论文标题

使用基线游戏玩法来设计身体康复

Using models of baseline gameplay to design for physical rehabilitation

论文作者

Loriette, Antoine, Caramiaux, Baptiste, Stein, Sebastian, Williamson, John H.

论文摘要

经过修改的数字游戏设法推动运动康复所需的重复练习的动力,但是设计满足康复和参与目标的修改是具有挑战性的。我们提出了一种方法,其中基线游戏玩法的统计模型标识了模拟与未修改的游戏兼容行为的设计配置。我们通过一个案例研究来说明这种方法,该案例研究涉及上肢康复,并配备了Pac-Man游戏的定制控制器。具有职业治疗师的参与性设计研讨会定义了两个用于游戏玩法和康复调整的交互参数。与12名参与者实验测量了参数对相互作用的影响。我们表明,使用用户输入行为和内部游戏状态的低延迟模型标识了在降级控制下重现基线游戏玩法的相互作用参数的值。我们讨论如何将这种方法应用于系统上平衡游戏化问题,涉及物理要求和主观吸引的经验之间的权衡。

Modified digital games manage to drive motivation in repetitive exercises needed for motor rehabilitation, however designing modifications that satisfy both rehabilitation and engagement goals is challenging. We present a method wherein a statistical model of baseline gameplay identifies design configurations that emulate behaviours compatible with unmodified play. We illustrate this approach through a case study involving upper limb rehabilitation with a custom controller for a Pac-Man game. A participatory design workshop with occupational therapists defined two interaction parameters for gameplay and rehabilitation adjustments. The parameters' effect on the interaction was measured experimentally with 12 participants. We show that a low-latency model, using both user input behaviour and internal game state, identifies values for interaction parameters that reproduce baseline gameplay under degraded control. We discuss how this method can be applied to systematically balance gamification problems involving trade-offs between physical requirements and subjectively engaging experiences.

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