The document discusses the design of a rehabilitation game for patients with visual field defects caused by brain injuries. It begins by explaining the motivation for focusing on this topic, as 1/3 of stroke patients experience some form of visual disability. It then defines the specific visual defect of hemianopsia and discusses current rehabilitation methods, noting that existing computer-based approaches are boring. The document outlines communication research conducted including playtesting an initial rhythm game concept. It proposes a fishing game interfaced for specific visual defects and controlled by eye-tracking as a more engaging design. Plans for further testing and improvements are noted with an August deadline.
This document discusses the development of a rehabilitation game for patients with visual field defects caused by stroke or brain injury. It proposes using a game to stimulate the border between a patient's area of intact vision and their visual field defect. The game would track a user's eye movements and present visual stimuli in their impaired visual area to help rehabilitate it. Early concepts for rhythm and fishing games are discussed, with the fishing game seen as a simpler one-button option that could provide visual feedback to patients doing visual field exercises at home. The goal is to create an engaging yet effective new form of digital rehabilitation for visual field defects.
This document summarizes the development of a digital rehabilitation game for patients with visual field defects caused by brain injuries. It discusses playtesting earlier prototypes of the game at several hospitals in Japan to get feedback from doctors, therapists, and patients. Based on these tests, changes were made to simplify the game's rules and controls to make it easier for patients to play. Future plans include additional playtesting of new concepts and prototypes with patients and medical professionals.
This document provides guidance on creating a game design document. It suggests including a core statement describing the working title and genre of the game. It also recommends outlining the main features and verbs players can use. The document proposes defining the game's philosophy by describing what will be said on its tombstone. It further suggests using card sorting to identify the game's main functional areas and organizing those areas into appendices, such as for story, technical aspects, sounds, levels, and artwork. Finally, it proposes hosting the game design document on a wiki for easy editing and sharing.
The document outlines the key elements to include when designing a game for instructional purposes, such as an overview of the concept, desired outcomes, objectives, assessment, gameplay strategy, character descriptions, environment, how to play, rewards, look and feel, technical specifications, and timeline. It provides examples for each element and recommends including details about the instructional approach, scenario, interactions, and assessment within the game design. The goal is to create an engaging experience that teaches the intended concepts and evaluates learning.
José Luis Bayo Montón - Serious Games For Dementia illness Detection and Moti...WTHS
This document describes the eMotiva project, which aims to create a system using serious games to monitor and motivate people with dementia. The goals are to detect behavior patterns associated with disorders and provide personalized games and stimuli to reduce cognitive deterioration. Several games were developed focusing on cognitive, physical and relaxation stimulation. Future work includes installing the system and conducting a study to test the concept with Alzheimer's patients over 10 weeks of game sessions.
Overview of Neurological Vision Rehabilitation SystemNeuro_Vision
1) Acquired brain injury (ABI) can cause physical, cognitive, sensory and psychosocial impairments through causes like strokes, head trauma, and degenerative diseases. 2) Around 2.2 million people in the US acquire brain injuries annually. Neurological vision impairment occurs in 30-35% of ABI patients but often goes undiagnosed. 3) Vision therapy is not a standard of care for ABI patients despite affecting daily living, while physiotherapy and other therapies usually are standards of care.
The multi-matrix brain game is a developmental tool used by occupational therapists, teachers, and parents that combines letter, number, dot, and symbol dice with different "brain loads" or challenges to maximize sensory development. It aims to improve eye-hand coordination, visual tracking, attention, memory, and other cognitive skills. The game can be modified for different ages and ability levels. Dr. Carl Hillier, who created the game, believes sustained attention on a visual task is key for success. Occupational therapists can receive CE credits by taking an online course on sensory integration techniques using the multi-matrix brain game.
This document discusses the development of a rehabilitation game for patients with visual field defects caused by stroke or brain injury. It proposes using a game to stimulate the border between a patient's area of intact vision and their visual field defect. The game would track a user's eye movements and present visual stimuli in their impaired visual area to help rehabilitate it. Early concepts for rhythm and fishing games are discussed, with the fishing game seen as a simpler one-button option that could provide visual feedback to patients doing visual field exercises at home. The goal is to create an engaging yet effective new form of digital rehabilitation for visual field defects.
This document summarizes the development of a digital rehabilitation game for patients with visual field defects caused by brain injuries. It discusses playtesting earlier prototypes of the game at several hospitals in Japan to get feedback from doctors, therapists, and patients. Based on these tests, changes were made to simplify the game's rules and controls to make it easier for patients to play. Future plans include additional playtesting of new concepts and prototypes with patients and medical professionals.
This document provides guidance on creating a game design document. It suggests including a core statement describing the working title and genre of the game. It also recommends outlining the main features and verbs players can use. The document proposes defining the game's philosophy by describing what will be said on its tombstone. It further suggests using card sorting to identify the game's main functional areas and organizing those areas into appendices, such as for story, technical aspects, sounds, levels, and artwork. Finally, it proposes hosting the game design document on a wiki for easy editing and sharing.
The document outlines the key elements to include when designing a game for instructional purposes, such as an overview of the concept, desired outcomes, objectives, assessment, gameplay strategy, character descriptions, environment, how to play, rewards, look and feel, technical specifications, and timeline. It provides examples for each element and recommends including details about the instructional approach, scenario, interactions, and assessment within the game design. The goal is to create an engaging experience that teaches the intended concepts and evaluates learning.
José Luis Bayo Montón - Serious Games For Dementia illness Detection and Moti...WTHS
This document describes the eMotiva project, which aims to create a system using serious games to monitor and motivate people with dementia. The goals are to detect behavior patterns associated with disorders and provide personalized games and stimuli to reduce cognitive deterioration. Several games were developed focusing on cognitive, physical and relaxation stimulation. Future work includes installing the system and conducting a study to test the concept with Alzheimer's patients over 10 weeks of game sessions.
Overview of Neurological Vision Rehabilitation SystemNeuro_Vision
1) Acquired brain injury (ABI) can cause physical, cognitive, sensory and psychosocial impairments through causes like strokes, head trauma, and degenerative diseases. 2) Around 2.2 million people in the US acquire brain injuries annually. Neurological vision impairment occurs in 30-35% of ABI patients but often goes undiagnosed. 3) Vision therapy is not a standard of care for ABI patients despite affecting daily living, while physiotherapy and other therapies usually are standards of care.
The multi-matrix brain game is a developmental tool used by occupational therapists, teachers, and parents that combines letter, number, dot, and symbol dice with different "brain loads" or challenges to maximize sensory development. It aims to improve eye-hand coordination, visual tracking, attention, memory, and other cognitive skills. The game can be modified for different ages and ability levels. Dr. Carl Hillier, who created the game, believes sustained attention on a visual task is key for success. Occupational therapists can receive CE credits by taking an online course on sensory integration techniques using the multi-matrix brain game.
This document discusses the positive impacts of video games. It notes that acclaimed actor Robin Williams was an avid gamer and named his daughter Zelda after the video game series. It also discusses how the virtual reality game "Snow World" helped reduce pain in hospital patients by providing distraction. Several experts and studies are cited that show video games can help relieve stress, improve problem-solving skills, decision-making, and focus. The document argues that video games are good for development and provide moments of joy against life's stresses.
The document discusses eSight glasses, which are wearable electronic glasses that help legally blind individuals see. The eSight system uses a camera, video processing software, and OLED screens to project enhanced images to the brain. Some key advantages are magnification from 1.5x to 14x, auto-focusing, freeze frame capabilities, and various color modes and contrast/brightness settings. However, eSight glasses are expensive and cannot fully restore vision. Overall, eSight aims to provide independent vision to low-vision users through hands-free, all-day technology.
This document summarizes a research study that aimed to develop a mobile game prototype to assist with stroke rehabilitation exercises. Through observations and interviews at a rehabilitation clinic, the researchers identified common rehabilitation tasks and needs of stroke patients. Two prototypes were created and tested, which led to design improvements. The final prototype is a multi-level, interactive game involving tasks like pronation and supination that can be adapted to patients' skill levels. It is meant to make rehabilitation exercises more motivating. Feedback from therapists helped refine the design to better match patients' physical capabilities following a stroke.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
This document discusses using games for upper-limb stroke rehabilitation. It provides background on stroke and traditional therapy, then explores how technology-based games could address limitations in motivation and access to therapy. The authors developed webcam-based and augmented reality games for evaluation. They propose a framework for designing stroke rehabilitation games based on mapping game design principles like meaningful play and challenge to rehabilitation goals. Evaluation of their initial webcam games with able-bodied and stroke users showed potential for engagement, enjoyment and improving motor function. Ongoing work involves developing the design framework and further augmented reality games.
Keynote iGBL Conference. Digital Me. A Revolutionary Game-Based Method to Off...Paul Pivec
The document describes Digital Me, a game-based learning application designed to offset learning disabilities. It uses proven game design principles developed over 15 years of research to accelerate cognitive learning through interactive games. Key features include Adaptive Intelligence Modules that adjust difficulty and Active Intuitive Scaffolding to optimize skill improvement. Clinical studies showed cognitive abilities increased more than 2.5 times over traditional methods. The application aims to motivate persistent learning through gamification and provide reporting for parents and clinicians.
This document discusses the human visual system and eyes. It begins by asking questions about the importance of vision and eyesight. It then explains how vision works, with light entering the eye and being converted into electrochemical signals sent to the brain. It describes different parts of the eye like the pupil and lens. The document also discusses diseases that can affect eyesight like cataracts and how they are treated. It emphasizes that vision is critical for daily tasks and communication.
Serious games for upper limb rehabilitation following strokeJames Burke
This document discusses the development of serious games for upper limb rehabilitation following stroke. The researchers at the University of Ulster created virtual reality and webcam-based games that can be played with inexpensive off-the-shelf hardware like the Nintendo Wii remote. Their goal was to develop engaging rehabilitation games that motivate patients and can be used at home or in clinical settings. An initial usability study found patients enjoyed the games and found the feedback and adaptivity to be effective. Further clinical studies are planned to evaluate the games' effects on motor function recovery.
iGBL 2014 Keynote. Maja Pivec. Using Game Design to teach almost anythingMaja Pivec
Using Game Design to teach almost anything. Tales from the Serious Game Design Summer School. Professor DI Dr. Maja Pivec. iGBL Keynote, Cork, Ireland, 2014
This document discusses managing hypersensitivity after an acquired brain injury and developing games to help with overstimulation. It notes that over 50% of people with an ABI experience sensory hypersensitivity. A training program is described that aims to teach people skills to deal with overstimulation in daily life. The document also covers using games based on neuropsychological principles to target cognitive rehabilitation through gameplay on smartphones. It requests expanding an existing game called The Botanist to include new games stimulating other brain areas and discusses debates around the possibility of cognitive enhancement through brain training.
The document discusses potential applications of video games in various fields such as medicine, education, and mental health. It suggests that video games could be used to train surgical skills, distract patients during medical procedures, treat amblyopia, and address issues like depression in the elderly. Additionally, video games may improve skills like hand-eye coordination, problem-solving abilities, and spatial skills. The document ultimately argues that there are limitless future possibilities for applying video game research across many domains.
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
3rd Artepolis International Conference
ITB (Bandung Istitute of Technology)
Bandung, July 22-25th 2010
Meniscus is a whole process in a product design. But the different is the methods, the starting point is not from the problem identification, but from the innovative technology finding, then try to find idea in product apllication. Beside the design & technology, ergonomy and aesthetic still the main design consideration of this product. The image design are taken from keywords “simple-futuristic” style. The design process include sketch-rendering-modelling-prototyping. This ppt is an improvement of previous paper with same subject. The main concern now is to describe the adjustable frame design, so Menicus can be use for any age user with many kind face characteristics. Authors hope that these early research can be continue and produce a real product.
This document discusses how games can be used to improve health and learning. It evaluates the game Solve the Outbreak, developed by the CDC to teach players about disease outbreaks. The game places the player in the role of an investigator who must solve outbreak cases by gathering data and finding patterns. While the game has limited animation and audio, it succeeds in making disease learning engaging. Players can earn points and badges while learning how to identify diseases, prevent their spread, and make difficult decisions as part of a CDC surveillance team.
This document describes the development of CPLAY2, a touchscreen game system designed to assess attention deficits and improve motor skills in children with cerebral palsy. CPLAY2 features a bubble popping game in three levels of increasing difficulty. It tracks player performance metrics and generates reports for therapists. A pilot study was conducted with four healthy participants who played with intentional disabilities. CPLAY2 showed potential to measure focus and motion ability, with scores calculated based on hits, misses and escaped bubbles. Results are stored in a database to facilitate user profiling over time.
Games for Health - Joep Jansen - Padwalk: Interactive Led Floor for TherapyGames for Health Europe
The document describes a project to create physical rehabilitation games using an interactive LED floor. The games aim to help patients with neurological deficits implicitly train their gait in an engaging way. Two games were created called "Normal" and "Random" which involve walking or stepping on illuminated pads. Testing with patients and therapists found that the games motivated patients and could train various physical domains, though the training was more explicit than implicit. Future work is planned to improve the games.
This document discusses serious games and the challenges of combining game design and didactic design. Serious games aim to educate rather than solely entertain. The challenge is developing an engaging game that also ensures the intended learning occurs. This requires multidisciplinary collaboration between game designers, subject matter experts, and instructional designers. Developing a shared language and frequent meetings are important. Serious games have potential applications for treating PTSD in soldiers by exposing them to trauma through games. Assessing learning in games requires new approaches compared to traditional methods.
Aim: This study investigated the eff ect of video games on Critical fl ickering fusion frequency rate
(CFFFR).
Background: CFFFR is the rate of successive light fl ashes from a stationary light source at which the
sensation of fl icker disappears and the light becomes steady. CFFFR with higher values suggested that
greater perceptual accuracy. The eye and brain act together to perceive fl ickering light. The activities
in the retina and brain are synchronized as a part of the visual process. If the modulation i.e. fl icker
frequency is high enough, the visual system will perceive fl ickering light as a continuous steady light.
This CFFFR has been used in the studies on physiology of vision, Stress, drug research.
Results: In the present study CFFFR was measured in two age-matched groups of healthy volunteers
whose ages ranged from 18 – 45 years with 75 subjects in each group. Test group consists of Media
players who were played video games since their childhood. Control group consists of Non-Media
players who did not know how to play the video games. The scope of the present study is to know
the eff ect of video games on CFFFR. The results in our study showed that CFFFR threshold increases
signif cantly in media players when compared to non – media players (p<0.001).This study also
showed that CFFFR signif cantly decreases as the age increases and high CFFFR threshold were
recorded in media players who played puzzle and brain games than the action adventure and sports
games. The gender eff ect on CFFFR was not signif cant but higher CFFR values were recorded for men
than women.
Conclusion: This study proved that playing video games can develop cognitive skills, high level
thinking skills, problem solving complex, concentration, logical thinking, imagination and creativity
but on the other side teenagers who spend an ample amount of time playing games experience eff ects
which are not so benef cial at all.
The document discusses creating an animation to educate people about a bionic eye called the Argus II. It provides background on the technology, which uses electrodes implanted in the retina to provide a rough image to patients who have lost vision due to retinal problems. The author plans to research the Argus II model, which has been used over 10 times in the US since 2012 and was approved by the FDA. He will create a 3-minute animation using online animation software to clearly explain how the technology works and its potential benefits to improve vision for some patients.
This document discusses the positive impacts of video games. It notes that acclaimed actor Robin Williams was an avid gamer and named his daughter Zelda after the video game series. It also discusses how the virtual reality game "Snow World" helped reduce pain in hospital patients by providing distraction. Several experts and studies are cited that show video games can help relieve stress, improve problem-solving skills, decision-making, and focus. The document argues that video games are good for development and provide moments of joy against life's stresses.
The document discusses eSight glasses, which are wearable electronic glasses that help legally blind individuals see. The eSight system uses a camera, video processing software, and OLED screens to project enhanced images to the brain. Some key advantages are magnification from 1.5x to 14x, auto-focusing, freeze frame capabilities, and various color modes and contrast/brightness settings. However, eSight glasses are expensive and cannot fully restore vision. Overall, eSight aims to provide independent vision to low-vision users through hands-free, all-day technology.
This document summarizes a research study that aimed to develop a mobile game prototype to assist with stroke rehabilitation exercises. Through observations and interviews at a rehabilitation clinic, the researchers identified common rehabilitation tasks and needs of stroke patients. Two prototypes were created and tested, which led to design improvements. The final prototype is a multi-level, interactive game involving tasks like pronation and supination that can be adapted to patients' skill levels. It is meant to make rehabilitation exercises more motivating. Feedback from therapists helped refine the design to better match patients' physical capabilities following a stroke.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
This document discusses using games for upper-limb stroke rehabilitation. It provides background on stroke and traditional therapy, then explores how technology-based games could address limitations in motivation and access to therapy. The authors developed webcam-based and augmented reality games for evaluation. They propose a framework for designing stroke rehabilitation games based on mapping game design principles like meaningful play and challenge to rehabilitation goals. Evaluation of their initial webcam games with able-bodied and stroke users showed potential for engagement, enjoyment and improving motor function. Ongoing work involves developing the design framework and further augmented reality games.
Keynote iGBL Conference. Digital Me. A Revolutionary Game-Based Method to Off...Paul Pivec
The document describes Digital Me, a game-based learning application designed to offset learning disabilities. It uses proven game design principles developed over 15 years of research to accelerate cognitive learning through interactive games. Key features include Adaptive Intelligence Modules that adjust difficulty and Active Intuitive Scaffolding to optimize skill improvement. Clinical studies showed cognitive abilities increased more than 2.5 times over traditional methods. The application aims to motivate persistent learning through gamification and provide reporting for parents and clinicians.
This document discusses the human visual system and eyes. It begins by asking questions about the importance of vision and eyesight. It then explains how vision works, with light entering the eye and being converted into electrochemical signals sent to the brain. It describes different parts of the eye like the pupil and lens. The document also discusses diseases that can affect eyesight like cataracts and how they are treated. It emphasizes that vision is critical for daily tasks and communication.
Serious games for upper limb rehabilitation following strokeJames Burke
This document discusses the development of serious games for upper limb rehabilitation following stroke. The researchers at the University of Ulster created virtual reality and webcam-based games that can be played with inexpensive off-the-shelf hardware like the Nintendo Wii remote. Their goal was to develop engaging rehabilitation games that motivate patients and can be used at home or in clinical settings. An initial usability study found patients enjoyed the games and found the feedback and adaptivity to be effective. Further clinical studies are planned to evaluate the games' effects on motor function recovery.
iGBL 2014 Keynote. Maja Pivec. Using Game Design to teach almost anythingMaja Pivec
Using Game Design to teach almost anything. Tales from the Serious Game Design Summer School. Professor DI Dr. Maja Pivec. iGBL Keynote, Cork, Ireland, 2014
This document discusses managing hypersensitivity after an acquired brain injury and developing games to help with overstimulation. It notes that over 50% of people with an ABI experience sensory hypersensitivity. A training program is described that aims to teach people skills to deal with overstimulation in daily life. The document also covers using games based on neuropsychological principles to target cognitive rehabilitation through gameplay on smartphones. It requests expanding an existing game called The Botanist to include new games stimulating other brain areas and discusses debates around the possibility of cognitive enhancement through brain training.
The document discusses potential applications of video games in various fields such as medicine, education, and mental health. It suggests that video games could be used to train surgical skills, distract patients during medical procedures, treat amblyopia, and address issues like depression in the elderly. Additionally, video games may improve skills like hand-eye coordination, problem-solving abilities, and spatial skills. The document ultimately argues that there are limitless future possibilities for applying video game research across many domains.
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
3rd Artepolis International Conference
ITB (Bandung Istitute of Technology)
Bandung, July 22-25th 2010
Meniscus is a whole process in a product design. But the different is the methods, the starting point is not from the problem identification, but from the innovative technology finding, then try to find idea in product apllication. Beside the design & technology, ergonomy and aesthetic still the main design consideration of this product. The image design are taken from keywords “simple-futuristic” style. The design process include sketch-rendering-modelling-prototyping. This ppt is an improvement of previous paper with same subject. The main concern now is to describe the adjustable frame design, so Menicus can be use for any age user with many kind face characteristics. Authors hope that these early research can be continue and produce a real product.
This document discusses how games can be used to improve health and learning. It evaluates the game Solve the Outbreak, developed by the CDC to teach players about disease outbreaks. The game places the player in the role of an investigator who must solve outbreak cases by gathering data and finding patterns. While the game has limited animation and audio, it succeeds in making disease learning engaging. Players can earn points and badges while learning how to identify diseases, prevent their spread, and make difficult decisions as part of a CDC surveillance team.
This document describes the development of CPLAY2, a touchscreen game system designed to assess attention deficits and improve motor skills in children with cerebral palsy. CPLAY2 features a bubble popping game in three levels of increasing difficulty. It tracks player performance metrics and generates reports for therapists. A pilot study was conducted with four healthy participants who played with intentional disabilities. CPLAY2 showed potential to measure focus and motion ability, with scores calculated based on hits, misses and escaped bubbles. Results are stored in a database to facilitate user profiling over time.
Games for Health - Joep Jansen - Padwalk: Interactive Led Floor for TherapyGames for Health Europe
The document describes a project to create physical rehabilitation games using an interactive LED floor. The games aim to help patients with neurological deficits implicitly train their gait in an engaging way. Two games were created called "Normal" and "Random" which involve walking or stepping on illuminated pads. Testing with patients and therapists found that the games motivated patients and could train various physical domains, though the training was more explicit than implicit. Future work is planned to improve the games.
This document discusses serious games and the challenges of combining game design and didactic design. Serious games aim to educate rather than solely entertain. The challenge is developing an engaging game that also ensures the intended learning occurs. This requires multidisciplinary collaboration between game designers, subject matter experts, and instructional designers. Developing a shared language and frequent meetings are important. Serious games have potential applications for treating PTSD in soldiers by exposing them to trauma through games. Assessing learning in games requires new approaches compared to traditional methods.
Aim: This study investigated the eff ect of video games on Critical fl ickering fusion frequency rate
(CFFFR).
Background: CFFFR is the rate of successive light fl ashes from a stationary light source at which the
sensation of fl icker disappears and the light becomes steady. CFFFR with higher values suggested that
greater perceptual accuracy. The eye and brain act together to perceive fl ickering light. The activities
in the retina and brain are synchronized as a part of the visual process. If the modulation i.e. fl icker
frequency is high enough, the visual system will perceive fl ickering light as a continuous steady light.
This CFFFR has been used in the studies on physiology of vision, Stress, drug research.
Results: In the present study CFFFR was measured in two age-matched groups of healthy volunteers
whose ages ranged from 18 – 45 years with 75 subjects in each group. Test group consists of Media
players who were played video games since their childhood. Control group consists of Non-Media
players who did not know how to play the video games. The scope of the present study is to know
the eff ect of video games on CFFFR. The results in our study showed that CFFFR threshold increases
signif cantly in media players when compared to non – media players (p<0.001).This study also
showed that CFFFR signif cantly decreases as the age increases and high CFFFR threshold were
recorded in media players who played puzzle and brain games than the action adventure and sports
games. The gender eff ect on CFFFR was not signif cant but higher CFFR values were recorded for men
than women.
Conclusion: This study proved that playing video games can develop cognitive skills, high level
thinking skills, problem solving complex, concentration, logical thinking, imagination and creativity
but on the other side teenagers who spend an ample amount of time playing games experience eff ects
which are not so benef cial at all.
The document discusses creating an animation to educate people about a bionic eye called the Argus II. It provides background on the technology, which uses electrodes implanted in the retina to provide a rough image to patients who have lost vision due to retinal problems. The author plans to research the Argus II model, which has been used over 10 times in the US since 2012 and was approved by the FDA. He will create a 3-minute animation using online animation software to clearly explain how the technology works and its potential benefits to improve vision for some patients.
1. Rehabilitation game for the
patients with Visual Field Defect
Eri Shiroyama
Mock-exam 31.05.2011
2. Eri Shiroyama
- Fukuoka / Japan
- International experience of
working with other people
who are totally different from
my background
- Consultant & Researcher by
creating solution with media
and technology
- Netherlands
3. How can we design a rehabilitation
game for the patients with visual
field defect after brain injury?
Introduction - why did I chose the subject?
What is “Visual field defect after brain injury”?
What kind of rehabilitation already exists for the patients?
Communication Research - Play test and Interviews -
What kind of Game Design is suitable for “Hemianopsia”
patients?
4. INDEX
How can we design a rehabilitation game for the
patients with visual field defect after brain injury?
Introduction - why did I chose the subject?
What is “Visual field defect after brain injury”?
What kind of rehabilitation already exists for the patients?
Communication Research - Play test and Interviews -
What kind of Game Design is suitable for “Hemianopsia”
patients?
5. Introduction
- Why did I chose the subject? -
- Stroke ↑
- Several rehabilitation game
for paralysis of one side of the
body
- Vogels! → Start to get
interested in stroke patients
- 1/3 Visual disability in
stroke patients
- Non digital game and
demand for rehabilitation of
visual defect
6. Introduction
- Why did I chose the subject? -
But visual disability from brain injury is totally
different from problem of eye itself....
7. INDEX
How can we design a rehabilitation game for the
patients with visual field defect after brain injury?
Introduction - why did I chose the subject?
What is “Visual field defect after brain injury”?
What kind of rehabilitation already exists for the patients?
Communication Research - Play test and Interviews -
What kind of Game Design is suitable for “Hemianopsia”
patients?
8. What is “Visual field
defect after brain injury”?
Hemianopsia
Half or quarter of visual fields are defected depending on
which optic nerve are injured.
9. INDEX
How can we design a rehabilitation game for the
patients with visual field defect after brain injury?
Introduction - why did I chose the subject?
What is “Visual field defect after brain injury”?
What kind of rehabilitation already exists for the patients?
Communication Research - Play test and Interviews -
What kind of Game Design is suitable for “Hemianopsia”
patients?
10. What kind of rehabilitation already
exists for the patients ?
There is new rehabilitation method for Hemianopsia patients by
using computer
Stimulate the boarder between Visual luck area and Visible area
11. What kind of rehabilitation already
exists for the patients ?
Medical thesis by Kagoshima University . 2007
12. What kind of rehabilitation already
exists for the patients ?
But there is a Big problem...
14. INDEX
How can we design a rehabilitation game for the
patients with visual field defect after brain injury?
Introduction - why did I chose the subject?
What is “Visual field defect after brain injury”?
What kind of rehabilitation already exists for the patients?
Communication Research - Play test and Interviews -
What kind of Game Design is suitable for “Hemianopsia”
patients?
15. Communication Research
- Lots of expert’s Help for my project -
Play test#1 & Interviews Play test#1 & Interviews
@ Kyushu university hospital @ Nagao hospital
Interviews Helping for finding the patients
@ Kagoshima university hospital @ Silverfit
16. Communication Research
- Play test and Interviews -
- Play test#1 in Japan
- Idea*1 (Rhythm game) → Failed
- But I learned a lot from the
play test and interviews
- The way of stimulation wasn’t correct
×Line ○Points
- Too difficult rule for the patients
- Should be more familiar with elderly
people
- Can’t handle multiple keyboard
17. INDEX
How can we design a rehabilitation game for the
patients with visual field defect after brain injury?
Introduction - why did I chose the subject?
What is “Visual field defect after brain injury”?
What kind of rehabilitation already exists for the patients?
Communication Research - Play test and Interviews -
What kind of Game Design is suitable for “Hemianopsia”
patients?
18. What kind of Game Design is suitable
for “Hemianopsia” patients?
1. Eye tracking by webcam
- The game will know where the patients are looking at
- They can play the game without watch by care persons (because patients has to
keep their eyes fixed at center of computer)
- The patients can rehabilitate in their own house
19. What kind of Game Design is suitable
for “Hemianopsia” patients?
2. Idea*2 (Fishing game)
- Simple art and Sound
(If it is too much, the different parts of
nerves will be stimulated )
- Simple rule and One button
game
- Art performance for only A float =
feedback screen stimulation
point
- Correct several kinds of fish
and make own aquarium
20. What kind of Game Design is suitable
for “Hemianopsia” patients?
3. Interface design
Choose one of the 4 locations to place the interface
(Depends on where is the visual disability)
21. What kind of Game Design is suitable
for “Hemianopsia” patients?
22. Planning
Play test #2 Play test #3 Project
in Belgium in Belgium Deadline
Product Improve the game
Supportive narrative
June July August
23. Reference
• Results from the National Health and Nutrition
Examination Survey (1988-1994)
• Kazumi Kawahira etc , 2007| Quadranopsia
improved by repetitive visual stimulation using a
Computerized visual field training machine in a
stroke patient
• Polaski and Tatro, 1996 | Visual field defects
associated with hemianopia
• Hemispatial Neglect: Half the World Ends With You |
http://troublethinking.wordpress.com/2010/07/09/
hemispatial-neglect-half-the-world-ends-with-you/
25. Two kinds of visual defect
• Hemispatial Neglect • Hemianopsia
Half of word doesn’t exist
Half or quarter of visual field defect
for neglect patients
Not a lot of people have
Heavy mental problem
heavy mental problem
No efficient rehabilitation There is some rehabilitation method