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      Rehabilitating Experience: Designing an Aesthetic and Movement-based Game for Physical Therapy

      , ,

      Electronic Visualisation and the Arts (EVA 2017) (EVA)

      Electronic Visualisation and the Arts

      11 – 13 July 2017

      Interactive games, Movement experience, Aesthetic motivation, Rehabilitation games

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          The quality of aesthetic and movement experience is important to a physical therapy patient’s motivation for recovery. The physical therapy patient’s experience of moving is often restricted to their personal recovery plan; however, we are interested in whether connecting to a personal expressive experience and use of external motivation can support the quality of the recovery experience. We ask the question, ‘how can interactive art games support a patient’s recovery process by focusing on quality of movement performance, enjoyment and engagement?’ The recent rise of gameplay with virtual and augmented reality, high resolution graphics and believable characters is now easily available to the consumer. A variety of games designed to support therapeutic environments and rehabilitation exist, yet the area of movement and aesthetic experience is under researched. In our investigation of colour psychology, frameworks for movement quality, and implementation of gaming elements in therapeutic environments, we explore trends as to what succeeds or doesn’t to make an engaging and productive therapy game. Supernova is an exploratory project to investigate the intersection of motivation in physical therapy, experience-focused design, and digital interaction.

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          Most cited references 19

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          Virtual reality-augmented rehabilitation for patients following stroke.

          Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in which practice intensity and feedback can be manipulated to create individualized treatments to retrain movement. Three patients (ML, LE, and DK), who were in the chronic phase following stroke, participated in a 2-week training program (3 1/2 hours a day) including dexterity tasks on real objects and VR exercises. The VR simulations were targeted for range of motion, movement speed, fractionation, and force production. ML's function was the most impaired at the beginning of the intervention, but showed improvement in the thumb and fingers in range of motion and speed of movement. LE improved in fractionation and range of motion of his thumb and fingers. DK made the greatest gains, showing improvement in range of motion and strength of the thumb, velocity of the thumb and fingers, and fractionation. Two of the 3 patients improved on the Jebsen Test of Hand Function. The outcomes suggest that VR may be useful to augment rehabilitation of the upper limb in patients in the chronic phase following stroke.
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            Anxiety and presence during VR immersion: a comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games.

            Virtual reality can be used to provide phobic clients with therapeutic exposure to phobogenic stimuli. However, purpose-built therapeutic VR hardware and software can be expensive and difficult to adapt to individual client needs. In this study, inexpensive and readily adaptable PC computer games were used to provide exposure therapy to 13 phobic participants and 13 non-phobic control participants. It was found that anxiety could be induced in phobic participants by exposing them to phobogenic stimuli in therapeutic virtual environments derived from computer games (TVEDG). Assessments were made of the impact of simulator sickness and of sense of presence on the phobogenic effectiveness of TVEDGs. Participants reported low levels of simulator sickness, and the results indicate that simulator sickness had no significant impact on either anxiety or sense of presence. Group differences, correlations, and regression analyses indicate a synergistic relationship between presence and anxiety. These results do not support Slater's contention that presence and emotion are orthogonal.
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              Movement-based sports video games: Investigating motivation and gaming experience


                Author and article information

                July 2017
                July 2017
                : 167-174
                Illinois State University

                Bloomington, IL, USA
                Columbia College Chicago

                Chicago, IL, USA
                © Hobby et al. Published by BCS Learning and Development Ltd. Proceedings of EVA London 2017, UK

                This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

                Electronic Visualisation and the Arts (EVA 2017)
                London, UK
                11 – 13 July 2017
                Electronic Workshops in Computing (eWiC)
                Electronic Visualisation and the Arts
                Product Information: 1477-9358BCS Learning & Development
                Self URI (journal page): https://ewic.bcs.org/
                Electronic Workshops in Computing


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