Human-Computer Interaction with Adaptable Adaptive Motion-based Games for Health

12/06/2020
by   Jan David Smeddinck, et al.
0

Physical activity plays a major role both in prevention and in the treatment of afflictions linked to a modern sedentary lifestyle and improvements on life expectancy, for example though the application area of physiotherapy. Motion-based games for health (MGH) are being discussed in research and industry for their ability to play a supportive role in health, by offering motivation to engage in treatments, objective insights on status and development, and guidance regarding treatment activities. Difficulty settings in games are typically limited to few discrete tiers. For most serious applications in health, more fine-grained and far-reaching adjustments are required. The need for applying adjustments on complex sets of parameters can be overwhelming for patient-players and even trained professionals. Automatic adaptivity and efficient manual adaptability are thus major concerns for the design and development of MGH. Despite a growing amount of research on specific methods for adaptivity, general considerations on human-computer interaction with adaptable and adaptive MGH are rare. This thesis therefore focuses on establishing and augmenting theory for adaptability and adaptivity in human-computer interaction in the context of MGH. Working with older adults and people with Parkinson's disease as frequent target groups that can benefit from tailored activities, explorations and comparative studies that investigate the design, acceptance, and effectiveness of MGH are presented. The outcomes encourage the application of adaptivity for MGH following iterative human-centred design that considers the respective interests of stakeholders, provided that the users receive adequate information and are empowered to exert control over the automated system when desired or required, and if adaptivity is embedded in such a way that it does not interfere with the users' sense of competence or autonomy.

READ FULL TEXT

page 25

page 36

page 37

research
06/25/2021

Investigating behavior change indicators and cognitive measures in persuasive health games

Outcome-driven studies designed to evaluate potential effects of games a...
research
01/13/2022

A Review on Serious Games for Exercise Rehabilitation

Disability is an important factor affecting todays society. At the same ...
research
05/01/2020

Discussion of digital gaming's impact on players' well-being during the COVID-19 lockdown

This research discusses how to utilise digital gaming to support the wel...
research
01/26/2023

Neurorehab: An Interface for Rehabilitation

About 15 amongst whom only 31 We are working on developing a motivating ...
research
06/04/2019

Pegadas: A Portal for Management and Activities Planning with Games and Environments for Education in Health

Applications for learning and training have been developed and highlight...
research
07/23/2023

Tell me, what are you most afraid of? Exploring the Effects of Agent Representation on Information Disclosure in Human-Chatbot Interaction

Self-disclosure counts as a key factor influencing successful health tre...
research
06/25/2021

Investigating Modes of Activity and Guidance for Mediating Museum Exhibits in Mixed Reality

We present an exploratory case study describing the design and realisati...

Please sign up or login with your details

Forgot password? Click here to reset