| Literature DB >> 29768472 |
Esperança Amengual Alcover1, Antoni Jaume-I-Capó1, Biel Moyà-Alcover1.
Abstract
Serious game development for rehabilitation therapy is becoming increasingly popular because of the motivational advantages that these types of applications provide. Consequently, the need for a common process framework for this category of software development has become increasingly evident. The goal is to guarantee that products are developed and validated by following a coherent and systematic method that leads to high-quality serious games. This paper introduces a new process framework for the development of serious games for motor rehabilitation therapy. We introduce the new model and demonstrate its application for the development of a serious game for the improvement of the balance and postural control of adults with cerebral palsy. The development of this application has been facilitated by two technological transfer contracts and is being exploited by two different organizations. According to clinical measurements, patients using the application improved from high fall risk to moderate fall risk. We believe that our development strategy can be useful not only for motor rehabilitation therapy, but also for the development of serious games in many other rehabilitation areas.Entities:
Mesh:
Year: 2018 PMID: 29768472 PMCID: PMC5955522 DOI: 10.1371/journal.pone.0197383
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Phases of a clinical trial for drug development.
| Phase | Drug-development |
|---|---|
| Phase 0 – Ensure efficacy | The drug is tested on non-human subjects to determine its efficacy. |
| Phase I – Ensure safety | The drug is tested on healthy volunteers to determine its safety. |
| Phase II – Test on patients | The drug is tested on patients to determine its efficacy on humans. |
| Phase III – Test therapeutic effects | The drug is tested on patients to determine its therapeutic effects. |
| Phase IV – Determine long-term effects | The drug is monitored during public use to determine its long-term effects. |
Fig 1Process flow for serious game development.
Fig 2Clinical study assessments.
Stakeholder specifications.
| Type | Role |
|---|---|
| Hospitals and rehabilitation centers | Provide facilities, specialists, and patients |
| Physicians/Physiotherapists | Game design |
| Patients | Play the serious game |
| Families | Legal proxies (if needed) |
| Engineers | Serious game development |
| Designers | Creative activities (art, animation, etc.) |
| Ethical committee | Clinical study authorization |
Fig 3Overview of the functionality of our serious game.
Planning and control tasks for the first iteration.
| Framework activity | Task | Description |
|---|---|---|
| Modeling | Define the interaction mechanism | Analyze the selected therapy to define the interaction mechanism requirements. |
| Construction | Analyze tracking devices | Validate the suitability of existing devices to track the user’s hand. |
| Select a tracking device | Select the most suitable tracking device. The selected device must be approved by the physiotherapists. | |
| Validation | Validate and adapt the selected device | Validate the selected tracking device and adapt it to the interaction mechanism. |
Motion-based device analysis.
| Device | Noninvasive | Hand tracking | Motion detection | Cost |
|---|---|---|---|---|
| WebCam + markers | X | X | ||
| Eyetoy | X | X | X | |
| Wiimote | X | X | X | |
| Kinect | X | X | X | X |
Fig 4Tracking module interface.
Conditions for the “Configure game” use case.
| Design | Rationale |
|---|---|
| Number of elements to interact with. | Definition of different levels in the game. |
| Distance between the user and the screen. | The larger the distance from the screen, the larger the required COM change. |
Fig 5Interaction module.
Requirements for the serious game.
| Use case | Requirement |
|---|---|
| Create new user profile | R7. Patients must have a profile where their last-played game conditions are stored. |
| Configure game | R8. The therapist can set a time limit for each session. |
| Play | R11. Each game action has corresponding visual and auditory feedback. |
| Validate therapy | R13. Patient performance must be stored for each game. |
Fig 6Therapy session.