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Game-Based (Re)Habilitation via Movement Tracking

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Recent Advances in Technologies for Inclusive Well-Being

Part of the book series: Intelligent Systems Reference Library ((ISRL,volume 196))

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Abstract

An international collaborative explorative pilot study is detailed between hospitals in Denmark and Sweden involving rehabilitation medical staff and children where the affordable, popular and commercially available Sony PlayStation 2 EyeToy® is used to investigate our goal in enquiring to the potentials of games utilizing mirrored user embodiment in therapy. Results highlight the positive aspects of gameplay and the evacuant potential in the field. Conclusions suggest a continuum where presence state is a significant interim mode toward a higher order aesthetic resonance state that we claim inherent to our interpretation of play therapy. Whilst this research is a few years ago the findings are still relevant and align to contemporary studies and in context of this book where cross-reference is made from another publication.

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Notes

  1. 1.

    www.bris.ac.uk/carehere and www.eyesweb.org.

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Acknowledgements

Hospitals, Staff, & children: Länssjukhuset in Halmstad, Sweden; Sydvestjysk Sygehus in Esbjerg, Denmark. SCEE, Egmont/Nordisk Film, Scandinavia. Sony Denmark.

This study was part financed by cooperation between Sony Computer Entertainment Europe; Egmont Interactive, Scandinavia; Sony Denmark, SoundScapes ApS, Denmark, and the authors.

“PlayStation” is a registered trademark of Sony Computer Entertainment Inc. “EyeToy” is a registered trademark of Sony Computer Entertainment Europe.

Algorithms adapted from those created with partial support from IST Project CARE HERE where the first author was researcher [27].

A considerable part of this paper is based on a paper presented at the Presence 2005 event in London without DOI (http://matthewlombard.com/welcome.html or https://astro.temple.edu/~lombard/ISPR/Proceedings/2005/Brooks%20and%20Petersson.pdf).

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Correspondence to Anthony Lewis Brooks .

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Appendices

Appendix 1

See Fig. 14.3.

Fig. 14.3
figure 3

Three examples showing game play results: (top graph) Esbjerg 9 (male 7 years of age) where successes are inconsistent and possibly due to unstable presence. Game 13 is where a higher level was attempted shown by his ‘between time’ high. Esbjerg 13 (girl of 8 years of age—middle graph) achieved completion of the full game (8th game) resulting in an affirmative comment from the game agent. Esbjerg 14 (female 10 years of age—low graph) had most problems (game duration average 24/56.6) this reflective of her functional condition (brain tumor), however she achieved the most number of games (32) whilst continuously pushing her limitations and at conclusion interview described the “great fun” despite her difficulties

Appendix 2

See Figs. 14.4 and 14.5.

Fig. 14.4
figure 4

Quantity and segmentation of movement. Threshold/buffer/motion phase indicators (upper right). Buffer image, SMI and source windows (upper left), Halmstad hospital, Sweden. Algorithm for QOM, pause and motion phase duration available from authors

Fig. 14.5
figure 5

Contraction Index (CI) analysis. Upper right shows silhouette bounding rectangle initially set on buffer image, Esbjerg hospital, Denmark. Algorithm is made available from the authors

Appendix 3

See Table 14.2.

Table 14.2 Session overview: upper = sessions/games (g)/pauses (p). lower = movement analysis

Appendix 4

See Table 14.3.

Table 14.3 Tempo spatial analysis: an example of one annotated session video file

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Brooks, A.L., Brooks, E. (2021). Game-Based (Re)Habilitation via Movement Tracking. In: Brooks, A.L., Brahman, S., Kapralos, B., Nakajima, A., Tyerman, J., Jain, L.C. (eds) Recent Advances in Technologies for Inclusive Well-Being. Intelligent Systems Reference Library, vol 196. Springer, Cham. https://doi.org/10.1007/978-3-030-59608-8_14

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