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Gamified platfom for physical and cognitive rehabilitation for children
1. GAMIFIED PLATFORM FOR PHYSICAL
AND COGNITIVE REHABILITATION
CARINA GONZĂLEZ*, PEDRO TOLEDO*, ALBERTO MORA**, YERAY BARRIOS*
*UNIVERSIDAD DE LA LAGUNA
**UNIVERSITAT OBERTA DE CATALUNYA
GALACONF: HEALTH WORKSHOP
ROME, WEDNESDAY, 9TH DECEMBER, 2015
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ROUTEMAP
⸠Introduction
⸠Background
⸠Tango:H
⸠Technology
⸠Validation
⸠Conclusions
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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
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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
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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
6.
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TANGO:H PLATFORM (DESCRIPTION)
⸠TANGO:H (Tangible Goals: Health) arises as an open platform
accessible and highly conďŹgurable to enable the creation,
customization and adaptation of exercises and activities
⸠A platform based on the principles of gamiďŹcation 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)
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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
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TANGO:H PLATFORM (FEATURES)
⸠Recommender system
⸠Skills (more suitable exercises)
⸠Levels (avoiding inefďŹciency and lack of motivation)
⸠Beginner: basic exercises (on-boarding)
⸠Intermediate: challenging exercises (enhancement)
⸠Expert: high difďŹculty (mastery)
⸠Timing
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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 DESIGNER (FEATURES)
⸠A dynamic environment for the development of exercises (backend)
⸠Easy and intuitive design interface for professionals
⸠Translated into several languages (.csv ďŹle supported)
⸠Three kinds of exercises:
⸠Physics: mobility promotion
⸠Cognitives: cognitive stimulation (matching, ordering or
classifying)
⸠Free: total freedom design
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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 deďŹnition
(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
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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 âtogetherâ
⸠Competitive: single objectives and achievements
⸠Collaborative: common objectives and achievements
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TANGO:H DESIGNER (CUSTOMIZATION)
⸠Recommender system
⸠Skills, based on the exercises requirements and user
skills: speed, balance, coordination and reďŹexes
⸠Level adjustment (Hutzler et al., 2007), based on the
user achievements
⸠Timing step and objective
⸠Free customization
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TANGO:H DESIGNER (REPORTING)
⸠Single and collective statistics (skills, levels, points,
attempts, succeed and fail track, time, emotion, etc.)
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GAMIFICATION
⸠GamiďŹcation conceived as âthe use of game design
elements in non-game contextsâ. (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 challengesâŚ
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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 deďŹnition
⸠Supports Kinect sensor v1 & v2
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TECHNOLOGY
⸠Web version (Tango:H designer)
⸠HTML5 / CSS3
⸠Javascript/JQuery
⸠PHP
⸠XML format for exercise deďŹnition
⸠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
(GonzĂĄlez, 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 conďŹgurable 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 gamiďŹed experience
34. 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.
GONZĂLEZ, 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 WORKSHOPâ15
35. THIS WORK IS FUNDED BY THE RESEARCH PROJECT SALUD-IN:
âINTERACTIVE 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 WORKSHOPâ15