| Journal of NeuroEngineering and Rehabilitation | |
| Balancing the playing field: collaborative gaming for physical training | |
| Michael Mace1  Nawal Kinany1  Paul Rinne1  Etienne Burdet1  Anthony Rayner2  Paul Bentley2  | |
| [1] Department of Bioengineering, Imperial College of Science, Technology and Medicine;Division of Brain Sciences, Imperial College of Science, Technology and Medicine; | |
| 关键词: Social interaction; Collaboration; Rehabilitation; Stroke; Physical exercise; Patient engagement; | |
| DOI : 10.1186/s12984-017-0319-x | |
| 来源: DOAJ | |
【 摘 要 】
Abstract Background Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. Methods A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. Results Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership’s mismatch. The more abled partners’ performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. Conclusion This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients.
【 授权许可】
Unknown