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.
Stroke Recovery Supplement Virtual Reality Serious Games (Personalized Medici...Avi Dey
Stroke Recovery Supplement Virtual Reality Serious Games (Personalized Medicine Rehab Applications 2016 Plus)
Stroke Rehab PT/OT Supplement With Virtual Reality Serious Game Platforms. Here is one recent survery by university based technically competent virtual team
Dementia is an important public health priority. Caring for a person with dementia can be very challenging. A better understanding of dementia is important for both patients and carers. The main objective of this research was to help to improve the quality of interaction between dementia patients and carers. The aim of this research is to investigate how games could support dementia carers through, initially developing a conceptual framework. The research analysed 10 existing games within health education. Game content, such as Game play, Avatar portrayal, Gameworld graphics, Sound/Music and Storyline, were examined in order to help family members who may be carers. This paper discusses the different ways in which various aspects of games could be used to help and support dementia carers from their own perspectives.
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.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
Stroke Recovery Supplement Virtual Reality Serious Games (Personalized Medici...Avi Dey
Stroke Recovery Supplement Virtual Reality Serious Games (Personalized Medicine Rehab Applications 2016 Plus)
Stroke Rehab PT/OT Supplement With Virtual Reality Serious Game Platforms. Here is one recent survery by university based technically competent virtual team
Dementia is an important public health priority. Caring for a person with dementia can be very challenging. A better understanding of dementia is important for both patients and carers. The main objective of this research was to help to improve the quality of interaction between dementia patients and carers. The aim of this research is to investigate how games could support dementia carers through, initially developing a conceptual framework. The research analysed 10 existing games within health education. Game content, such as Game play, Avatar portrayal, Gameworld graphics, Sound/Music and Storyline, were examined in order to help family members who may be carers. This paper discusses the different ways in which various aspects of games could be used to help and support dementia carers from their own perspectives.
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.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Top 24 team in the High School Utah Entrepreneur Challenge 2017. The program is managed by the Lassonde Entrepreneur Institute at the University of Utah. Learn more at lassonde.utah.edu/hsuec.
Teaching Techniques: Neurotechnologies the way of the future (Stotler, 2019)Jacob Stotler
Presenting alternative to drugs from nuerotechnologies and teaching about clinical use of neurothreapy and therapeutic effectiveness of biological aspects of the use of clinical technologies.
Unimanual and bimanual intensive training Irfan iftekhar
Use of Constraint Induced Movement Therapy (CIMT) as an intervention for hemiparesis has demonstrated favorable results in recent literature. CIMT is a common neurological intervention which has been used to treat individuals who have experienced unilateral hemiparesis, or weakness of one arm due to some sort of neurological condition or trauma.
Teaching Neuroscience Concepts Related to Hunger via a Tower Defense GameClinical Tools, Inc
Metcalf M, Tanner B, Tanner B. Teaching Neuroscience Concepts Related to Hunger via a Tower Defense Game. Winter Conference on Brain Research; 2018 January 14; Whistler, British Columbia, Canada.
The Acceptance and Cognitive Restructuring Intervention Program (ACRIP) has been proven efficacious in existing studies to reduce the symptoms of Internet Gaming Disorder (IGD) and improve the psychological well-being of adolescents. IGD has recently been recognized as a mental health condition by the World Health Organization as it becomes an emerging issue of significant public health concern. Empirical evidences associating IGD with poor psychological well-being are increasing.
How using neurofeedback can improve mental focus and be part of treatment for ADHD. And how tracking mental health with the latest apps can flag burnout, depression and even conditions like Alzheimer's well before they would currently be diagnosed.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Top 24 team in the High School Utah Entrepreneur Challenge 2017. The program is managed by the Lassonde Entrepreneur Institute at the University of Utah. Learn more at lassonde.utah.edu/hsuec.
Teaching Techniques: Neurotechnologies the way of the future (Stotler, 2019)Jacob Stotler
Presenting alternative to drugs from nuerotechnologies and teaching about clinical use of neurothreapy and therapeutic effectiveness of biological aspects of the use of clinical technologies.
Unimanual and bimanual intensive training Irfan iftekhar
Use of Constraint Induced Movement Therapy (CIMT) as an intervention for hemiparesis has demonstrated favorable results in recent literature. CIMT is a common neurological intervention which has been used to treat individuals who have experienced unilateral hemiparesis, or weakness of one arm due to some sort of neurological condition or trauma.
Teaching Neuroscience Concepts Related to Hunger via a Tower Defense GameClinical Tools, Inc
Metcalf M, Tanner B, Tanner B. Teaching Neuroscience Concepts Related to Hunger via a Tower Defense Game. Winter Conference on Brain Research; 2018 January 14; Whistler, British Columbia, Canada.
The Acceptance and Cognitive Restructuring Intervention Program (ACRIP) has been proven efficacious in existing studies to reduce the symptoms of Internet Gaming Disorder (IGD) and improve the psychological well-being of adolescents. IGD has recently been recognized as a mental health condition by the World Health Organization as it becomes an emerging issue of significant public health concern. Empirical evidences associating IGD with poor psychological well-being are increasing.
How using neurofeedback can improve mental focus and be part of treatment for ADHD. And how tracking mental health with the latest apps can flag burnout, depression and even conditions like Alzheimer's well before they would currently be diagnosed.
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
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Shahina Ferdous, Alexandros Papangelis, Angela
Boisselle, Fillia Makedon, June 2012, PETRA
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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
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actual and remembered targets in Parkinson's
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