06.
http://dx.doi.org/10.1145/2910674.2935845
1. INTRODUCTION
The pervasiveness of CP range is from
approximately 2-2.5 cases for every 1000 persons.
People who are affected with cerebral palsy may
have paroxysm and intellectual impairments.
According to a survey, around 70 million people are
suffering from Cerebral Palsy. CP can vary in level of
severity, which can be classified by gross motor
function, manual ability and communication. The
problem mostly observed with cerebral palsy
affected children are hand tremors, muscle stiffness
and spasms, slow awkward jerky movements and
inability to identify and grasp objects by touch,
which we will be focusing mostly on.
The system is being developed at the University of
Texas at Arlington, heracleia lab. It is a touch
screen game which has different versions of
popping moving bubbles in random space. The
bubbles are randomly generated in the Unity game
engine platform and position of the falling bubbles
does not follow any pattern. Cerebral Palsy
patients will be able to play this game to increase
dexterity and muscle tone. The system maintains
and updates a web-based profile for each user
every time he/she will plays. This enables the
therapist to tra
and achieve targeted treatment.
1.1 PILOT STUDY
We have conducted a survey to base decisions on
objective information and evoke discussion. There
were 18 people who participated in our survey. We
have arrived on the following conclusion:
People like games that are adaptive
Users get more attracted to High-Definition
graphics and Gameplay
People adhere to a game activity when the
User Interface includes incentives to motivate
the interaction.
RELATED WORK
The heracleia lab at University of Texas at
Arlington has developed many games on variety of
platforms targeted for upper extremities
rehabilitation [5]. There are some important traits
each game should have, such as nice graphics and
sound effects so the user who is playing game is
motivated to play. It is important that therapist will
receive some feedback after each game as number
misses or hits and game completion speed. A survey
has been conducted to show the recent advances in
assistive technologies for foster rehabilitation and
improved quality of life of children who are
suffering from CP [4]. The survey focuses
specifically on robotics and interactive games used
in rehabilitation therapy. CP is one of the most
common causes of childhood physical disabilities
[6], though the effects differs from person to person
depending on severity. Apart from muscle control
disorders, Cerebral Palsy is closely associated with
ADHD (Attention Deficit/ Hyper Activity
Disorder). Few studies have proposed a higher 40%
rate of severe difficulties with emotional regulation,
behavior and concentration. In cases of Hemiplegia,
constraint induced movement therapy is one
common method of re habilitation. Recently, a
single investigation into the use of robots for upper
extremity rehabilitation for a child with CP was
presented by Fasoli et al [7].
THE CPLAY2 CEREBRAL PALSY SYSTEM
We have developed a bubble game therapy system for
CP, using the Unity game engine. The CPLAY2 has
some new features from the existing game (CPLAY)
like the statistics are shown to the therapist in
completely different web page where data like last
session score and overall longitudinal data are shown.
Bubbles fall from the virtual SKY (top of screen)
and the user has to pop the bubbles before it
actually falls off the screen. The Metrics used are:
noOfHits, noOfFailures and number of bubbles
escaped. The game has 3 different levels according
speed, size of bubbles and game complexity based on
combination of these two. If the user successfully
finishes level 1, the bubble size decreases and its
speed automatically increases while the user
advances to level 2 and so on. After each game, the
results are analyzed, visualized and stored or sent to
the therapist who may respond with a change in
treatment and record assessment. Figure 2 shows a
screenshot of the report that will be sent to the
therapist.
EXPERIMENTS
Four (4) healthy participants without any disabilities
were selected to play the game and we asked them
to play the game with intentionally given
disabilities like blind folded and fingers tied to each
other. In the later levels of game, we have
introduced a new variation of game in which
participant had to catch the bubbles in the hat and
not bombs which are falling from the top of the
screen, too. The main goal was to measure the focus
and motion ability of participants.
The scores were calculated using the following
formula:
Figure 1. Left shows the screenshot of the bubble
game developed using Unity Platform. Right:
shows a user playing it.
To calculate the score, total hits, failed attempts by
the user and total bubbles escaped were taken and
then they were put in the above formula to calculate
the final score. Because it was multiplied by 100 in
form and we have made rules according to the
scores of the user. With every increase of 500
points, user advances to next level.
RESULTS
After each session the final scores are stored in a
database specifically designed to facilitate user
profiling and user monitoring over time. Both
patient and therapist users can have access to
gaming results through a web service. The system
provides rich feedback to both users, which consists
of the total score of the user, the total number of
missed bubbles, the actual size of the bubbles that
escaped and the speed at which the mistakes were
made.
CONCLUSION
This study examines the implications in the
development of system paced gaming intended for
physical therapy. There is a scope of implementing
different techniques and variation in the existing
game and add other factors that avoid obscuring the
REFERENCES
1. Michael Gardner, Vangelis Metsis, Eric
Becker, Filia Makedon, 2013
Modeling the effect of attention deficit in game-
based motor ability assessment of Cerebral
Palsy patients.
2. http://www.cerebralpalsy.org/about-cerebral-
palsy/types-and-forms
3. Qinyin Qiu1, Diego A Ramirez, Soha Saleh,
Gerard G Fluet, Heta D Parikh, Donna Kelly
and Sergei V Adamovich 2009, Journal of
NeuroEngineering and Rehabilitation
4.
Shahina Ferdous, Alexandros Papangelis, Angela
Boisselle, Fillia Makedon, June 2012, PETRA
2012.
5.
Giannis Mouchakis, Angela Boisselle, Dimitrios
Kosmopoulos, Vangelis Karkaletsis, Fillia
Makedon, PETRA 2012, June 2012, Greece.
6. D. Reddihough. Cerebral palsy in childhood.
Australian family physician, 40(4):192 6, Apr. 2011
7. Fasoli SE, Fragala-Pinkham M, Hughes R, Krebs
HI, Hogan N, Stein J: Robotic Therapy and
Botulinum Toxin Type A: A Novel Intervention
Approach for Cerebral Palsy. Am J Phys Med
Rehabil 2008,The New Jersey Institute of
Technology Ro- bot-Assisted Virtual Rehabilitation
(NJIT- RAVR) system for children with cerebral
palsy: a feasibility study.
8. Adamovich SV, Berkinblit MB, Hening W,
Sage J, Poizner H: The interaction of visual
and proprioceptive inputs in pointing to
actual and remembered targets in Parkinson's
disease. Neuroscience 2001, 104:1027-104

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PETRA PAPER

  • 1. CPLAY2 An HCI Game System for the Assessment and Intervention of Children with Cerebral Palsy Arun Gopinathan Manasa Nimmagadda arun.gopinathan@mavs.uta.edu manasa.nimmagadda@mavs.uta.edu Arth Vyas Papakostas Michalis Filia Makedon arth.vyas@mavs.uta.edu michalis.papakostas@mavs.uta.edu makedon@uta.edu Department of Computer Science and Technology The University of Texas at Arlington Arlington, TX 76010 ABSTRACT Cerebral Palsy (CP) is group of permanent movement disorders that appear in early childhood. They include problems with sensation, vision, hearing, swallowing and speaking. Difficulty of ability to hearing or reasoning occurs in 1/3rd of total cases of Cerebral Palsy. Cerebral Palsy is caused by abnormal damage to the parts of the brain that control movement, balance and posture. About 2% of cases are believed to be due to an inherited genetic cause while the remaining can be due to brain damage occurring before/during or after birth. Rehabilitative touch screen gaming promises to assist in developing muscle tone and dexterity for CP patients as well as help therapists keep track a have developed a therapeutic game system (called CPLAY 2) to assess attention deficit and tracks game performance. The system generates reports on CATEGORIES AND SUBJECT DISCRIPTORS [Rehabilitation Issues] Assistive technology for persons with disabilities. KEYWORDS Cerebral Palsy, therapeutic game, attention deficit, Hand-Eye co-ordination, Bubble game. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.Copyright is held by the owner/author(s). PETRA '16, June 29 - July 01, 2016, Corfu Island, Greece. ACM 978-1-4503-4337-4/16/06. http://dx.doi.org/10.1145/2910674.2935845 1. INTRODUCTION The pervasiveness of CP range is from approximately 2-2.5 cases for every 1000 persons. People who are affected with cerebral palsy may have paroxysm and intellectual impairments. According to a survey, around 70 million people are suffering from Cerebral Palsy. CP can vary in level of severity, which can be classified by gross motor function, manual ability and communication. The problem mostly observed with cerebral palsy affected children are hand tremors, muscle stiffness and spasms, slow awkward jerky movements and inability to identify and grasp objects by touch, which we will be focusing mostly on. The system is being developed at the University of Texas at Arlington, heracleia lab. It is a touch screen game which has different versions of popping moving bubbles in random space. The bubbles are randomly generated in the Unity game engine platform and position of the falling bubbles does not follow any pattern. Cerebral Palsy patients will be able to play this game to increase dexterity and muscle tone. The system maintains and updates a web-based profile for each user every time he/she will plays. This enables the therapist to tra and achieve targeted treatment. 1.1 PILOT STUDY We have conducted a survey to base decisions on objective information and evoke discussion. There were 18 people who participated in our survey. We have arrived on the following conclusion: People like games that are adaptive Users get more attracted to High-Definition graphics and Gameplay People adhere to a game activity when the
  • 2. User Interface includes incentives to motivate the interaction. RELATED WORK The heracleia lab at University of Texas at Arlington has developed many games on variety of platforms targeted for upper extremities rehabilitation [5]. There are some important traits each game should have, such as nice graphics and sound effects so the user who is playing game is motivated to play. It is important that therapist will receive some feedback after each game as number misses or hits and game completion speed. A survey has been conducted to show the recent advances in assistive technologies for foster rehabilitation and improved quality of life of children who are suffering from CP [4]. The survey focuses specifically on robotics and interactive games used in rehabilitation therapy. CP is one of the most common causes of childhood physical disabilities [6], though the effects differs from person to person depending on severity. Apart from muscle control disorders, Cerebral Palsy is closely associated with ADHD (Attention Deficit/ Hyper Activity Disorder). Few studies have proposed a higher 40% rate of severe difficulties with emotional regulation, behavior and concentration. In cases of Hemiplegia, constraint induced movement therapy is one common method of re habilitation. Recently, a single investigation into the use of robots for upper extremity rehabilitation for a child with CP was presented by Fasoli et al [7]. THE CPLAY2 CEREBRAL PALSY SYSTEM We have developed a bubble game therapy system for CP, using the Unity game engine. The CPLAY2 has some new features from the existing game (CPLAY) like the statistics are shown to the therapist in completely different web page where data like last session score and overall longitudinal data are shown. Bubbles fall from the virtual SKY (top of screen) and the user has to pop the bubbles before it actually falls off the screen. The Metrics used are: noOfHits, noOfFailures and number of bubbles escaped. The game has 3 different levels according speed, size of bubbles and game complexity based on combination of these two. If the user successfully finishes level 1, the bubble size decreases and its speed automatically increases while the user advances to level 2 and so on. After each game, the results are analyzed, visualized and stored or sent to the therapist who may respond with a change in treatment and record assessment. Figure 2 shows a screenshot of the report that will be sent to the therapist. EXPERIMENTS Four (4) healthy participants without any disabilities were selected to play the game and we asked them to play the game with intentionally given disabilities like blind folded and fingers tied to each other. In the later levels of game, we have introduced a new variation of game in which participant had to catch the bubbles in the hat and not bombs which are falling from the top of the screen, too. The main goal was to measure the focus and motion ability of participants. The scores were calculated using the following formula: Figure 1. Left shows the screenshot of the bubble game developed using Unity Platform. Right: shows a user playing it. To calculate the score, total hits, failed attempts by the user and total bubbles escaped were taken and then they were put in the above formula to calculate the final score. Because it was multiplied by 100 in form and we have made rules according to the scores of the user. With every increase of 500 points, user advances to next level. RESULTS After each session the final scores are stored in a database specifically designed to facilitate user profiling and user monitoring over time. Both patient and therapist users can have access to gaming results through a web service. The system
  • 3. provides rich feedback to both users, which consists of the total score of the user, the total number of missed bubbles, the actual size of the bubbles that escaped and the speed at which the mistakes were made. CONCLUSION This study examines the implications in the development of system paced gaming intended for physical therapy. There is a scope of implementing different techniques and variation in the existing game and add other factors that avoid obscuring the REFERENCES 1. Michael Gardner, Vangelis Metsis, Eric Becker, Filia Makedon, 2013 Modeling the effect of attention deficit in game- based motor ability assessment of Cerebral Palsy patients. 2. http://www.cerebralpalsy.org/about-cerebral- palsy/types-and-forms 3. Qinyin Qiu1, Diego A Ramirez, Soha Saleh, Gerard G Fluet, Heta D Parikh, Donna Kelly and Sergei V Adamovich 2009, Journal of NeuroEngineering and Rehabilitation 4. Shahina Ferdous, Alexandros Papangelis, Angela Boisselle, Fillia Makedon, June 2012, PETRA 2012. 5. Giannis Mouchakis, Angela Boisselle, Dimitrios Kosmopoulos, Vangelis Karkaletsis, Fillia Makedon, PETRA 2012, June 2012, Greece. 6. D. Reddihough. Cerebral palsy in childhood. Australian family physician, 40(4):192 6, Apr. 2011 7. Fasoli SE, Fragala-Pinkham M, Hughes R, Krebs HI, Hogan N, Stein J: Robotic Therapy and Botulinum Toxin Type A: A Novel Intervention Approach for Cerebral Palsy. Am J Phys Med Rehabil 2008,The New Jersey Institute of Technology Ro- bot-Assisted Virtual Rehabilitation (NJIT- RAVR) system for children with cerebral palsy: a feasibility study. 8. Adamovich SV, Berkinblit MB, Hening W, Sage J, Poizner H: The interaction of visual and proprioceptive inputs in pointing to actual and remembered targets in Parkinson's disease. Neuroscience 2001, 104:1027-104